X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?p=pcsx_rearmed.git;a=blobdiff_plain;f=plugins%2Fgpu_unai%2Fgpulib_if.cpp;fp=plugins%2Fgpu_unai%2Fgpulib_if.cpp;h=7b148d4f8628dc53f9231d6fa10514956bc51bc6;hp=0000000000000000000000000000000000000000;hb=4cfc568dce10c4ff9a476e229c56b17f8f1ed678;hpb=5a920d326f0508f941d6cfc6c42500e961f82a72 diff --git a/plugins/gpu_unai/gpulib_if.cpp b/plugins/gpu_unai/gpulib_if.cpp new file mode 100644 index 00000000..7b148d4f --- /dev/null +++ b/plugins/gpu_unai/gpulib_if.cpp @@ -0,0 +1,647 @@ +/*************************************************************************** +* Copyright (C) 2010 PCSX4ALL Team * +* Copyright (C) 2010 Unai * +* Copyright (C) 2011 notaz * +* Copyright (C) 2016 Senquack (dansilsby gmail 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 +#include +#include +#include +#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<>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); + */ +} + +void renderer_notify_scanout_change(int x, int y) +{ +} + +#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 & PSX_GPU_STATUS_INTERLACE); +#endif + if (gpu_senquack.config.scale_hires) { + gpu_senquack.ilace_mask |= !!(gpu.status & PSX_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; + +#ifdef TEST + case 0x80: // vid -> vid + gpuMoveImage(packet); + break; + + 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 0x80 ... 0x9F: // vid -> vid + case 0xA0 ... 0xBF: // sys -> vid + case 0xC0 ... 0xDF: // 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, int state_changed) +{ +} + +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_unai.ilace_force; + gpu_senquack.config.pixel_skip = cbs->gpu_unai.pixel_skip; + gpu_senquack.config.lighting = cbs->gpu_unai.lighting; + gpu_senquack.config.fast_lighting = cbs->gpu_unai.fast_lighting; + gpu_senquack.config.blending = cbs->gpu_unai.blending; + gpu_senquack.config.dithering = cbs->gpu_unai.dithering; + gpu_senquack.config.scale_hires = cbs->gpu_unai.scale_hires; +} + +// vim:shiftwidth=2:expandtab