X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?p=pcsx_rearmed.git;a=blobdiff_plain;f=plugins%2Fgpu-gles%2FgpuPrim.c;h=218ff66d30e1360f2ff107d500c266a0ac9ff86b;hp=7772dba1ac5f8efefc1d3cd4d6928bb6782701b0;hb=8a55ebcc07d4f860633db8c77bb9e16bcfa03313;hpb=677ea10304049d6f7aae48317fe32cfea060d209 diff --git a/plugins/gpu-gles/gpuPrim.c b/plugins/gpu-gles/gpuPrim.c index 7772dba1..218ff66d 100644 --- a/plugins/gpu-gles/gpuPrim.c +++ b/plugins/gpu-gles/gpuPrim.c @@ -26,13 +26,6 @@ #define _IN_PRIMDRAW -#ifdef _WINDOWS -#include "stdafx.h" -#include "externals.h" -#include "gpu.h" -#include "draw.h" -#include "texture.h" -#else #include "gpuStdafx.h" #include "gpuExternals.h" #include "gpuPlugin.h" @@ -40,8 +33,6 @@ #include "gpuTexture.h" #include "gpuPrim.h" -#endif - //////////////////////////////////////////////////////////////////////// // defines //////////////////////////////////////////////////////////////////////// @@ -53,10 +44,6 @@ // globals //////////////////////////////////////////////////////////////////////// -//#ifndef _WINDOWS -//EGLSurface surface; -//EGLDisplay display; -//#endif BOOL bDrawTextured; // current active drawing states BOOL bDrawSmoothShaded; @@ -100,6 +87,19 @@ BOOL bUseFixes; long drawX,drawY,drawW,drawH; // offscreen drawing checkers short sxmin,sxmax,symin,symax; +unsigned int CSVERTEX=0,CSCOLOR=0,CSTEXTURE=0; + +void offsetPSX4(void) +{ + lx0 += PSXDisplay.DrawOffset.x; + ly0 += PSXDisplay.DrawOffset.y; + lx1 += PSXDisplay.DrawOffset.x; + ly1 += PSXDisplay.DrawOffset.y; + lx2 += PSXDisplay.DrawOffset.x; + ly2 += PSXDisplay.DrawOffset.y; + lx3 += PSXDisplay.DrawOffset.x; + ly3 += PSXDisplay.DrawOffset.y; +} //////////////////////////////////////////////////////////////////////// // Update global TP infos @@ -146,66 +146,6 @@ void UpdateGlobalTP(unsigned short gdata) // Some ASM color convertion... Lewpy's special... //////////////////////////////////////////////////////////////////////// -#ifdef _WINDOWS -#pragma warning (disable : 4035) - -unsigned long DoubleBGR2RGB (unsigned long BGR) -{ - - __asm - { - mov eax, BGR /* this can hold the G value */ - mov ebx, eax /* this can hold the R value */ - mov edx, eax /* this can hold the B value */ - and ebx, 000000ffh /* mask the R value */ - shl ebx, 1 - test ebx, 00000100h - jz RSKIP - mov ebx, 000000ffh - -RSKIP: - and eax, 0000ff00h /* mask the G value */ - shl eax, 1 - test eax, 00010000h - jz GSKIP - mov eax, 0000ff00h - -GSKIP: - and edx, 00ff0000h /* mask the B value */ - shl edx, 1 - test edx, 01000000h - jz BSKIP - mov edx, 00ff0000h - -BSKIP: - or eax, ebx /* add R to G value */ - or eax, edx /* add B to RG value */ - } - /* Result returned in EAX */ -} - -unsigned short BGR24to16 (unsigned long BGR) -{ - __asm - { - mov eax, BGR /* this can hold the G value */ - mov ebx, eax /* this can hold the R value */ - mov edx, eax /* this can hold the B value */ - shr ebx, 3 /* move the R value */ - and edx, 00f80000h /* mask the B value */ - shr edx, 9 /* move the B value */ - and eax, 00f800h /* mask the G value */ - shr eax, 6 /* move the G value */ - and ebx, 0000001fh /* mask the R value */ - or eax, ebx /* add R to G value */ - or eax, edx /* add B to RG value */ - } - /* Result returned in AX */ -} - -#pragma warning (default : 4035) - -#else unsigned long DoubleBGR2RGB (unsigned long BGR) { @@ -228,13 +168,12 @@ unsigned short BGR24to16 (unsigned long BGR) return ((BGR>>3)&0x1f)|((BGR&0xf80000)>>9)|((BGR&0xf800)>>6); } -#endif //////////////////////////////////////////////////////////////////////// // OpenGL primitive drawing commands //////////////////////////////////////////////////////////////////////// -__inline void PRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4) { @@ -264,22 +203,23 @@ v[3].xyz.y = fpoint(vertex3->y); v[3].xyz.z = fpoint(vertex3->z); v[3].st.x = fpoint(vertex3->sow); v[3].st.y = fpoint(vertex3->tow); - -glEnableClientState(GL_TEXTURE_COORD_ARRAY); -glEnableClientState(GL_VERTEX_ARRAY); -glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_TEXTURE_COORD_ARRAY); -glDisableClientState(GL_VERTEX_ARRAY); +if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError(); +if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError(); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSTEXTURE=CSVERTEX=1; +CSCOLOR=0; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) { Vertex v[3]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -298,24 +238,25 @@ v[2].xyz.y = fpoint(vertex3->y); v[2].xyz.z = fpoint(vertex3->z); v[2].st.x = fpoint(vertex3->sow); v[2].st.y = fpoint(vertex3->tow); - -glEnableClientState(GL_TEXTURE_COORD_ARRAY); -glEnableClientState(GL_VERTEX_ARRAY); -glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glDrawArrays(GL_TRIANGLES, 0, 3); -glDisableClientState(GL_TEXTURE_COORD_ARRAY); -glDisableClientState(GL_VERTEX_ARRAY); +if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError(); +if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError(); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glDrawArrays(GL_TRIANGLES, 0, 3);glError(); +CSTEXTURE=CSVERTEX=1; +CSCOLOR=0; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) { Vertex2 v[3]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -347,26 +288,25 @@ v[2].rgba.g = vertex3->c.col[1]; v[2].rgba.b = vertex3->c.col[2]; v[2].rgba.a = vertex3->c.col[3]; -glEnableClientState(GL_TEXTURE_COORD_ARRAY); -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); -glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError(); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLES, 0, 3); -glDisableClientState(GL_TEXTURE_COORD_ARRAY); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLES, 0, 3);glError(); +CSTEXTURE=CSVERTEX=CSCOLOR=1; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4) { Vertex2 v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -408,25 +348,24 @@ v[3].rgba.g = vertex3->c.col[1]; v[3].rgba.b = vertex3->c.col[2]; v[3].rgba.a = vertex3->c.col[3]; -glEnableClientState(GL_TEXTURE_COORD_ARRAY); -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSTEXTURE==0) glEnableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); -glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glTexCoordPointer(2, GL_FLOAT, sizeof(v[0]), &v[0].st);glError(); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_TEXTURE_COORD_ARRAY); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSTEXTURE=CSVERTEX=CSCOLOR=1; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) +void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) { Vec3f v[3]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return; v[0].x = fpoint(vertex1->x); v[0].y = fpoint(vertex1->y); @@ -440,18 +379,24 @@ v[2].x = fpoint(vertex3->x); v[2].y = fpoint(vertex3->y); v[2].z = fpoint(vertex3->z); -glEnableClientState(GL_VERTEX_ARRAY); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]); -glDrawArrays(GL_TRIANGLES, 0, 3); -glDisableClientState(GL_VERTEX_ARRAY); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError(); + +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError(); +glDrawArrays(GL_TRIANGLES, 0, 3);glError(); +CSVERTEX=1; +CSTEXTURE=CSCOLOR=0; + } ///////////////////////////////////////////////////////// -__inline void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4) { Vec3f v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].x = fpoint(vertex1->x); v[0].y = fpoint(vertex1->y); @@ -469,18 +414,23 @@ v[3].x = fpoint(vertex4->x); v[3].y = fpoint(vertex4->y); v[3].z = fpoint(vertex4->z); -glEnableClientState(GL_VERTEX_ARRAY); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_VERTEX_ARRAY); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError(); + +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError(); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSVERTEX=1; +CSTEXTURE=CSCOLOR=0; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3) { Vertex2 v[3]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -506,23 +456,25 @@ v[2].rgba.g = vertex3->c.col[1]; v[2].rgba.b = vertex3->c.col[2]; v[2].rgba.a = vertex3->c.col[3]; -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLES, 0, 3); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLES, 0, 3);glError(); +CSVERTEX=CSCOLOR=1; +CSTEXTURE=0; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4) { Vertex2 v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -556,22 +508,24 @@ v[3].rgba.g = vertex4->c.col[1]; v[3].rgba.b = vertex4->c.col[2]; v[3].rgba.a = vertex4->c.col[3]; -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSTEXTURE=0; +CSVERTEX=CSCOLOR=1; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4) +void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4) { Vertex2 v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -605,24 +559,27 @@ v[3].rgba.g = vertex1->c.col[1]; v[3].rgba.b = vertex1->c.col[2]; v[3].rgba.a = vertex1->c.col[3]; -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); + +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +CSTEXTURE=0; +CSVERTEX=CSCOLOR=1; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4) +void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4) { Vertex2 v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].xyz.x = fpoint(vertex1->x); v[0].xyz.y = fpoint(vertex1->y); @@ -656,23 +613,25 @@ v[2].rgba.g = vertex4->c.col[1]; v[2].rgba.b = vertex4->c.col[2]; v[2].rgba.a = vertex4->c.col[3]; -glEnableClientState(GL_VERTEX_ARRAY); -glEnableClientState(GL_COLOR_ARRAY); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==0) glEnableClientState(GL_COLOR_ARRAY);glError(); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz); -glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba); +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);glError(); +glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);glError(); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_VERTEX_ARRAY); -glDisableClientState(GL_COLOR_ARRAY); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSTEXTURE=0; +CSVERTEX=CSCOLOR=1; } ///////////////////////////////////////////////////////// -__inline void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2, +void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3, OGLVertex* vertex4) { Vec3f v[4]; +if (vertex1->x==0&&vertex1->y==0&&vertex2->x==0&&vertex2->y==0&&vertex3->x==0&&vertex3->y==0&&vertex4->x==0&&vertex4->y==0) return; v[0].x = fpoint(vertex1->x); v[0].y = fpoint(vertex1->y); @@ -690,10 +649,15 @@ v[3].x = fpoint(vertex3->x); v[3].y = fpoint(vertex3->y); v[3].z = fpoint(vertex3->z); -glEnableClientState(GL_VERTEX_ARRAY); -glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]); -glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -glDisableClientState(GL_VERTEX_ARRAY); +if (CSTEXTURE==1) glDisableClientState(GL_TEXTURE_COORD_ARRAY);glError(); +if (CSVERTEX==0) glEnableClientState(GL_VERTEX_ARRAY);glError(); +if (CSCOLOR==1) glDisableClientState(GL_COLOR_ARRAY);glError(); + +glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0]);glError(); +glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);glError(); +CSTEXTURE=0; +CSVERTEX=1; +CSCOLOR=0; } //////////////////////////////////////////////////////////////////////// @@ -732,7 +696,7 @@ void SetSemiTrans(void) if(!DrawSemiTrans) // no semi trans at all? { if(bBlendEnable) - {glDisable(GL_BLEND);bBlendEnable=FALSE;} // -> don't wanna blend + {glDisable(GL_BLEND);glError();bBlendEnable=FALSE;}// -> don't wanna blend ubGloAlpha=ubGloColAlpha=255; // -> full alpha return; // -> and bye } @@ -740,7 +704,7 @@ void SetSemiTrans(void) ubGloAlpha=ubGloColAlpha=TransSets[GlobalTextABR].alpha; if(!bBlendEnable) - {glEnable(GL_BLEND);bBlendEnable=TRUE;} // wanna blend + {glEnable(GL_BLEND);glError();bBlendEnable=TRUE;} // wanna blend if(TransSets[GlobalTextABR].srcFac!=obm1 || TransSets[GlobalTextABR].dstFac!=obm2) @@ -749,7 +713,7 @@ void SetSemiTrans(void) { obm1=TransSets[GlobalTextABR].srcFac; obm2=TransSets[GlobalTextABR].dstFac; - glBlendFunc(obm1,obm2); // set blend func + glBlendFunc(obm1,obm2); glError(); // set blend func } /*else if(TransSets[GlobalTextABR].dstFac !=GL_ONE_MINUS_SRC_COLOR) @@ -780,7 +744,7 @@ void SetScanTrans(void) // blending for scan line */ obm1=TransSets[0].srcFac; obm2=TransSets[0].dstFac; - glBlendFunc(obm1,obm2); // set blend func + glBlendFunc(obm1,obm2); glError(); // set blend func } void SetScanTexTrans(void) // blending for scan mask texture @@ -793,7 +757,7 @@ void SetScanTexTrans(void) // blending for scan mask */ obm1=TransSets[2].srcFac; obm2=TransSets[2].dstFac; - glBlendFunc(obm1,obm2); // set blend func + glBlendFunc(obm1,obm2); glError(); // set blend func } //////////////////////////////////////////////////////////////////////// @@ -873,11 +837,11 @@ void SetSemiTransMulti(int Pass) } if(!bBlendEnable) - {glEnable(GL_BLEND);bBlendEnable=TRUE;} // wanna blend + {glEnable(GL_BLEND);glError();bBlendEnable=TRUE;} // wanna blend if(bm1!=obm1 || bm2!=obm2) { - glBlendFunc(bm1,bm2); // set blend func + glBlendFunc(bm1,bm2); glError(); // set blend func obm1=bm1;obm2=bm2; } } @@ -886,7 +850,7 @@ void SetSemiTransMulti(int Pass) // Set several rendering stuff including blending //////////////////////////////////////////////////////////////////////// -__inline void SetZMask3O(void) +void SetZMask3O(void) { if(iUseMask && DrawSemiTrans && !iSetMask) { @@ -895,7 +859,7 @@ __inline void SetZMask3O(void) } } -__inline void SetZMask3(void) +void SetZMask3(void) { if(iUseMask) { @@ -909,7 +873,7 @@ __inline void SetZMask3(void) } } -__inline void SetZMask3NT(void) +void SetZMask3NT(void) { if(iUseMask) { @@ -925,7 +889,7 @@ __inline void SetZMask3NT(void) //////////////////////////////////////////////////////////////////////// -__inline void SetZMask4O(void) + void SetZMask4O(void) { if(iUseMask && DrawSemiTrans && !iSetMask) { @@ -934,7 +898,7 @@ __inline void SetZMask4O(void) } } -__inline void SetZMask4(void) + void SetZMask4(void) { if(iUseMask) { @@ -948,7 +912,7 @@ __inline void SetZMask4(void) } } -__inline void SetZMask4NT(void) + void SetZMask4NT(void) { if(iUseMask) { @@ -962,7 +926,7 @@ __inline void SetZMask4NT(void) } } -__inline void SetZMask4SP(void) + void SetZMask4SP(void) { if(iUseMask) { @@ -983,7 +947,7 @@ __inline void SetZMask4SP(void) //////////////////////////////////////////////////////////////////////// -__inline void SetRenderState(unsigned long DrawAttributes) + void SetRenderState(unsigned long DrawAttributes) { bDrawNonShaded = (SHADETEXBIT(DrawAttributes)) ? TRUE : FALSE; DrawSemiTrans = (SEMITRANSBIT(DrawAttributes)) ? TRUE : FALSE; @@ -991,7 +955,7 @@ __inline void SetRenderState(unsigned long DrawAttributes) //////////////////////////////////////////////////////////////////////// -__inline void SetRenderColor(unsigned long DrawAttributes) + void SetRenderColor(unsigned long DrawAttributes) { if(bDrawNonShaded) {g_m1=g_m2=g_m3=128;} else @@ -1018,14 +982,14 @@ void SetRenderMode(unsigned long DrawAttributes,BOOL bSCol) else currTex=SelectSubTextureS(GlobalTextTP,ulClutID); if(gTexName!=currTex) - {gTexName=currTex;glBindTexture(GL_TEXTURE_2D,currTex);} + {gTexName=currTex;glBindTexture(GL_TEXTURE_2D,currTex); glError();} if(!bTexEnabled) // -> turn texturing on - {bTexEnabled=TRUE;glEnable(GL_TEXTURE_2D);} + {bTexEnabled=TRUE;glEnable(GL_TEXTURE_2D); glError();} } else // no texture ? if(bTexEnabled) - {bTexEnabled=FALSE;glDisable(GL_TEXTURE_2D);} // -> turn texturing off + {bTexEnabled=FALSE;glDisable(GL_TEXTURE_2D); glError();} // -> turn texturing off if(bSCol) // also set color ? { @@ -1051,6 +1015,7 @@ void SetRenderMode(unsigned long DrawAttributes,BOOL bSCol) { if(bDrawSmoothShaded) glShadeModel(GL_SMOOTH); // -> set actual shading else glShadeModel(GL_FLAT); + glError(); bOldSmoothShaded=bDrawSmoothShaded; } } @@ -1523,14 +1488,14 @@ void UploadScreenEx(long Position) if(!PSXDisplay.DisplayMode.x) return; if(!PSXDisplay.DisplayMode.y) return; - glDisable(GL_SCISSOR_TEST); - glShadeModel(GL_FLAT); + glDisable(GL_SCISSOR_TEST); glError(); + glShadeModel(GL_FLAT); glError(); bOldSmoothShaded=FALSE; - glDisable(GL_BLEND); + glDisable(GL_BLEND); glError(); bBlendEnable=FALSE; - glDisable(GL_TEXTURE_2D); + glDisable(GL_TEXTURE_2D); glError(); bTexEnabled=FALSE; - glDisable(GL_ALPHA_TEST); + glDisable(GL_ALPHA_TEST); glError(); //glPixelZoom(((float)rRatioRect.right)/((float)PSXDisplay.DisplayMode.x), // -1.0f*(((float)rRatioRect.bottom)/((float)PSXDisplay.DisplayMode.y))); @@ -1594,8 +1559,8 @@ void UploadScreenEx(long Position) // glPixelZoom(1.0F,1.0F); - glEnable(GL_ALPHA_TEST); - glEnable(GL_SCISSOR_TEST); + glEnable(GL_ALPHA_TEST); glError(); + glEnable(GL_SCISSOR_TEST); glError(); } //////////////////////////////////////////////////////////////////////// @@ -1763,13 +1728,13 @@ void cmdSTP(unsigned char * baseAddr) bCheckMask=TRUE; if(iDepthFunc==0) return; iDepthFunc=0; - glDepthFunc(GL_LESS); + glDepthFunc(GL_LESS); glError(); } else { bCheckMask=FALSE; if(iDepthFunc==1) return; - glDepthFunc(GL_ALWAYS); + glDepthFunc(GL_ALWAYS); glError(); iDepthFunc=1; } } @@ -2316,9 +2281,9 @@ void primBlkFill(unsigned char * baseAddr) b=((GLclampf)BLUE(gpuData[0]))/255.0f; r=((GLclampf)RED(gpuData[0]))/255.0f; - glDisable(GL_SCISSOR_TEST); - glClearColor(r,g,b,1.0f); - glClear(uiBufferBits); + //glDisable(GL_SCISSOR_TEST); glError(); + glClearColor(r,g,b,1.0f); glError(); + glClear(uiBufferBits); glError(); gl_z=0.0f; if(gpuData[0]!=0x02000000 && @@ -2349,7 +2314,7 @@ void primBlkFill(unsigned char * baseAddr) } } - glEnable(GL_SCISSOR_TEST); + //glEnable(GL_SCISSOR_TEST); glError(); } else { @@ -2359,9 +2324,9 @@ void primBlkFill(unsigned char * baseAddr) SetRenderMode((unsigned long)0x01000000, FALSE); vertex[0].c.lcol=gpuData[0]|0xff000000; SETCOL(vertex[0]); - glDisable(GL_SCISSOR_TEST); + //glDisable(GL_SCISSOR_TEST); glError(); PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]); - glEnable(GL_SCISSOR_TEST); + //glEnable(GL_SCISSOR_TEST); glError(); } }