// memory image of the PSX vram\r
////////////////////////////////////////////////////////////////////////\r
\r
-u8 *psxVSecure;\r
-u8 *psxVub;\r
+unsigned char *psxVSecure;\r
+unsigned char *psxVub;\r
signed char *psxVsb;\r
unsigned short *psxVuw;\r
unsigned short *psxVuw_eom;\r
\r
static long GPUdataRet;\r
long lGPUstatusRet;\r
-s8 szDispBuf[64];\r
+char szDispBuf[64];\r
\r
static unsigned long gpuDataM[256];\r
-static u8 gpuCommand = 0;\r
+static unsigned char gpuCommand = 0;\r
static long gpuDataC = 0;\r
static long gpuDataP = 0;\r
\r
GLuint uiScanLine=0;\r
int iUseScanLines=0;\r
long lSelectedSlot=0;\r
-u8 * pGfxCardScreen=0;\r
+unsigned char * pGfxCardScreen=0;\r
int iBlurBuffer=0;\r
int iScanBlend=0;\r
int iRenderFVR=0;\r
////////////////////////////////////////////////////////////////////////\r
\r
#ifdef _WINDOWS\r
-s8 * CALLBACK PSEgetLibName(void)\r
+char * CALLBACK PSEgetLibName(void)\r
{\r
return "name";\r
}\r
SetAspectRatio();\r
}\r
\r
-s8 * GetConfigInfos(int hW)\r
+char * GetConfigInfos(int hW)\r
{\r
#ifdef _WINDOWS\r
HDC hdc;HGLRC hglrc;\r
#endif\r
- s8 szO[2][4]={"off","on "};\r
- s8 szTxt[256];\r
- s8 * pB=(s8 *)malloc(32767);\r
+ char szO[2][4]={"off","on "};\r
+ char szTxt[256];\r
+ char * pB=(char *)malloc(32767);\r
/*\r
if(!pB) return NULL;\r
*pB=0;\r
strcat(pB,szTxt);\r
sprintf(szTxt,"OGL version: %s\r\n\r\n",(char *)glGetString(GL_VERSION));\r
strcat(pB,szTxt);\r
- //strcat(pB,(s8 *)glGetString(GL_EXTENSIONS));\r
+ //strcat(pB,(char *)glGetString(GL_EXTENSIONS));\r
//strcat(pB,"\r\n\r\n");\r
\r
#ifdef _WINDOWS\r
bKeepRatio = TRUE;\r
// different ways of accessing PSX VRAM\r
\r
-psxVSecure=(u8 *)malloc((iGPUHeight*2)*1024 + (1024*1024)); // always alloc one extra MB for soft drawing funcs security\r
+psxVSecure=(unsigned char *)malloc((iGPUHeight*2)*1024 + (1024*1024)); // always alloc one extra MB for soft drawing funcs security\r
if(!psxVSecure) return -1;\r
\r
psxVub=psxVSecure+512*1024; // security offset into double sized psx vram!\r
int ux,uy,udx,udy,wx,wy;\r
unsigned short * p1, *p2;\r
float XS,YS;\r
- u8 * ps;\r
- u8 * px;\r
+ unsigned char * ps;\r
+ unsigned char * px;\r
unsigned short s,sx;\r
\r
if(STATUSREG&GPUSTATUS_RGB24) return;\r
if(!pGfxCardScreen)\r
{\r
glPixelStorei(GL_PACK_ALIGNMENT,1);\r
- pGfxCardScreen=(u8 *)malloc(iResX*iResY*4);\r
+ pGfxCardScreen=(unsigned char *)malloc(iResX*iResY*4);\r
}\r
\r
ps=pGfxCardScreen;\r
{\r
unsigned short sArea;unsigned short * p;\r
int ux,uy,udx,udy,wx,wy;float XS,YS;\r
- u8 * ps, * px;\r
+ unsigned char * ps, * px;\r
unsigned short s=0,sx;\r
\r
if(STATUSREG&GPUSTATUS_RGB24) return;\r
if(!pGfxCardScreen)\r
{\r
glPixelStorei(GL_PACK_ALIGNMENT,1);\r
- pGfxCardScreen=(u8 *)malloc(iResX*iResY*4);\r
+ pGfxCardScreen=(unsigned char *)malloc(iResX*iResY*4);\r
}\r
\r
ps=pGfxCardScreen;\r
// helper table to know how much data is used by drawing commands\r
////////////////////////////////////////////////////////////////////////\r
\r
-const u8 primTableCX[256] =\r
+const unsigned char primTableCX[256] =\r
{\r
// 00\r
0,0,3,0,0,0,0,0,\r
void CALLBACK GPUwriteDataMem(unsigned long * pMem, int iSize)\r
#endif\r
{\r
-u8 command;\r
+unsigned char command;\r
unsigned long gdata=0;\r
int i=0;\r
GPUIsBusy;\r
\r
if(iDataWriteMode==DR_NORMAL)\r
{\r
- void (* *primFunc)(u8 *);\r
+ void (* *primFunc)(unsigned char *);\r
if(bSkipNextFrame) primFunc=primTableSkip;\r
else primFunc=primTableJ;\r
\r
\r
if(gpuDataC == 0)\r
{\r
- command = (u8)((gdata>>24) & 0xff);\r
+ command = (unsigned char)((gdata>>24) & 0xff);\r
\r
if(primTableCX[command])\r
{\r
if(gpuDataP == gpuDataC)\r
{\r
gpuDataC=gpuDataP=0;\r
- primFunc[gpuCommand]((u8 *)gpuDataM);\r
+ primFunc[gpuCommand]((unsigned char *)gpuDataM);\r
\r
if(dwEmuFixes&0x0001 || dwActFixes&0x20000) // hack for emulating "gpu busy" in some games\r
iFakePrimBusy=4;\r
\r
/*#include <unistd.h>\r
\r
-void StartCfgTool(s8 * pCmdLine) // linux: start external cfg tool\r
+void StartCfgTool(char * pCmdLine) // linux: start external cfg tool\r
{\r
- FILE * cf;s8 filename[255],t[255];\r
+ FILE * cf;char filename[255],t[255];\r
\r
strcpy(filename,"cfg/cfgPeopsMesaGL"); // look in cfg sub folder first\r
cf=fopen(filename,"rb");\r
#endif\r
{\r
unsigned long dmaMem;\r
-u8 * baseAddrB;\r
+unsigned char * baseAddrB;\r
short count;unsigned int DMACommandCounter = 0;\r
\r
if(bIsFirstFrame) GLinitialize();\r
\r
lUsedAddr[0]=lUsedAddr[1]=lUsedAddr[2]=0xffffff;\r
\r
-baseAddrB = (u8*) baseAddrL;\r
+baseAddrB = (unsigned char*) baseAddrL;\r
\r
do\r
{\r
//10 = red\r
//11 = transparent\r
\r
-u8 cFont[10][120]=\r
+unsigned char cFont[10][120]=\r
{\r
// 0\r
{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,\r
\r
////////////////////////////////////////////////////////////////////////\r
\r
-void PaintPicDot(u8 * p,u8 c)\r
+void PaintPicDot(unsigned char * p,unsigned char c)\r
{\r
if(c==0) {*p++=0x00;*p++=0x00;*p=0x00;return;}\r
if(c==1) {*p++=0xff;*p++=0xff;*p=0xff;return;}\r
////////////////////////////////////////////////////////////////////////\r
\r
#ifdef _WINDOWS\r
-void CALLBACK GPUgetScreenPic(u8 * pMem)\r
+void CALLBACK GPUgetScreenPic(unsigned char * pMem)\r
#else\r
-long CALLBACK GPUgetScreenPic(u8 * pMem)\r
+long CALLBACK GPUgetScreenPic(unsigned char * pMem)\r
#endif\r
{\r
float XS,YS;int x,y,v;\r
- u8 * ps, * px, * pf;\r
- u8 c;\r
+ unsigned char * ps, * px, * pf;\r
+ unsigned char c;\r
\r
if(!pGfxCardScreen)\r
{\r
glPixelStorei(GL_PACK_ALIGNMENT,1);\r
- pGfxCardScreen=(u8 *)malloc(iResX*iResY*4);\r
+ pGfxCardScreen=(unsigned char *)malloc(iResX*iResY*4);\r
}\r
\r
ps=pGfxCardScreen;\r
{\r
c=cFont[lSelectedSlot][x+y*6];\r
v=(c&0xc0)>>6;\r
- PaintPicDot(pf,(u8)v);pf+=3; // paint the dots into the rect\r
+ PaintPicDot(pf,(unsigned char)v);pf+=3; // paint the dots into the rect\r
v=(c&0x30)>>4;\r
- PaintPicDot(pf,(u8)v);pf+=3;\r
+ PaintPicDot(pf,(unsigned char)v);pf+=3;\r
v=(c&0x0c)>>2;\r
- PaintPicDot(pf,(u8)v);pf+=3;\r
+ PaintPicDot(pf,(unsigned char)v);pf+=3;\r
v=c&0x03;\r
- PaintPicDot(pf,(u8)v);pf+=3;\r
+ PaintPicDot(pf,(unsigned char)v);pf+=3;\r
}\r
pf+=104*3;\r
}\r
////////////////////////////////////////////////////////////////////////\r
\r
#ifdef _WINDOWS\r
-void CALLBACK GPUshowScreenPic(u8 * pMem)\r
+void CALLBACK GPUshowScreenPic(unsigned char * pMem)\r
#else\r
-long CALLBACK GPUshowScreenPic(u8 * pMem)\r
+long CALLBACK GPUshowScreenPic(unsigned char * pMem)\r
#endif\r
{\r
// DestroyPic();\r