--- /dev/null
+/***************************************************************************
+* Copyright (C) 2010 PCSX4ALL Team *
+* Copyright (C) 2010 Unai *
+* *
+* 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. *
+***************************************************************************/
+
+#ifndef __GPU_UNAI_GPU_RASTER_SPRITE_H__
+#define __GPU_UNAI_GPU_RASTER_SPRITE_H__
+
+///////////////////////////////////////////////////////////////////////////////
+// GPU internal sprite drawing functions
+
+void gpuDrawS(PtrUnion packet, const PS gpuSpriteSpanDriver)
+{
+ s32 x0, x1, y0, y1;
+ u32 u0, v0;
+
+ //NOTE: Must 11-bit sign-extend the whole sum here, not just packet X/Y,
+ // or sprites in 1st level of SkullMonkeys disappear when walking right.
+ // This now matches behavior of Mednafen and PCSX Rearmed's gpu_neon:
+ x0 = GPU_EXPANDSIGN(packet.S2[2] + gpu_senquack.DrawingOffset[0]);
+ y0 = GPU_EXPANDSIGN(packet.S2[3] + gpu_senquack.DrawingOffset[1]);
+
+ u32 w = packet.U2[6] & 0x3ff; // Max width is 1023
+ u32 h = packet.U2[7] & 0x1ff; // Max height is 511
+ x1 = x0 + w;
+ y1 = y0 + h;
+
+ s32 xmin, xmax, ymin, ymax;
+ xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
+ ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
+
+ u0 = packet.U1[8];
+ v0 = packet.U1[9];
+
+ s32 temp;
+ temp = ymin - y0;
+ if (temp > 0) { y0 = ymin; v0 += temp; }
+ if (y1 > ymax) y1 = ymax;
+ if (y1 <= y0) return;
+
+ temp = xmin - x0;
+ if (temp > 0) { x0 = xmin; u0 += temp; }
+ if (x1 > xmax) x1 = xmax;
+ x1 -= x0;
+ if (x1 <= 0) return;
+
+ gpu_senquack.r5 = packet.U1[0] >> 3;
+ gpu_senquack.g5 = packet.U1[1] >> 3;
+ gpu_senquack.b5 = packet.U1[2] >> 3;
+
+ u16 *Pixel = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(x0, y0)];
+ const int li=gpu_senquack.ilace_mask;
+ const int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
+ const int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
+ unsigned int tmode = gpu_senquack.TEXT_MODE >> 5;
+ const u32 v0_mask = gpu_senquack.TextureWindow[3];
+ u8* pTxt_base = (u8*)gpu_senquack.TBA;
+
+ // Texture is accessed byte-wise, so adjust idx if 16bpp
+ if (tmode == 3) u0 <<= 1;
+
+ for (; y0<y1; ++y0) {
+ u8* pTxt = pTxt_base + ((v0 & v0_mask) * 2048);
+ if (!(y0&li) && (y0&pi)!=pif)
+ gpuSpriteSpanDriver(Pixel, x1, pTxt, u0);
+ Pixel += FRAME_WIDTH;
+ v0++;
+ }
+}
+
+#ifdef __arm__
+#include "gpu_arm.h"
+
+/* Notaz 4bit sprites optimization */
+void gpuDrawS16(PtrUnion packet)
+{
+ s32 x0, y0;
+ s32 u0, v0;
+ s32 xmin, xmax;
+ s32 ymin, ymax;
+ u32 h = 16;
+
+ //NOTE: Must 11-bit sign-extend the whole sum here, not just packet X/Y,
+ // or sprites in 1st level of SkullMonkeys disappear when walking right.
+ // This now matches behavior of Mednafen and PCSX Rearmed's gpu_neon:
+ x0 = GPU_EXPANDSIGN(packet.S2[2] + gpu_senquack.DrawingOffset[0]);
+ y0 = GPU_EXPANDSIGN(packet.S2[3] + gpu_senquack.DrawingOffset[1]);
+
+ xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
+ ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
+ u0 = packet.U1[8];
+ v0 = packet.U1[9];
+
+ if (x0 > xmax - 16 || x0 < xmin ||
+ ((u0 | v0) & 15) || !(gpu_senquack.TextureWindow[2] & gpu_senquack.TextureWindow[3] & 8)) {
+ // send corner cases to general handler
+ packet.U4[3] = 0x00100010;
+ gpuDrawS(packet, gpuSpriteSpanFn<0x20>);
+ return;
+ }
+
+ if (y0 >= ymax || y0 <= ymin - 16)
+ return;
+ if (y0 < ymin) {
+ h -= ymin - y0;
+ v0 += ymin - y0;
+ y0 = ymin;
+ }
+ else if (ymax - y0 < 16)
+ h = ymax - y0;
+
+ draw_spr16_full(&gpu_senquack.vram[FRAME_OFFSET(x0, y0)], &gpu_senquack.TBA[FRAME_OFFSET(u0/4, v0)], gpu_senquack.CBA, h);
+}
+#endif // __arm__
+
+void gpuDrawT(PtrUnion packet, const PT gpuTileSpanDriver)
+{
+ s32 x0, x1, y0, y1;
+
+ // This now matches behavior of Mednafen and PCSX Rearmed's gpu_neon:
+ x0 = GPU_EXPANDSIGN(packet.S2[2] + gpu_senquack.DrawingOffset[0]);
+ y0 = GPU_EXPANDSIGN(packet.S2[3] + gpu_senquack.DrawingOffset[1]);
+
+ u32 w = packet.U2[4] & 0x3ff; // Max width is 1023
+ u32 h = packet.U2[5] & 0x1ff; // Max height is 511
+ x1 = x0 + w;
+ y1 = y0 + h;
+
+ s32 xmin, xmax, ymin, ymax;
+ xmin = gpu_senquack.DrawingArea[0]; xmax = gpu_senquack.DrawingArea[2];
+ ymin = gpu_senquack.DrawingArea[1]; ymax = gpu_senquack.DrawingArea[3];
+
+ if (y0 < ymin) y0 = ymin;
+ if (y1 > ymax) y1 = ymax;
+ if (y1 <= y0) return;
+
+ if (x0 < xmin) x0 = xmin;
+ if (x1 > xmax) x1 = xmax;
+ x1 -= x0;
+ if (x1 <= 0) return;
+
+ const u16 Data = GPU_RGB16(packet.U4[0]);
+ u16 *Pixel = &((u16*)gpu_senquack.vram)[FRAME_OFFSET(x0, y0)];
+ const int li=gpu_senquack.ilace_mask;
+ const int pi=(ProgressiveInterlaceEnabled()?(gpu_senquack.ilace_mask+1):0);
+ const int pif=(ProgressiveInterlaceEnabled()?(gpu_senquack.prog_ilace_flag?(gpu_senquack.ilace_mask+1):0):1);
+
+ for (; y0<y1; ++y0) {
+ if (!(y0&li) && (y0&pi)!=pif)
+ gpuTileSpanDriver(Pixel,x1,Data);
+ Pixel += FRAME_WIDTH;
+ }
+}
+
+#endif /* __GPU_UNAI_GPU_RASTER_SPRITE_H__ */