gpu_unai: move command handler to main loop
[pcsx_rearmed.git] / plugins / gpu-gles / gpulib_if.c
1 /***************************************************************************
2     begin                : Sun Mar 08 2009
3     copyright            : (C) 1999-2009 by Pete Bernert
4     email                : BlackDove@addcom.de
5
6     PCSX rearmed rework (C) notaz, 2012
7  ***************************************************************************/
8
9 /***************************************************************************
10  *                                                                         *
11  *   This program is free software; you can redistribute it and/or modify  *
12  *   it under the terms of the GNU General Public License as published by  *
13  *   the Free Software Foundation; either version 2 of the License, or     *
14  *   (at your option) any later version. See also the license.txt file for *
15  *   additional informations.                                              *
16  *                                                                         *
17  ***************************************************************************/
18
19 #include "gpuDraw.c"
20 #include "gpuTexture.c"
21 #include "gpuPrim.c"
22 #include "hud.c"
23
24 static const short dispWidths[8] = {256,320,512,640,368,384,512,640};
25 short g_m1,g_m2,g_m3;
26 short DrawSemiTrans;
27
28 short          ly0,lx0,ly1,lx1,ly2,lx2,ly3,lx3;        // global psx vertex coords
29 long           GlobalTextAddrX,GlobalTextAddrY,GlobalTextTP;
30 long           GlobalTextREST,GlobalTextABR,GlobalTextPAGE;
31
32 unsigned long dwGPUVersion;
33 int           iGPUHeight=512;
34 int           iGPUHeightMask=511;
35 int           GlobalTextIL;
36
37 unsigned char  *psxVub;
38 unsigned short *psxVuw;
39
40 GLfloat         gl_z=0.0f;
41 BOOL            bNeedInterlaceUpdate;
42 BOOL            bNeedRGB24Update;
43 BOOL            bChangeWinMode;
44 long            lGPUstatusRet;
45 unsigned long   ulGPUInfoVals[16];
46 VRAMLoad_t      VRAMWrite;
47 VRAMLoad_t      VRAMRead;
48 int             iDataWriteMode;
49 int             iDataReadMode;
50
51 long            lClearOnSwap;
52 long            lClearOnSwapColor;
53 BOOL            bSkipNextFrame;
54
55 PSXDisplay_t    PSXDisplay;
56 PSXDisplay_t    PreviousPSXDisplay;
57 TWin_t          TWin;
58 BOOL            bDisplayNotSet;
59 BOOL            bNeedWriteUpload;
60 int             iLastRGB24;
61
62 // don't do GL vram read
63 void CheckVRamRead(int x, int y, int dx, int dy, bool bFront)
64 {
65 }
66
67 void CheckVRamReadEx(int x, int y, int dx, int dy)
68 {
69 }
70
71 void SetFixes(void)
72 {
73 }
74
75 static void PaintBlackBorders(void)
76 {
77  short s;
78  glDisable(GL_SCISSOR_TEST); glError();
79  if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;} glError();
80  if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;} glError();
81  if(bBlendEnable)     {glDisable(GL_BLEND);bBlendEnable=FALSE;} glError();
82  glDisable(GL_ALPHA_TEST); glError();
83
84  glEnable(GL_ALPHA_TEST); glError();
85  glEnable(GL_SCISSOR_TEST); glError();
86 }
87
88 static void fps_update(void);
89
90 void updateDisplay(void)
91 {
92  bFakeFrontBuffer=FALSE;
93  bRenderFrontBuffer=FALSE;
94
95  if(PSXDisplay.RGB24)// && !bNeedUploadAfter)         // (mdec) upload wanted?
96  {
97   PrepareFullScreenUpload(-1);
98   UploadScreen(PSXDisplay.Interlaced);                // -> upload whole screen from psx vram
99   bNeedUploadTest=FALSE;
100   bNeedInterlaceUpdate=FALSE;
101   bNeedUploadAfter=FALSE;
102   bNeedRGB24Update=FALSE;
103  }
104  else
105  if(bNeedInterlaceUpdate)                             // smaller upload?
106  {
107   bNeedInterlaceUpdate=FALSE;
108   xrUploadArea=xrUploadAreaIL;                        // -> upload this rect
109   UploadScreen(TRUE);
110  }
111
112  if(dwActFixes&512) bCheckFF9G4(NULL);                // special game fix for FF9 
113
114  if(PSXDisplay.Disabled)                              // display disabled?
115  {
116   // moved here
117   glDisable(GL_SCISSOR_TEST); glError();                       
118   glClearColor(0,0,0,128); glError();                 // -> clear whole backbuffer
119   glClear(uiBufferBits); glError();
120   glEnable(GL_SCISSOR_TEST); glError();                       
121   gl_z=0.0f;
122   bDisplayNotSet = TRUE;
123  }
124
125  if(iDrawnSomething)
126  {
127   fps_update();
128   eglSwapBuffers(display, surface);
129   iDrawnSomething=0;
130  }
131
132  if(lClearOnSwap)                                     // clear buffer after swap?
133  {
134   GLclampf g,b,r;
135
136   if(bDisplayNotSet)                                  // -> set new vals
137    SetOGLDisplaySettings(1);
138
139   g=((GLclampf)GREEN(lClearOnSwapColor))/255.0f;      // -> get col
140   b=((GLclampf)BLUE(lClearOnSwapColor))/255.0f;
141   r=((GLclampf)RED(lClearOnSwapColor))/255.0f;
142   glDisable(GL_SCISSOR_TEST); glError();                       
143   glClearColor(r,g,b,128); glError();                 // -> clear 
144   glClear(uiBufferBits); glError();
145   glEnable(GL_SCISSOR_TEST); glError();                       
146   lClearOnSwap=0;                                     // -> done
147  }
148  else 
149  {
150   if(iZBufferDepth)                                   // clear zbuffer as well (if activated)
151    {
152     glDisable(GL_SCISSOR_TEST); glError();
153     glClear(GL_DEPTH_BUFFER_BIT); glError();
154     glEnable(GL_SCISSOR_TEST); glError();
155    }
156  }
157  gl_z=0.0f;
158
159  // additional uploads immediatly after swapping
160  if(bNeedUploadAfter)                                 // upload wanted?
161  {
162   bNeedUploadAfter=FALSE;                           
163   bNeedUploadTest=FALSE;
164   UploadScreen(-1);                                   // -> upload
165  }
166
167  if(bNeedUploadTest)
168  {
169   bNeedUploadTest=FALSE;
170   if(PSXDisplay.InterlacedTest &&
171      //iOffscreenDrawing>2 &&
172      PreviousPSXDisplay.DisplayPosition.x==PSXDisplay.DisplayPosition.x &&
173      PreviousPSXDisplay.DisplayEnd.x==PSXDisplay.DisplayEnd.x &&
174      PreviousPSXDisplay.DisplayPosition.y==PSXDisplay.DisplayPosition.y &&
175      PreviousPSXDisplay.DisplayEnd.y==PSXDisplay.DisplayEnd.y)
176    {
177     PrepareFullScreenUpload(TRUE);
178     UploadScreen(TRUE);
179    }
180  }
181 }
182
183 void updateFrontDisplay(void)
184 {
185  if(PreviousPSXDisplay.Range.x0||
186     PreviousPSXDisplay.Range.y0)
187   PaintBlackBorders();
188
189  bFakeFrontBuffer=FALSE;
190  bRenderFrontBuffer=FALSE;
191
192  if(iDrawnSomething)                                  // linux:
193   eglSwapBuffers(display, surface);
194 }
195
196 static void ChangeDispOffsetsX(void)                  // CENTER X
197 {
198 long lx,l;short sO;
199
200 if(!PSXDisplay.Range.x1) return;                      // some range given?
201
202 l=PSXDisplay.DisplayMode.x;
203
204 l*=(long)PSXDisplay.Range.x1;                         // some funky calculation
205 l/=2560;lx=l;l&=0xfffffff8;
206
207 if(l==PreviousPSXDisplay.Range.x1) return;            // some change?
208
209 sO=PreviousPSXDisplay.Range.x0;                       // store old
210
211 if(lx>=PSXDisplay.DisplayMode.x)                      // range bigger?
212  {
213   PreviousPSXDisplay.Range.x1=                        // -> take display width
214    PSXDisplay.DisplayMode.x;
215   PreviousPSXDisplay.Range.x0=0;                      // -> start pos is 0
216  }
217 else                                                  // range smaller? center it
218  {
219   PreviousPSXDisplay.Range.x1=l;                      // -> store width (8 pixel aligned)
220    PreviousPSXDisplay.Range.x0=                       // -> calc start pos
221    (PSXDisplay.Range.x0-500)/8;
222   if(PreviousPSXDisplay.Range.x0<0)                   // -> we don't support neg. values yet
223    PreviousPSXDisplay.Range.x0=0;
224
225   if((PreviousPSXDisplay.Range.x0+lx)>                // -> uhuu... that's too much
226      PSXDisplay.DisplayMode.x)
227    {
228     PreviousPSXDisplay.Range.x0=                      // -> adjust start
229      PSXDisplay.DisplayMode.x-lx;
230     PreviousPSXDisplay.Range.x1+=lx-l;                // -> adjust width
231    }                   
232  }
233
234 if(sO!=PreviousPSXDisplay.Range.x0)                   // something changed?
235  {
236   bDisplayNotSet=TRUE;                                // -> recalc display stuff
237  }
238 }
239
240 ////////////////////////////////////////////////////////////////////////
241
242 static void ChangeDispOffsetsY(void)                  // CENTER Y
243 {
244 int iT;short sO;                                      // store previous y size
245
246 if(PSXDisplay.PAL) iT=48; else iT=28;                 // different offsets on PAL/NTSC
247
248 if(PSXDisplay.Range.y0>=iT)                           // crossed the security line? :)
249  {
250   PreviousPSXDisplay.Range.y1=                        // -> store width
251    PSXDisplay.DisplayModeNew.y;
252   
253   sO=(PSXDisplay.Range.y0-iT-4)*PSXDisplay.Double;    // -> calc offset
254   if(sO<0) sO=0;
255
256   PSXDisplay.DisplayModeNew.y+=sO;                    // -> add offset to y size, too
257  }
258 else sO=0;                                            // else no offset
259
260 if(sO!=PreviousPSXDisplay.Range.y0)                   // something changed?
261  {
262   PreviousPSXDisplay.Range.y0=sO;
263   bDisplayNotSet=TRUE;                                // -> recalc display stuff
264  }
265 }
266
267 static void updateDisplayIfChanged(void)
268 {
269 BOOL bUp;
270
271 if ((PSXDisplay.DisplayMode.y == PSXDisplay.DisplayModeNew.y) && 
272     (PSXDisplay.DisplayMode.x == PSXDisplay.DisplayModeNew.x))
273  {
274   if((PSXDisplay.RGB24      == PSXDisplay.RGB24New) && 
275      (PSXDisplay.Interlaced == PSXDisplay.InterlacedNew)) 
276      return;                                          // nothing has changed? fine, no swap buffer needed
277  }
278 else                                                  // some res change?
279  {
280   glLoadIdentity(); glError();
281   glOrtho(0,PSXDisplay.DisplayModeNew.x,              // -> new psx resolution
282             PSXDisplay.DisplayModeNew.y, 0, -1, 1); glError();
283   if(bKeepRatio) SetAspectRatio();
284  }
285
286 bDisplayNotSet = TRUE;                                // re-calc offsets/display area
287
288 bUp=FALSE;
289 if(PSXDisplay.RGB24!=PSXDisplay.RGB24New)             // clean up textures, if rgb mode change (usually mdec on/off)
290  {
291   PreviousPSXDisplay.RGB24=0;                         // no full 24 frame uploaded yet
292   ResetTextureArea(FALSE);
293   bUp=TRUE;
294  }
295
296 PSXDisplay.RGB24         = PSXDisplay.RGB24New;       // get new infos
297 PSXDisplay.DisplayMode.y = PSXDisplay.DisplayModeNew.y;
298 PSXDisplay.DisplayMode.x = PSXDisplay.DisplayModeNew.x;
299 PSXDisplay.Interlaced    = PSXDisplay.InterlacedNew;
300
301 PSXDisplay.DisplayEnd.x=                              // calc new ends
302  PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
303 PSXDisplay.DisplayEnd.y=
304  PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
305 PreviousPSXDisplay.DisplayEnd.x=
306  PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
307 PreviousPSXDisplay.DisplayEnd.y=
308  PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
309
310 ChangeDispOffsetsX();
311 if(bUp) updateDisplay();                              // yeah, real update (swap buffer)
312 }
313
314 #define GPUwriteStatus_ext GPUwriteStatus_ext // for gpulib to see this
315 void GPUwriteStatus_ext(unsigned long gdata)
316 {
317 switch((gdata>>24)&0xff)
318  {
319   case 0x00:
320    PSXDisplay.Disabled=1;
321    PSXDisplay.DrawOffset.x=PSXDisplay.DrawOffset.y=0;
322    drawX=drawY=0;drawW=drawH=0;
323    sSetMask=0;lSetMask=0;bCheckMask=FALSE;iSetMask=0;
324    usMirror=0;
325    GlobalTextAddrX=0;GlobalTextAddrY=0;
326    GlobalTextTP=0;GlobalTextABR=0;
327    PSXDisplay.RGB24=FALSE;
328    PSXDisplay.Interlaced=FALSE;
329    bUsingTWin = FALSE;
330    return;
331
332   case 0x03:  
333    PreviousPSXDisplay.Disabled = PSXDisplay.Disabled;
334    PSXDisplay.Disabled = (gdata & 1);
335
336    if (iOffscreenDrawing==4 &&
337         PreviousPSXDisplay.Disabled && 
338        !(PSXDisplay.Disabled))
339     {
340
341      if(!PSXDisplay.RGB24)
342       {
343        PrepareFullScreenUpload(TRUE);
344        UploadScreen(TRUE); 
345        updateDisplay();
346       }
347     }
348    return;
349
350   case 0x05: 
351    {
352     short sx=(short)(gdata & 0x3ff);
353     short sy;
354
355     sy = (short)((gdata>>10)&0x3ff);             // really: 0x1ff, but we adjust it later
356     if (sy & 0x200) 
357      {
358       sy|=0xfc00;
359       PreviousPSXDisplay.DisplayModeNew.y=sy/PSXDisplay.Double;
360       sy=0;
361      }
362     else PreviousPSXDisplay.DisplayModeNew.y=0;
363
364     if(sx>1000) sx=0;
365
366     if(dwActFixes&8) 
367      {
368       if((!PSXDisplay.Interlaced) &&
369          PreviousPSXDisplay.DisplayPosition.x == sx  &&
370          PreviousPSXDisplay.DisplayPosition.y == sy)
371        return;
372
373       PSXDisplay.DisplayPosition.x = PreviousPSXDisplay.DisplayPosition.x;
374       PSXDisplay.DisplayPosition.y = PreviousPSXDisplay.DisplayPosition.y;
375       PreviousPSXDisplay.DisplayPosition.x = sx;
376       PreviousPSXDisplay.DisplayPosition.y = sy;
377      }
378     else
379      {
380       if((!PSXDisplay.Interlaced) &&
381          PSXDisplay.DisplayPosition.x == sx  &&
382          PSXDisplay.DisplayPosition.y == sy)
383        return;
384       PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
385       PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
386       PSXDisplay.DisplayPosition.x = sx;
387       PSXDisplay.DisplayPosition.y = sy;
388      }
389
390     PSXDisplay.DisplayEnd.x=
391      PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
392     PSXDisplay.DisplayEnd.y=
393      PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
394
395     PreviousPSXDisplay.DisplayEnd.x=
396      PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
397     PreviousPSXDisplay.DisplayEnd.y=
398      PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
399
400     bDisplayNotSet = TRUE;
401
402     if (!(PSXDisplay.Interlaced))
403      {
404       updateDisplay();
405      }
406     else
407     if(PSXDisplay.InterlacedTest && 
408        ((PreviousPSXDisplay.DisplayPosition.x != PSXDisplay.DisplayPosition.x)||
409         (PreviousPSXDisplay.DisplayPosition.y != PSXDisplay.DisplayPosition.y)))
410      PSXDisplay.InterlacedTest--;
411     return;
412    }
413
414   case 0x06:
415    PSXDisplay.Range.x0=gdata & 0x7ff;      //0x3ff;
416    PSXDisplay.Range.x1=(gdata>>12) & 0xfff;//0x7ff;
417
418    PSXDisplay.Range.x1-=PSXDisplay.Range.x0;
419
420    ChangeDispOffsetsX();
421    return;
422
423   case 0x07:
424    PreviousPSXDisplay.Height = PSXDisplay.Height;
425
426    PSXDisplay.Range.y0=gdata & 0x3ff;
427    PSXDisplay.Range.y1=(gdata>>10) & 0x3ff;
428
429    PSXDisplay.Height = PSXDisplay.Range.y1 - 
430                        PSXDisplay.Range.y0 +
431                        PreviousPSXDisplay.DisplayModeNew.y;
432
433    if (PreviousPSXDisplay.Height != PSXDisplay.Height)
434     {
435      PSXDisplay.DisplayModeNew.y=PSXDisplay.Height*PSXDisplay.Double;
436      ChangeDispOffsetsY();
437      updateDisplayIfChanged();
438     }
439    return;
440
441   case 0x08:
442    PSXDisplay.DisplayModeNew.x = dispWidths[(gdata & 0x03) | ((gdata & 0x40) >> 4)];
443
444    if (gdata&0x04) PSXDisplay.Double=2;
445    else            PSXDisplay.Double=1;
446    PSXDisplay.DisplayModeNew.y = PSXDisplay.Height*PSXDisplay.Double;
447
448    ChangeDispOffsetsY();
449  
450    PSXDisplay.PAL           = (gdata & 0x08)?TRUE:FALSE; // if 1 - PAL mode, else NTSC
451    PSXDisplay.RGB24New      = (gdata & 0x10)?TRUE:FALSE; // if 1 - TrueColor
452    PSXDisplay.InterlacedNew = (gdata & 0x20)?TRUE:FALSE; // if 1 - Interlace
453
454    PreviousPSXDisplay.InterlacedNew=FALSE;
455    if (PSXDisplay.InterlacedNew)
456     {
457      if(!PSXDisplay.Interlaced)
458       {
459        PSXDisplay.InterlacedTest=2;
460        PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
461        PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
462        PreviousPSXDisplay.InterlacedNew=TRUE;
463       }
464     }
465    else 
466     {
467      PSXDisplay.InterlacedTest=0;
468     }
469    updateDisplayIfChanged();
470    return;
471  }
472 }
473
474 /////////////////////////////////////////////////////////////////////////////
475
476 #include <stdint.h>
477
478 #include "../gpulib/gpu.c"
479
480 static int is_opened;
481
482 int renderer_init(void)
483 {
484  psxVub=(void *)gpu.vram;
485  psxVuw=(unsigned short *)psxVub;
486
487  PSXDisplay.RGB24        = FALSE;                      // init some stuff
488  PSXDisplay.Interlaced   = FALSE;
489  PSXDisplay.DrawOffset.x = 0;
490  PSXDisplay.DrawOffset.y = 0;
491  PSXDisplay.DisplayMode.x= 320;
492  PSXDisplay.DisplayMode.y= 240;
493  PSXDisplay.Disabled     = FALSE;
494  PSXDisplay.Range.x0=0;
495  PSXDisplay.Range.x1=0;
496  PSXDisplay.Double = 1;
497
498  lGPUstatusRet = 0x14802000;
499
500  return 0;
501 }
502
503 extern const unsigned char cmd_lengths[256];
504
505 // XXX: mostly dupe code from soft peops
506 int do_cmd_list(unsigned int *list, int list_len, int *last_cmd)
507 {
508   unsigned int cmd, len;
509   unsigned int *list_start = list;
510   unsigned int *list_end = list + list_len;
511
512   for (; list < list_end; list += 1 + len)
513   {
514     cmd = *list >> 24;
515     len = cmd_lengths[cmd];
516     if (list + 1 + len > list_end) {
517       cmd = -1;
518       break;
519     }
520
521 #ifndef TEST
522     if (cmd == 0xa0 || cmd == 0xc0)
523       break; // image i/o, forward to upper layer
524     else if ((cmd & 0xf8) == 0xe0)
525       gpu.ex_regs[cmd & 7] = list[0];
526 #endif
527
528     primTableJ[cmd]((void *)list);
529
530     switch(cmd)
531     {
532       case 0x48 ... 0x4F:
533       {
534         uint32_t num_vertexes = 2;
535         uint32_t *list_position = &(list[3]);
536
537         while(1)
538         {
539           if((*list_position & 0xf000f000) == 0x50005000 || list_position >= list_end)
540             break;
541
542           list_position++;
543           num_vertexes++;
544         }
545
546         len += (num_vertexes - 2);
547         break;
548       }
549
550       case 0x58 ... 0x5F:
551       {
552         uint32_t num_vertexes = 2;
553         uint32_t *list_position = &(list[4]);
554
555         while(1)
556         {
557           if((*list_position & 0xf000f000) == 0x50005000 || list_position >= list_end)
558             break;
559
560           list_position += 2;
561           num_vertexes++;
562         }
563
564         len += (num_vertexes - 2) * 2;
565         break;
566       }
567
568 #ifdef TEST
569       case 0xA0:          //  sys -> vid
570       {
571         short *slist = (void *)list;
572         uint32_t load_width = slist[4];
573         uint32_t load_height = slist[5];
574         uint32_t load_size = load_width * load_height;
575
576         len += load_size / 2;
577         break;
578       }
579 #endif
580     }
581   }
582
583   gpu.ex_regs[1] &= ~0x1ff;
584   gpu.ex_regs[1] |= lGPUstatusRet & 0x1ff;
585
586   *last_cmd = cmd;
587   return list - list_start;
588 }
589
590 void renderer_sync_ecmds(uint32_t *ecmds)
591 {
592   cmdTexturePage((unsigned char *)&ecmds[1]);
593   cmdTextureWindow((unsigned char *)&ecmds[2]);
594   cmdDrawAreaStart((unsigned char *)&ecmds[3]);
595   cmdDrawAreaEnd((unsigned char *)&ecmds[4]);
596   cmdDrawOffset((unsigned char *)&ecmds[5]);
597   cmdSTP((unsigned char *)&ecmds[6]);
598 }
599
600 void renderer_update_caches(int x, int y, int w, int h)
601 {
602  VRAMWrite.x = x;
603  VRAMWrite.y = y;
604  VRAMWrite.Width = w;
605  VRAMWrite.Height = h;
606  if(is_opened)
607   CheckWriteUpdate();
608 }
609
610 void renderer_flush_queues(void)
611 {
612 }
613
614 void renderer_set_interlace(int enable, int is_odd)
615 {
616 }
617
618 int vout_init(void)
619 {
620   return 0;
621 }
622
623 int vout_finish(void)
624 {
625   return 0;
626 }
627
628 void vout_update(void)
629 {
630  if(PSXDisplay.Interlaced)                            // interlaced mode?
631  {
632   if(PSXDisplay.DisplayMode.x>0 && PSXDisplay.DisplayMode.y>0)
633    {
634     updateDisplay();                                  // -> swap buffers (new frame)
635    }
636  }
637  else if(bRenderFrontBuffer)                          // no interlace mode? and some stuff in front has changed?
638  {
639   updateFrontDisplay();                               // -> update front buffer
640  }
641 }
642
643 static struct rearmed_cbs *cbs;
644
645 long GPUopen(void **dpy)
646 {
647  int ret;
648
649  iResX = cbs->screen_w;
650  iResY = cbs->screen_h;
651  rRatioRect.left   = rRatioRect.top=0;
652  rRatioRect.right  = iResX;
653  rRatioRect.bottom = iResY;
654
655  bDisplayNotSet = TRUE; 
656  bSetClip = TRUE;
657  CSTEXTURE = CSVERTEX = CSCOLOR = 0;
658
659  InitializeTextureStore();                             // init texture mem
660
661  ret = GLinitialize();
662  MakeDisplayLists();
663
664  is_opened = 1;
665  return ret;
666 }
667
668 long GPUclose(void)
669 {
670  is_opened = 0;
671
672  KillDisplayLists();
673  GLcleanup();                                          // close OGL
674  return 0;
675 }
676
677 /* acting as both renderer and vout handler here .. */
678 void renderer_set_config(const struct rearmed_cbs *cbs_)
679 {
680  cbs = (void *)cbs_; // ugh..
681
682  iOffscreenDrawing = 0;
683  iZBufferDepth = 0;
684  iFrameReadType = 0;
685  bKeepRatio = TRUE;
686
687  dwActFixes = cbs->gpu_peopsgl.dwActFixes;
688  bDrawDither = cbs->gpu_peopsgl.bDrawDither;
689  iFilterType = cbs->gpu_peopsgl.iFilterType;
690  iFrameTexType = cbs->gpu_peopsgl.iFrameTexType;
691  iUseMask = cbs->gpu_peopsgl.iUseMask;
692  bOpaquePass = cbs->gpu_peopsgl.bOpaquePass;
693  bAdvancedBlend = cbs->gpu_peopsgl.bAdvancedBlend;
694  bUseFastMdec = cbs->gpu_peopsgl.bUseFastMdec;
695  iTexGarbageCollection = cbs->gpu_peopsgl.iTexGarbageCollection;
696  iVRamSize = cbs->gpu_peopsgl.iVRamSize;
697 }
698
699 void vout_set_config(const struct rearmed_cbs *cbs)
700 {
701 }
702
703 void SetAspectRatio(void)
704 {
705  cbs->pl_get_layer_pos(&rRatioRect.left, &rRatioRect.top, &rRatioRect.right, &rRatioRect.bottom);
706
707  glScissor(rRatioRect.left,
708            iResY-(rRatioRect.top+rRatioRect.bottom),
709            rRatioRect.right,rRatioRect.bottom);
710  glViewport(rRatioRect.left,
711            iResY-(rRatioRect.top+rRatioRect.bottom),
712            rRatioRect.right,rRatioRect.bottom);
713  glError();
714 }
715
716 static void fps_update(void)
717 {
718  char buf[16];
719
720  cbs->flip_cnt++;
721  if(cbs->flips_per_sec != 0)
722  {
723   snprintf(buf,sizeof(buf),"%2d %4.1f",cbs->flips_per_sec,cbs->vsps_cur);
724   DisplayText(buf, 0);
725  }
726  if(cbs->cpu_usage != 0)
727  {
728   snprintf(buf,sizeof(buf),"%3d",cbs->cpu_usage);
729   DisplayText(buf, 1);
730  }
731 }