psx_gpu: fix sprite sign extend
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_parse.c
... / ...
CommitLineData
1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#include <stdio.h>
16
17#include "common.h"
18
19const u8 command_lengths[256] =
20{
21 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 00
22 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 10
23 3, 3, 3, 3, 6, 6, 6, 6, 4, 4, 4, 4, 8, 8, 8, 8, // 20
24 5, 5, 5, 5, 8, 8, 8, 8, 7, 7, 7, 7, 11, 11, 11, 11, // 30
25 2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, // 40
26 3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, // 50
27 2, 2, 2, 2, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, // 60
28 1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, // 70
29 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 80
30 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 90
31 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // a0
32 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // b0
33 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // c0
34 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // d0
35 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // e0
36 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 // f0
37};
38
39void update_texture_ptr(psx_gpu_struct *psx_gpu)
40{
41 u8 *texture_base;
42 u8 *texture_ptr;
43
44 switch((psx_gpu->render_state_base >> 8) & 0x3)
45 {
46 default:
47 case TEXTURE_MODE_4BPP:
48 texture_base = psx_gpu->texture_4bpp_cache[psx_gpu->current_texture_page];
49
50 texture_ptr = texture_base;
51 texture_ptr += psx_gpu->texture_window_x & 0xF;
52 texture_ptr += (psx_gpu->texture_window_y & 0xF) << 4;
53 texture_ptr += (psx_gpu->texture_window_x >> 4) << 8;
54 texture_ptr += (psx_gpu->texture_window_y >> 4) << 12;
55 break;
56
57 case TEXTURE_MODE_8BPP:
58 if(psx_gpu->current_texture_page & 0x1)
59 {
60 texture_base =
61 psx_gpu->texture_8bpp_odd_cache[psx_gpu->current_texture_page >> 1];
62 }
63 else
64 {
65 texture_base =
66 psx_gpu->texture_8bpp_even_cache[psx_gpu->current_texture_page >> 1];
67 }
68
69 texture_ptr = texture_base;
70 texture_ptr += psx_gpu->texture_window_x & 0xF;
71 texture_ptr += (psx_gpu->texture_window_y & 0xF) << 4;
72 texture_ptr += (psx_gpu->texture_window_x >> 4) << 8;
73 texture_ptr += (psx_gpu->texture_window_y >> 4) << 12;
74 break;
75
76 case TEXTURE_MODE_16BPP:
77 texture_base = (u8 *)(psx_gpu->vram_ptr);
78 texture_base += (psx_gpu->current_texture_page & 0xF) * 128;
79 texture_base += ((psx_gpu->current_texture_page >> 4) * 256) * 2048;
80
81 texture_ptr = texture_base;
82 texture_ptr += psx_gpu->texture_window_x * 2;
83 texture_ptr += (psx_gpu->texture_window_y) * 2048;
84 break;
85 }
86
87 psx_gpu->texture_page_base = texture_base;
88 psx_gpu->texture_page_ptr = texture_ptr;
89}
90
91void set_texture(psx_gpu_struct *psx_gpu, u32 texture_settings)
92{
93 if(psx_gpu->texture_settings != texture_settings)
94 {
95 u32 new_texture_page = texture_settings & 0x1F;
96 u32 texture_mode = (texture_settings >> 7) & 0x3;
97 u32 render_state_base = psx_gpu->render_state_base;
98
99 flush_render_block_buffer(psx_gpu);
100
101 render_state_base &= ~(0xF << 6);
102 render_state_base |= ((texture_settings >> 5) & 0xF) << 6;
103
104 psx_gpu->render_state_base = render_state_base;
105
106 psx_gpu->current_texture_mask = 0x1 << new_texture_page;
107
108 if(texture_mode == TEXTURE_MODE_8BPP)
109 {
110 // In 8bpp mode 256x256 takes up two pages. If it's on the right edge it
111 // wraps back around to the left edge.
112 u32 adjacent_texture_page = ((texture_settings + 1) & 0xF) | (texture_settings & 0x10);
113 psx_gpu->current_texture_mask |= 0x1 << adjacent_texture_page;
114
115 if((psx_gpu->last_8bpp_texture_page ^ new_texture_page) & 0x1)
116 {
117 u32 dirty_textures_8bpp_alternate_mask =
118 psx_gpu->dirty_textures_8bpp_alternate_mask;
119 psx_gpu->dirty_textures_8bpp_alternate_mask =
120 psx_gpu->dirty_textures_8bpp_mask;
121 psx_gpu->dirty_textures_8bpp_mask = dirty_textures_8bpp_alternate_mask;
122 }
123
124 psx_gpu->last_8bpp_texture_page = new_texture_page;
125 }
126
127 psx_gpu->current_texture_page = new_texture_page;
128 psx_gpu->texture_settings = texture_settings;
129
130 update_texture_ptr(psx_gpu);
131 }
132}
133
134void set_clut(psx_gpu_struct *psx_gpu, u32 clut_settings)
135{
136 if(psx_gpu->clut_settings != clut_settings)
137 {
138 flush_render_block_buffer(psx_gpu);
139 psx_gpu->clut_settings = clut_settings;
140 psx_gpu->clut_ptr = psx_gpu->vram_ptr + ((clut_settings & 0x7FFF) * 16);
141 }
142}
143
144void set_triangle_color(psx_gpu_struct *psx_gpu, u32 triangle_color)
145{
146 if(psx_gpu->triangle_color != triangle_color)
147 {
148 flush_render_block_buffer(psx_gpu);
149 psx_gpu->triangle_color = triangle_color;
150 }
151}
152
153#define sign_extend_12bit(value) \
154 (((s32)((value) << 20)) >> 20) \
155
156#define sign_extend_11bit(value) \
157 (((s32)((value) << 21)) >> 21) \
158
159#define sign_extend_10bit(value) \
160 (((s32)((value) << 22)) >> 22) \
161
162
163#define get_vertex_data_xy(vertex_number, offset16) \
164 vertexes[vertex_number].x = \
165 sign_extend_12bit(list_s16[offset16]) + psx_gpu->offset_x; \
166 vertexes[vertex_number].y = \
167 sign_extend_12bit(list_s16[(offset16) + 1]) + psx_gpu->offset_y; \
168
169#define get_vertex_data_uv(vertex_number, offset16) \
170 vertexes[vertex_number].u = list_s16[offset16] & 0xFF; \
171 vertexes[vertex_number].v = (list_s16[offset16] >> 8) & 0xFF \
172
173#define get_vertex_data_rgb(vertex_number, offset32) \
174 vertexes[vertex_number].r = list[offset32] & 0xFF; \
175 vertexes[vertex_number].g = (list[offset32] >> 8) & 0xFF; \
176 vertexes[vertex_number].b = (list[offset32] >> 16) & 0xFF \
177
178#define get_vertex_data_xy_uv(vertex_number, offset16) \
179 get_vertex_data_xy(vertex_number, offset16); \
180 get_vertex_data_uv(vertex_number, (offset16) + 2) \
181
182#define get_vertex_data_xy_rgb(vertex_number, offset16) \
183 get_vertex_data_rgb(vertex_number, (offset16) / 2); \
184 get_vertex_data_xy(vertex_number, (offset16) + 2); \
185
186#define get_vertex_data_xy_uv_rgb(vertex_number, offset16) \
187 get_vertex_data_rgb(vertex_number, (offset16) / 2); \
188 get_vertex_data_xy(vertex_number, (offset16) + 2); \
189 get_vertex_data_uv(vertex_number, (offset16) + 4); \
190
191#define set_vertex_color_constant(vertex_number, color) \
192 vertexes[vertex_number].r = color & 0xFF; \
193 vertexes[vertex_number].g = (color >> 8) & 0xFF; \
194 vertexes[vertex_number].b = (color >> 16) & 0xFF \
195
196#define get_vertex_data_xy_rgb_constant(vertex_number, offset16, color) \
197 get_vertex_data_xy(vertex_number, offset16); \
198 set_vertex_color_constant(vertex_number, color) \
199
200vertex_struct vertexes[4] __attribute__((aligned(32)));
201
202void gpu_parse(psx_gpu_struct *psx_gpu, u32 *list, u32 size)
203{
204 u32 current_command, command_length;
205
206 u32 *list_end = list + (size / 4);
207
208 for(; list < list_end; list += 1 + command_length)
209 {
210 s16 *list_s16 = (void *)list;
211 current_command = *list >> 24;
212 command_length = command_lengths[current_command];
213
214 switch(current_command)
215 {
216 case 0x00:
217 break;
218
219 case 0x02:
220 render_block_fill(psx_gpu, list[0] & 0xFFFFFF, list_s16[2] & 0x3FF,
221 list_s16[3] & 0x1FF, list_s16[4] & 0x3FF, list_s16[5] & 0x1FF);
222 break;
223
224 case 0x20 ... 0x23:
225 {
226 set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
227
228 get_vertex_data_xy(0, 2);
229 get_vertex_data_xy(1, 4);
230 get_vertex_data_xy(2, 6);
231
232 render_triangle(psx_gpu, vertexes, current_command);
233 break;
234 }
235
236 case 0x24 ... 0x27:
237 {
238 set_clut(psx_gpu, list_s16[5]);
239 set_texture(psx_gpu, list_s16[9]);
240 set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
241
242 get_vertex_data_xy_uv(0, 2);
243 get_vertex_data_xy_uv(1, 6);
244 get_vertex_data_xy_uv(2, 10);
245
246 render_triangle(psx_gpu, vertexes, current_command);
247 break;
248 }
249
250 case 0x28 ... 0x2B:
251 {
252 set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
253
254 get_vertex_data_xy(0, 2);
255 get_vertex_data_xy(1, 4);
256 get_vertex_data_xy(2, 6);
257 get_vertex_data_xy(3, 8);
258
259 render_triangle(psx_gpu, vertexes, current_command);
260 render_triangle(psx_gpu, &(vertexes[1]), current_command);
261 break;
262 }
263
264 case 0x2C ... 0x2F:
265 {
266 set_clut(psx_gpu, list_s16[5]);
267 set_texture(psx_gpu, list_s16[9]);
268 set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
269
270 get_vertex_data_xy_uv(0, 2);
271 get_vertex_data_xy_uv(1, 6);
272 get_vertex_data_xy_uv(2, 10);
273 get_vertex_data_xy_uv(3, 14);
274
275 render_triangle(psx_gpu, vertexes, current_command);
276 render_triangle(psx_gpu, &(vertexes[1]), current_command);
277 break;
278 }
279
280 case 0x30 ... 0x33:
281 {
282 get_vertex_data_xy_rgb(0, 0);
283 get_vertex_data_xy_rgb(1, 4);
284 get_vertex_data_xy_rgb(2, 8);
285
286 render_triangle(psx_gpu, vertexes, current_command);
287 break;
288 }
289
290 case 0x34:
291 case 0x35:
292 case 0x36:
293 case 0x37:
294 {
295 set_clut(psx_gpu, list_s16[5]);
296 set_texture(psx_gpu, list_s16[11]);
297
298 get_vertex_data_xy_uv_rgb(0, 0);
299 get_vertex_data_xy_uv_rgb(1, 6);
300 get_vertex_data_xy_uv_rgb(2, 12);
301
302 render_triangle(psx_gpu, vertexes, current_command);
303 break;
304 }
305
306 case 0x38:
307 case 0x39:
308 case 0x3A:
309 case 0x3B:
310 {
311 get_vertex_data_xy_rgb(0, 0);
312 get_vertex_data_xy_rgb(1, 4);
313 get_vertex_data_xy_rgb(2, 8);
314 get_vertex_data_xy_rgb(3, 12);
315
316 render_triangle(psx_gpu, vertexes, current_command);
317 render_triangle(psx_gpu, &(vertexes[1]), current_command);
318 break;
319 }
320
321 case 0x3C:
322 case 0x3D:
323 case 0x3E:
324 case 0x3F:
325 {
326 set_clut(psx_gpu, list_s16[5]);
327 set_texture(psx_gpu, list_s16[11]);
328
329 get_vertex_data_xy_uv_rgb(0, 0);
330 get_vertex_data_xy_uv_rgb(1, 6);
331 get_vertex_data_xy_uv_rgb(2, 12);
332 get_vertex_data_xy_uv_rgb(3, 18);
333
334 render_triangle(psx_gpu, vertexes, current_command);
335 render_triangle(psx_gpu, &(vertexes[1]), current_command);
336 break;
337 }
338
339 case 0x40 ... 0x47:
340 {
341 vertexes[0].x = list_s16[2] + psx_gpu->offset_x;
342 vertexes[0].y = list_s16[3] + psx_gpu->offset_y;
343 vertexes[1].x = list_s16[4] + psx_gpu->offset_x;
344 vertexes[1].y = list_s16[5] + psx_gpu->offset_y;
345
346 render_line(psx_gpu, vertexes, current_command, list[0]);
347 break;
348 }
349
350 case 0x48 ... 0x4F:
351 {
352 u32 num_vertexes = 1;
353 u32 *list_position = &(list[2]);
354 u32 xy = list[1];
355
356 vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
357 vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
358
359 while(1)
360 {
361 xy = *list_position;
362 if(xy == 0x55555555)
363 break;
364
365 vertexes[0] = vertexes[1];
366
367 vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
368 vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
369
370 list_position++;
371 num_vertexes++;
372
373 render_line(psx_gpu, vertexes, current_command, list[0]);
374 }
375
376 if(num_vertexes > 2)
377 command_length += (num_vertexes - 2);
378
379 break;
380 }
381
382 case 0x50 ... 0x57:
383 {
384 vertexes[0].r = list[0] & 0xFF;
385 vertexes[0].g = (list[0] >> 8) & 0xFF;
386 vertexes[0].b = (list[0] >> 16) & 0xFF;
387 vertexes[0].x = list_s16[2] + psx_gpu->offset_x;
388 vertexes[0].y = list_s16[3] + psx_gpu->offset_y;
389
390 vertexes[1].r = list[2] & 0xFF;
391 vertexes[1].g = (list[2] >> 8) & 0xFF;
392 vertexes[1].b = (list[2] >> 16) & 0xFF;
393 vertexes[1].x = list_s16[6] + psx_gpu->offset_x;
394 vertexes[1].y = list_s16[7] + psx_gpu->offset_y;
395
396 render_line(psx_gpu, vertexes, current_command, 0);
397 break;
398 }
399
400 case 0x58 ... 0x5F:
401 {
402 u32 num_vertexes = 1;
403 u32 *list_position = &(list[2]);
404 u32 color = list[0];
405 u32 xy = list[1];
406
407 vertexes[1].r = color & 0xFF;
408 vertexes[1].g = (color >> 8) & 0xFF;
409 vertexes[1].b = (color >> 16) & 0xFF;
410 vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
411 vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
412
413 while(1)
414 {
415 color = list_position[0];
416 if(color == 0x55555555)
417 break;
418
419 xy = list_position[1];
420
421 vertexes[0] = vertexes[1];
422
423 vertexes[1].r = color & 0xFF;
424 vertexes[1].g = (color >> 8) & 0xFF;
425 vertexes[1].b = (color >> 16) & 0xFF;
426 vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
427 vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
428
429 list_position += 2;
430 num_vertexes++;
431
432 render_line(psx_gpu, vertexes, current_command, 0);
433 }
434
435 if(num_vertexes > 2)
436 command_length += ((num_vertexes * 2) - 2);
437
438 break;
439 }
440
441 case 0x60 ... 0x63:
442 {
443 u32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
444 u32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
445 u32 width = list_s16[4] & 0x3FF;
446 u32 height = list_s16[5] & 0x1FF;
447
448 render_sprite(psx_gpu, x, y, 0, 0, width, height, current_command, list[0]);
449 break;
450 }
451
452 case 0x64 ... 0x67:
453 {
454 u32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
455 u32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
456 u32 uv = list_s16[4];
457 u32 width = list_s16[6] & 0x3FF;
458 u32 height = list_s16[7] & 0x1FF;
459
460 set_clut(psx_gpu, list_s16[5]);
461
462 render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, width, height,
463 current_command, list[0]);
464 break;
465 }
466
467 case 0x68:
468 case 0x69:
469 case 0x6A:
470 case 0x6B:
471 {
472 s32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
473 s32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
474
475 render_sprite(psx_gpu, x, y, 0, 0, 1, 1, current_command, list[0]);
476 break;
477 }
478
479 case 0x70:
480 case 0x71:
481 case 0x72:
482 case 0x73:
483 {
484 s32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
485 s32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
486
487 render_sprite(psx_gpu, x, y, 0, 0, 8, 8, current_command, list[0]);
488 break;
489 }
490
491 case 0x74:
492 case 0x75:
493 case 0x76:
494 case 0x77:
495 {
496 s32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
497 s32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
498 u32 uv = list_s16[4];
499
500 set_clut(psx_gpu, list_s16[5]);
501
502 render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, 8, 8,
503 current_command, list[0]);
504 break;
505 }
506
507 case 0x78:
508 case 0x79:
509 case 0x7A:
510 case 0x7B:
511 {
512 s32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
513 s32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
514
515 render_sprite(psx_gpu, x, y, 0, 0, 16, 16, current_command, list[0]);
516 break;
517 }
518
519 case 0x7C:
520 case 0x7D:
521 case 0x7E:
522 case 0x7F:
523 {
524 s32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
525 s32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
526 u32 uv = list_s16[4];
527
528 set_clut(psx_gpu, list_s16[5]);
529
530 render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, 16, 16,
531 current_command, list[0]);
532 break;
533 }
534
535 case 0x80: // vid -> vid
536 render_block_move(psx_gpu, list_s16[2] & 0x3FF, list_s16[3] & 0x1FF,
537 list_s16[4] & 0x3FF, list_s16[5] & 0x1FF, list_s16[6], list_s16[7]);
538 break;
539
540 case 0xA0: // sys -> vid
541 {
542 u32 load_x = list_s16[2] & 0x3FF;
543 u32 load_y = list_s16[3] & 0x1FF;
544 u32 load_width = list_s16[4] & 0x3FF;
545 u32 load_height = list_s16[5] & 0x1FF;
546 u32 load_size = load_width * load_height;
547
548 command_length += load_size / 2;
549
550 render_block_copy(psx_gpu, (u16 *)&(list_s16[6]), load_x, load_y,
551 load_width, load_height, load_width);
552 break;
553 }
554
555 case 0xC0: // vid -> sys
556 break;
557
558 case 0xE1:
559 set_texture(psx_gpu, list[0] & 0x1FF);
560 if(list[0] & (1 << 9))
561 psx_gpu->render_state_base |= RENDER_STATE_DITHER;
562 else
563 psx_gpu->render_state_base &= ~RENDER_STATE_DITHER;
564
565 psx_gpu->display_area_draw_enable = (list[0] >> 10) & 0x1;
566 break;
567
568 case 0xE2:
569 {
570 // TODO: Clean
571 u32 texture_window_settings = list[0];
572 u32 tmp, x, y, w, h;
573
574 if(texture_window_settings != psx_gpu->texture_window_settings)
575 {
576 tmp = (texture_window_settings & 0x1F) | 0x20;
577 for(w = 8; (tmp & 1) == 0; tmp >>= 1, w <<= 1);
578
579 tmp = ((texture_window_settings >> 5) & 0x1f) | 0x20;
580 for (h = 8; (tmp & 1) == 0; tmp >>= 1, h <<= 1);
581
582 tmp = 32 - (w >> 3);
583 x = ((texture_window_settings >> 10) & tmp) << 3;
584
585 tmp = 32 - (h >> 3);
586 y = ((texture_window_settings >> 15) & tmp) << 3;
587
588 flush_render_block_buffer(psx_gpu);
589
590 psx_gpu->texture_window_settings = texture_window_settings;
591 psx_gpu->texture_window_x = x;
592 psx_gpu->texture_window_y = y;
593 psx_gpu->texture_mask_width = w - 1;
594 psx_gpu->texture_mask_height = h - 1;
595
596 update_texture_ptr(psx_gpu);
597 }
598 break;
599 }
600
601 case 0xE3:
602 psx_gpu->viewport_start_x = list[0] & 0x3FF;
603 psx_gpu->viewport_start_y = (list[0] >> 10) & 0x1FF;
604
605#ifdef TEXTURE_CACHE_4BPP
606 psx_gpu->viewport_mask =
607 texture_region_mask(psx_gpu->viewport_start_x,
608 psx_gpu->viewport_start_y, psx_gpu->viewport_end_x,
609 psx_gpu->viewport_end_y);
610#endif
611 break;
612
613 case 0xE4:
614 psx_gpu->viewport_end_x = list[0] & 0x3FF;
615 psx_gpu->viewport_end_y = (list[0] >> 10) & 0x1FF;
616
617#ifdef TEXTURE_CACHE_4BPP
618 psx_gpu->viewport_mask =
619 texture_region_mask(psx_gpu->viewport_start_x,
620 psx_gpu->viewport_start_y, psx_gpu->viewport_end_x,
621 psx_gpu->viewport_end_y);
622#endif
623 break;
624
625 case 0xE5:
626 {
627 s32 offset_x = list[0] << 21;
628 s32 offset_y = list[0] << 10;
629 psx_gpu->offset_x = offset_x >> 21;
630 psx_gpu->offset_y = offset_y >> 21;
631
632 break;
633 }
634
635 case 0xE6:
636 {
637 u32 mask_settings = list[0];
638 u16 mask_msb = mask_settings << 15;
639
640 if(list[0] & 0x2)
641 psx_gpu->render_state_base |= RENDER_STATE_MASK_EVALUATE;
642 else
643 psx_gpu->render_state_base &= ~RENDER_STATE_MASK_EVALUATE;
644
645 if(mask_msb != psx_gpu->mask_msb)
646 {
647 flush_render_block_buffer(psx_gpu);
648 psx_gpu->mask_msb = mask_msb;
649 }
650
651 break;
652 }
653
654 default:
655 break;
656 }
657 }
658}
659