--- /dev/null
+/***************************************************************************
+* Copyright (C) 2010 PCSX4ALL Team *
+* Copyright (C) 2010 Unai *
+* Copyright (C) 2011 notaz *
+* Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> com) *
+* *
+* This program is free software; you can redistribute it and/or modify *
+* it under the terms of the GNU General Public License as published by *
+* the Free Software Foundation; either version 2 of the License, or *
+* (at your option) any later version. *
+* *
+* This program is distributed in the hope that it will be useful, *
+* but WITHOUT ANY WARRANTY; without even the implied warranty of *
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+* GNU General Public License for more details. *
+* *
+* You should have received a copy of the GNU General Public License *
+* along with this program; if not, write to the *
+* Free Software Foundation, Inc., *
+* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
+***************************************************************************/
+
+#include <stddef.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "../gpulib/gpu.h"
+
+//#include "port.h"
+#include "gpu_senquack.h"
+
+// GPU fixed point math
+#include "gpu_fixedpoint.h"
+
+// Inner loop driver instantiation file
+#include "gpu_inner.h"
+
+// GPU internal image drawing functions
+#include "gpu_raster_image.h"
+
+// GPU internal line drawing functions
+#include "gpu_raster_line.h"
+
+// GPU internal polygon drawing functions
+#include "gpu_raster_polygon.h"
+
+// GPU internal sprite drawing functions
+#include "gpu_raster_sprite.h"
+
+// GPU command buffer execution/store
+#include "gpu_command.h"
+
+/////////////////////////////////////////////////////////////////////////////
+
+int renderer_init(void)
+{
+ memset((void*)&gpu_senquack, 0, sizeof(gpu_senquack));
+ gpu_senquack.vram = (u16*)gpu.vram;
+
+ // Original standalone gpu_senquack initialized TextureWindow[]. I added the
+ // same behavior here, since it seems unsafe to leave [2],[3] unset when
+ // using HLE and Rearmed gpu_neon sets this similarly on init. -senquack
+ gpu_senquack.TextureWindow[0] = 0;
+ gpu_senquack.TextureWindow[1] = 0;
+ gpu_senquack.TextureWindow[2] = 255;
+ gpu_senquack.TextureWindow[3] = 255;
+ //senquack - new vars must be updated whenever texture window is changed:
+ // (used for polygon-drawing in gpu_inner.h, gpu_raster_polygon.h)
+ const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4
+ gpu_senquack.u_msk = (((u32)gpu_senquack.TextureWindow[2]) << fb) | ((1 << fb) - 1);
+ gpu_senquack.v_msk = (((u32)gpu_senquack.TextureWindow[3]) << fb) | ((1 << fb) - 1);
+
+ // Configuration options
+ gpu_senquack.config = gpu_senquack_config_ext;
+ //senquack - disabled, not sure this is needed and would require modifying
+ // sprite-span functions, perhaps unnecessarily. No Abe Oddysey hack was
+ // present in latest PCSX4ALL sources we were using.
+ //gpu_senquack.config.enableAbbeyHack = gpu_senquack_config_ext.abe_hack;
+ gpu_senquack.ilace_mask = gpu_senquack.config.ilace_force;
+
+#ifdef GPU_UNAI_USE_INT_DIV_MULTINV
+ // s_invTable
+ for(int i=1;i<=(1<<TABLE_BITS);++i)
+ {
+ double v = 1.0 / double(i);
+#ifdef GPU_TABLE_10_BITS
+ v *= double(0xffffffff>>1);
+#else
+ v *= double(0x80000000);
+#endif
+ s_invTable[i-1]=s32(v);
+ }
+#endif
+
+ SetupLightLUT();
+ SetupDitheringConstants();
+
+ return 0;
+}
+
+void renderer_finish(void)
+{
+}
+
+void renderer_notify_res_change(void)
+{
+ if (PixelSkipEnabled()) {
+ // Set blit_mask for high horizontal resolutions. This allows skipping
+ // rendering pixels that would never get displayed on low-resolution
+ // platforms that use simple pixel-dropping scaler.
+
+ switch (gpu.screen.hres)
+ {
+ case 512: gpu_senquack.blit_mask = 0xa4; break; // GPU_BlitWWSWWSWS
+ case 640: gpu_senquack.blit_mask = 0xaa; break; // GPU_BlitWS
+ default: gpu_senquack.blit_mask = 0; break;
+ }
+ } else {
+ gpu_senquack.blit_mask = 0;
+ }
+
+ if (LineSkipEnabled()) {
+ // Set rendering line-skip (only render every other line in high-res
+ // 480 vertical mode, or, optionally, force it for all video modes)
+
+ if (gpu.screen.vres == 480) {
+ if (gpu_senquack.config.ilace_force) {
+ gpu_senquack.ilace_mask = 3; // Only need 1/4 of lines
+ } else {
+ gpu_senquack.ilace_mask = 1; // Only need 1/2 of lines
+ }
+ } else {
+ // Vert resolution changed from 480 to lower one
+ gpu_senquack.ilace_mask = gpu_senquack.config.ilace_force;
+ }
+ } else {
+ gpu_senquack.ilace_mask = 0;
+ }
+
+ /*
+ printf("res change hres: %d vres: %d depth: %d ilace_mask: %d\n",
+ gpu.screen.hres, gpu.screen.vres, gpu.status.rgb24 ? 24 : 15,
+ gpu_senquack.ilace_mask);
+ */
+}
+
+#ifdef USE_GPULIB
+// Handles GP0 draw settings commands 0xE1...0xE6
+static void gpuGP0Cmd_0xEx(gpu_senquack_t &gpu_senquack, u32 cmd_word)
+{
+ // Assume incoming GP0 command is 0xE1..0xE6, convert to 1..6
+ u8 num = (cmd_word >> 24) & 7;
+ gpu.ex_regs[num] = cmd_word; // Update gpulib register
+ switch (num) {
+ case 1: {
+ // GP0(E1h) - Draw Mode setting (aka "Texpage")
+ u32 cur_texpage = gpu_senquack.GPU_GP1 & 0x7FF;
+ u32 new_texpage = cmd_word & 0x7FF;
+ if (cur_texpage != new_texpage) {
+ gpu_senquack.GPU_GP1 = (gpu_senquack.GPU_GP1 & ~0x7FF) | new_texpage;
+ gpuSetTexture(gpu_senquack.GPU_GP1);
+ }
+ } break;
+
+ case 2: {
+ // GP0(E2h) - Texture Window setting
+ if (cmd_word != gpu_senquack.TextureWindowCur) {
+ static const u8 TextureMask[32] = {
+ 255, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7,
+ 127, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7
+ };
+ gpu_senquack.TextureWindowCur = cmd_word;
+ gpu_senquack.TextureWindow[0] = ((cmd_word >> 10) & 0x1F) << 3;
+ gpu_senquack.TextureWindow[1] = ((cmd_word >> 15) & 0x1F) << 3;
+ gpu_senquack.TextureWindow[2] = TextureMask[(cmd_word >> 0) & 0x1F];
+ gpu_senquack.TextureWindow[3] = TextureMask[(cmd_word >> 5) & 0x1F];
+ gpu_senquack.TextureWindow[0] &= ~gpu_senquack.TextureWindow[2];
+ gpu_senquack.TextureWindow[1] &= ~gpu_senquack.TextureWindow[3];
+
+ // Inner loop vars must be updated whenever texture window is changed:
+ const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4
+ gpu_senquack.u_msk = (((u32)gpu_senquack.TextureWindow[2]) << fb) | ((1 << fb) - 1);
+ gpu_senquack.v_msk = (((u32)gpu_senquack.TextureWindow[3]) << fb) | ((1 << fb) - 1);
+
+ gpuSetTexture(gpu_senquack.GPU_GP1);
+ }
+ } break;
+
+ case 3: {
+ // GP0(E3h) - Set Drawing Area top left (X1,Y1)
+ gpu_senquack.DrawingArea[0] = cmd_word & 0x3FF;
+ gpu_senquack.DrawingArea[1] = (cmd_word >> 10) & 0x3FF;
+ } break;
+
+ case 4: {
+ // GP0(E4h) - Set Drawing Area bottom right (X2,Y2)
+ gpu_senquack.DrawingArea[2] = (cmd_word & 0x3FF) + 1;
+ gpu_senquack.DrawingArea[3] = ((cmd_word >> 10) & 0x3FF) + 1;
+ } break;
+
+ case 5: {
+ // GP0(E5h) - Set Drawing Offset (X,Y)
+ gpu_senquack.DrawingOffset[0] = ((s32)cmd_word<<(32-11))>>(32-11);
+ gpu_senquack.DrawingOffset[1] = ((s32)cmd_word<<(32-22))>>(32-11);
+ } break;
+
+ case 6: {
+ // GP0(E6h) - Mask Bit Setting
+ gpu_senquack.Masking = (cmd_word & 0x2) << 1;
+ gpu_senquack.PixelMSB = (cmd_word & 0x1) << 8;
+ } break;
+ }
+}
+#endif
+
+extern const unsigned char cmd_lengths[256];
+
+int do_cmd_list(u32 *list, int list_len, int *last_cmd)
+{
+ u32 cmd = 0, len, i;
+ u32 *list_start = list;
+ u32 *list_end = list + list_len;
+
+ //TODO: set ilace_mask when resolution changes instead of every time,
+ // eliminate #ifdef below.
+ gpu_senquack.ilace_mask = gpu_senquack.config.ilace_force;
+
+#ifdef HAVE_PRE_ARMV7 /* XXX */
+ gpu_senquack.ilace_mask |= gpu.status.interlace;
+#endif
+ if (gpu_senquack.config.scale_hires) {
+ gpu_senquack.ilace_mask |= gpu.status.interlace;
+ }
+
+ for (; list < list_end; list += 1 + len)
+ {
+ cmd = *list >> 24;
+ len = cmd_lengths[cmd];
+ if (list + 1 + len > list_end) {
+ cmd = -1;
+ break;
+ }
+
+ #define PRIM cmd
+ gpu_senquack.PacketBuffer.U4[0] = list[0];
+ for (i = 1; i <= len; i++)
+ gpu_senquack.PacketBuffer.U4[i] = list[i];
+
+ PtrUnion packet = { .ptr = (void*)&gpu_senquack.PacketBuffer };
+
+ switch (cmd)
+ {
+ case 0x02:
+ gpuClearImage(packet);
+ break;
+
+ case 0x20:
+ case 0x21:
+ case 0x22:
+ case 0x23: { // Monochrome 3-pt poly
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Blending_Mode |
+ gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyF(packet, driver, false);
+ } break;
+
+ case 0x24:
+ case 0x25:
+ case 0x26:
+ case 0x27: { // Textured 3-pt poly
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ gpuSetTexture(gpu_senquack.PacketBuffer.U4[4] >> 16);
+
+ u32 driver_idx =
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode | gpu_senquack.TEXT_MODE |
+ gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB;
+
+ if (!FastLightingEnabled()) {
+ driver_idx |= Lighting;
+ } else {
+ if (!((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F)))
+ driver_idx |= Lighting;
+ }
+
+ PP driver = gpuPolySpanDrivers[driver_idx];
+ gpuDrawPolyFT(packet, driver, false);
+ } break;
+
+ case 0x28:
+ case 0x29:
+ case 0x2A:
+ case 0x2B: { // Monochrome 4-pt poly
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Blending_Mode |
+ gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyF(packet, driver, true); // is_quad = true
+ } break;
+
+ case 0x2C:
+ case 0x2D:
+ case 0x2E:
+ case 0x2F: { // Textured 4-pt poly
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ gpuSetTexture(gpu_senquack.PacketBuffer.U4[4] >> 16);
+
+ u32 driver_idx =
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode | gpu_senquack.TEXT_MODE |
+ gpu_senquack.Masking | Blending | gpu_senquack.PixelMSB;
+
+ if (!FastLightingEnabled()) {
+ driver_idx |= Lighting;
+ } else {
+ if (!((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F)))
+ driver_idx |= Lighting;
+ }
+
+ PP driver = gpuPolySpanDrivers[driver_idx];
+ gpuDrawPolyFT(packet, driver, true); // is_quad = true
+ } break;
+
+ case 0x30:
+ case 0x31:
+ case 0x32:
+ case 0x33: { // Gouraud-shaded 3-pt poly
+ //NOTE: The '129' here is CF_GOURAUD | CF_LIGHT, however
+ // this is an untextured poly, so CF_LIGHT (texture blend)
+ // shouldn't apply. Until the original array of template
+ // instantiation ptrs is fixed, we're stuck with this. (TODO)
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode |
+ gpu_senquack.Masking | Blending | 129 | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyG(packet, driver, false);
+ } break;
+
+ case 0x34:
+ case 0x35:
+ case 0x36:
+ case 0x37: { // Gouraud-shaded, textured 3-pt poly
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ gpuSetTexture (gpu_senquack.PacketBuffer.U4[5] >> 16);
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode | gpu_senquack.TEXT_MODE |
+ gpu_senquack.Masking | Blending | ((Lighting)?129:0) | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyGT(packet, driver, false);
+ } break;
+
+ case 0x38:
+ case 0x39:
+ case 0x3A:
+ case 0x3B: { // Gouraud-shaded 4-pt poly
+ // See notes regarding '129' for 0x30..0x33 further above -senquack
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode |
+ gpu_senquack.Masking | Blending | 129 | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyG(packet, driver, true); // is_quad = true
+ } break;
+
+ case 0x3C:
+ case 0x3D:
+ case 0x3E:
+ case 0x3F: { // Gouraud-shaded, textured 4-pt poly
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ gpuSetTexture (gpu_senquack.PacketBuffer.U4[5] >> 16);
+ PP driver = gpuPolySpanDrivers[
+ (gpu_senquack.blit_mask?1024:0) |
+ Dithering |
+ Blending_Mode | gpu_senquack.TEXT_MODE |
+ gpu_senquack.Masking | Blending | ((Lighting)?129:0) | gpu_senquack.PixelMSB
+ ];
+ gpuDrawPolyGT(packet, driver, true); // is_quad = true
+ } break;
+
+ case 0x40:
+ case 0x41:
+ case 0x42:
+ case 0x43: { // Monochrome line
+ // Shift index right by one, as untextured prims don't use lighting
+ u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
+ PSD driver = gpuPixelSpanDrivers[driver_idx];
+ gpuDrawLineF(packet, driver);
+ } break;
+
+ case 0x48 ... 0x4F: { // Monochrome line strip
+ u32 num_vertexes = 1;
+ u32 *list_position = &(list[2]);
+
+ // Shift index right by one, as untextured prims don't use lighting
+ u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
+ PSD driver = gpuPixelSpanDrivers[driver_idx];
+ gpuDrawLineF(packet, driver);
+
+ while(1)
+ {
+ gpu_senquack.PacketBuffer.U4[1] = gpu_senquack.PacketBuffer.U4[2];
+ gpu_senquack.PacketBuffer.U4[2] = *list_position++;
+ gpuDrawLineF(packet, driver);
+
+ num_vertexes++;
+ if(list_position >= list_end) {
+ cmd = -1;
+ goto breakloop;
+ }
+ if((*list_position & 0xf000f000) == 0x50005000)
+ break;
+ }
+
+ len += (num_vertexes - 2);
+ } break;
+
+ case 0x50:
+ case 0x51:
+ case 0x52:
+ case 0x53: { // Gouraud-shaded line
+ // Shift index right by one, as untextured prims don't use lighting
+ u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
+ // Index MSB selects Gouraud-shaded PixelSpanDriver:
+ driver_idx |= (1 << 5);
+ PSD driver = gpuPixelSpanDrivers[driver_idx];
+ gpuDrawLineG(packet, driver);
+ } break;
+
+ case 0x58 ... 0x5F: { // Gouraud-shaded line strip
+ u32 num_vertexes = 1;
+ u32 *list_position = &(list[2]);
+
+ // Shift index right by one, as untextured prims don't use lighting
+ u32 driver_idx = (Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1;
+ // Index MSB selects Gouraud-shaded PixelSpanDriver:
+ driver_idx |= (1 << 5);
+ PSD driver = gpuPixelSpanDrivers[driver_idx];
+ gpuDrawLineG(packet, driver);
+
+ while(1)
+ {
+ gpu_senquack.PacketBuffer.U4[0] = gpu_senquack.PacketBuffer.U4[2];
+ gpu_senquack.PacketBuffer.U4[1] = gpu_senquack.PacketBuffer.U4[3];
+ gpu_senquack.PacketBuffer.U4[2] = *list_position++;
+ gpu_senquack.PacketBuffer.U4[3] = *list_position++;
+ gpuDrawLineG(packet, driver);
+
+ num_vertexes++;
+ if(list_position >= list_end) {
+ cmd = -1;
+ goto breakloop;
+ }
+ if((*list_position & 0xf000f000) == 0x50005000)
+ break;
+ }
+
+ len += (num_vertexes - 2) * 2;
+ } break;
+
+ case 0x60:
+ case 0x61:
+ case 0x62:
+ case 0x63: { // Monochrome rectangle (variable size)
+ PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+ gpuDrawT(packet, driver);
+ } break;
+
+ case 0x64:
+ case 0x65:
+ case 0x66:
+ case 0x67: { // Textured rectangle (variable size)
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1);
+
+ //senquack - Only color 808080h-878787h allows skipping lighting calculation:
+ // This fixes Silent Hill running animation on loading screens:
+ // (On PSX, color values 0x00-0x7F darken the source texture's color,
+ // 0x81-FF lighten textures (ultimately clamped to 0x1F),
+ // 0x80 leaves source texture color unchanged, HOWEVER,
+ // gpu_senquack uses a simple lighting LUT whereby only the upper
+ // 5 bits of an 8-bit color are used, so 0x80-0x87 all behave as
+ // 0x80.
+ //
+ // NOTE: I've changed all textured sprite draw commands here and
+ // elsewhere to use proper behavior, but left poly commands
+ // alone, I don't want to slow rendering down too much. (TODO)
+ //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))
+ // Strip lower 3 bits of each color and determine if lighting should be used:
+ if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
+ driver_idx |= Lighting;
+ PS driver = gpuSpriteSpanDrivers[driver_idx];
+ gpuDrawS(packet, driver);
+ } break;
+
+ case 0x68:
+ case 0x69:
+ case 0x6A:
+ case 0x6B: { // Monochrome rectangle (1x1 dot)
+ gpu_senquack.PacketBuffer.U4[2] = 0x00010001;
+ PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+ gpuDrawT(packet, driver);
+ } break;
+
+ case 0x70:
+ case 0x71:
+ case 0x72:
+ case 0x73: { // Monochrome rectangle (8x8)
+ gpu_senquack.PacketBuffer.U4[2] = 0x00080008;
+ PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+ gpuDrawT(packet, driver);
+ } break;
+
+ case 0x74:
+ case 0x75:
+ case 0x76:
+ case 0x77: { // Textured rectangle (8x8)
+ gpu_senquack.PacketBuffer.U4[3] = 0x00080008;
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1);
+
+ //senquack - Only color 808080h-878787h allows skipping lighting calculation:
+ //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))
+ // Strip lower 3 bits of each color and determine if lighting should be used:
+ if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
+ driver_idx |= Lighting;
+ PS driver = gpuSpriteSpanDrivers[driver_idx];
+ gpuDrawS(packet, driver);
+ } break;
+
+ case 0x78:
+ case 0x79:
+ case 0x7A:
+ case 0x7B: { // Monochrome rectangle (16x16)
+ gpu_senquack.PacketBuffer.U4[2] = 0x00100010;
+ PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>3)) >> 1];
+ gpuDrawT(packet, driver);
+ } break;
+
+ case 0x7C:
+ case 0x7D:
+#ifdef __arm__
+ if ((gpu_senquack.GPU_GP1 & 0x180) == 0 && (gpu_senquack.Masking | gpu_senquack.PixelMSB) == 0)
+ {
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ gpuDrawS16(packet);
+ break;
+ }
+ // fallthrough
+#endif
+ case 0x7E:
+ case 0x7F: { // Textured rectangle (16x16)
+ gpu_senquack.PacketBuffer.U4[3] = 0x00100010;
+ gpuSetCLUT (gpu_senquack.PacketBuffer.U4[2] >> 16);
+ u32 driver_idx = Blending_Mode | gpu_senquack.TEXT_MODE | gpu_senquack.Masking | Blending | (gpu_senquack.PixelMSB>>1);
+ //senquack - Only color 808080h-878787h allows skipping lighting calculation:
+ //if ((gpu_senquack.PacketBuffer.U1[0]>0x5F) && (gpu_senquack.PacketBuffer.U1[1]>0x5F) && (gpu_senquack.PacketBuffer.U1[2]>0x5F))
+ // Strip lower 3 bits of each color and determine if lighting should be used:
+ if ((gpu_senquack.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080)
+ driver_idx |= Lighting;
+ PS driver = gpuSpriteSpanDrivers[driver_idx];
+ gpuDrawS(packet, driver);
+ } break;
+
+ case 0x80: // vid -> vid
+ gpuMoveImage(packet);
+ break;
+
+#ifdef TEST
+ case 0xA0: // sys -> vid
+ {
+ u32 load_width = list[2] & 0xffff;
+ u32 load_height = list[2] >> 16;
+ u32 load_size = load_width * load_height;
+
+ len += load_size / 2;
+ } break;
+
+ case 0xC0:
+ break;
+#else
+ case 0xA0: // sys ->vid
+ case 0xC0: // vid -> sys
+ // Handled by gpulib
+ goto breakloop;
+#endif
+ case 0xE1 ... 0xE6: { // Draw settings
+ gpuGP0Cmd_0xEx(gpu_senquack, gpu_senquack.PacketBuffer.U4[0]);
+ } break;
+ }
+ }
+
+breakloop:
+ gpu.ex_regs[1] &= ~0x1ff;
+ gpu.ex_regs[1] |= gpu_senquack.GPU_GP1 & 0x1ff;
+
+ *last_cmd = cmd;
+ return list - list_start;
+}
+
+void renderer_sync_ecmds(uint32_t *ecmds)
+{
+ int dummy;
+ do_cmd_list(&ecmds[1], 6, &dummy);
+}
+
+void renderer_update_caches(int x, int y, int w, int h)
+{
+}
+
+void renderer_flush_queues(void)
+{
+}
+
+void renderer_set_interlace(int enable, int is_odd)
+{
+}
+
+#include "../../frontend/plugin_lib.h"
+// Handle any gpulib settings applicable to gpu_senquack:
+void renderer_set_config(const struct rearmed_cbs *cbs)
+{
+ gpu_senquack.vram = (u16*)gpu.vram;
+ gpu_senquack.config.ilace_force = cbs->gpu_senquack.ilace_force;
+ gpu_senquack.config.pixel_skip = cbs->gpu_senquack.pixel_skip;
+ gpu_senquack.config.lighting = cbs->gpu_senquack.lighting;
+ gpu_senquack.config.fast_lighting = cbs->gpu_senquack.fast_lighting;
+ gpu_senquack.config.blending = cbs->gpu_senquack.blending;
+ gpu_senquack.config.dithering = cbs->gpu_senquack.dithering;
+ gpu_senquack.config.scale_hires = cbs->gpu_senquack.scale_hires;
+}
+
+// vim:shiftwidth=2:expandtab