diff options
Diffstat (limited to 'plugins/gpu-gles')
-rw-r--r-- | plugins/gpu-gles/gpuDraw.c | 1345 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuDraw.h | 83 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuExternals.h | 570 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuFps.c | 991 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuFps.h | 66 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuPlugin.c | 2960 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuPlugin.h | 134 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuPrim.c | 5022 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuPrim.h | 58 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuStdafx.h | 99 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuTexture.c | 4226 | ||||
-rw-r--r-- | plugins/gpu-gles/gpuTexture.h | 87 |
12 files changed, 15641 insertions, 0 deletions
diff --git a/plugins/gpu-gles/gpuDraw.c b/plugins/gpu-gles/gpuDraw.c new file mode 100644 index 0000000..3d09c33 --- /dev/null +++ b/plugins/gpu-gles/gpuDraw.c @@ -0,0 +1,1345 @@ +/***************************************************************************
+ draw.c - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+
+#define _IN_DRAW
+
+#ifdef _WINDOWS
+#include "stdafx.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include "externals.h"
+#include "gpu.h"
+#include "draw.h"
+#include "prim.h"
+#include "texture.h"
+#else
+#include "gpuExternals.h"
+#include "GPUPlugin.h"
+#include "gpuDraw.h"
+#include "gpuPrim.h"
+#include "gpuTexture.h"
+#include "gpuStdafx.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#endif
+//#include "menu.h"
+
+////////////////////////////////////////////////////////////////////////////////////
+// defines
+
+#define SIGNBIT 0x800
+#define S_MASK 0xf000
+#define L_MASK 0xfffff000
+
+// ownscale: some ogl drivers have buggy texture matrix funcs, so it
+// is safer to calc sow/tow ourselves
+
+#ifdef OWNSCALE
+
+///////////////////////////////////////////////////////////////
+
+#define ST_FACSPRITE 255.99f
+#define ST_BFFACSPRITE 0.5f/256.0f
+#define ST_BFFACSPRITESORT 0.333f/256.0f
+
+#define ST_OFFSET 0.5f/256.0f;
+
+#define ST_FAC 255.99f
+#define ST_BFFAC 0.5f/256.0f
+#define ST_BFFACSORT 0.333f/256.0f
+
+#define ST_FACTRI 255.99f
+#define ST_BFFACTRI 0.5f/256.0f
+#define ST_BFFACTRISORT 0.333f/256.0f
+
+#define ST_FACVRAMX 255.0f
+#define ST_FACVRAM 256.0f
+
+///////////////////////////////////////////////////////////////
+
+#else
+
+#define ST_BFFACSPRITE 0.5f
+#define ST_BFFACSPRITESORT 0.333f
+
+#define ST_BFFAC 0.5f
+#define ST_BFFACSORT 0.333f
+
+#define ST_BFFACTRI 0.5f
+#define ST_BFFACTRISORT 0.333f
+
+#define ST_OFFSET 0.5f;
+
+#endif
+
+////////////////////////////////////////////////////////////////////////////////////
+// draw globals
+
+#ifdef _WINDOWS
+HDC dcGlobal=NULL;
+HWND hWWindow;
+#else
+void glBlendEquationEXT(GLenum mode);
+void glColorTableEXT(GLenum target, GLenum internalFormat, GLsizei width, GLenum format,GLenum type, const GLvoid *data);
+#endif
+
+// draw globals; most will be initialized again later (by config or checks)
+
+BOOL bIsFirstFrame=TRUE;
+
+// resolution/ratio vars
+
+int iResX;
+int iResY;
+BOOL bKeepRatio=FALSE;
+RECT rRatioRect;
+
+// psx mask related vars
+
+BOOL bCheckMask=FALSE;
+int iUseMask=0;
+int iSetMask=0;
+unsigned short sSetMask=0;
+unsigned long lSetMask=0;
+
+// drawing/coord vars
+
+OGLVertex vertex[4];
+GLubyte gl_ux[8];
+GLubyte gl_vy[8];
+short sprtY,sprtX,sprtH,sprtW;
+
+// drawing options
+
+BOOL bOpaquePass;
+BOOL bAdvancedBlend;
+
+// OGL extension support
+
+
+// gfx card buffer infos
+
+int iDepthFunc=0;
+int iZBufferDepth=0;
+GLbitfield uiBufferBits=GL_COLOR_BUFFER_BIT;
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// Set OGL pixel format
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+BOOL bSetupPixelFormat(HDC hDC)
+{
+ int pixelformat;
+ static PIXELFORMATDESCRIPTOR pfd =
+ {
+ sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
+ 1, // version number
+ PFD_DRAW_TO_WINDOW | // support window
+ PFD_SUPPORT_OPENGL | // support OpenGL
+ PFD_DOUBLEBUFFER, // double buffered
+ PFD_TYPE_RGBA, // RGBA type
+ 16, // 16-bit color depth (adjusted later)
+ 0, 0, 0, 0, 0, 0, // color bits ignored
+ 0, // no alpha buffer
+ 0, // shift bit ignored
+ 0, // no accumulation buffer
+ 0, 0, 0, 0, // accum bits ignored
+ 0, // z-buffer
+ 0,
+ 0, // no auxiliary buffer
+ PFD_MAIN_PLANE, // main layer
+ 0, // reserved
+ 0, 0, 0 // layer masks ignored
+ };
+
+ pfd.cColorBits=iColDepth; // set user color depth
+ pfd.cDepthBits=iZBufferDepth; // set user zbuffer (by psx mask)
+
+ if((pixelformat=ChoosePixelFormat(hDC,&pfd))==0)
+ {
+ MessageBox(NULL,"ChoosePixelFormat failed","Error",MB_OK);
+ return FALSE;
+ }
+
+ if(SetPixelFormat(hDC,pixelformat, &pfd)==FALSE)
+ {
+ MessageBox(NULL,"SetPixelFormat failed","Error",MB_OK);
+ return FALSE;
+ }
+
+ return TRUE;
+}
+#endif
+
+////////////////////////////////////////////////////////////////////////
+// Get extension infos (f.e. pal textures / packed pixels)
+////////////////////////////////////////////////////////////////////////
+
+void GetExtInfos(void)
+{
+ BOOL bPacked=FALSE; // default: no packed pixel support
+
+ if(strstr((s8 *)glGetString(GL_EXTENSIONS), // packed pixels available?
+ "GL_EXT_packed_pixels"))
+ bPacked=TRUE; // -> ok
+
+
+ #ifdef _WINDOWS
+ iClampType=GL_CLAMP;
+#else
+ iClampType=GL_CLAMP_TO_EDGE;
+#endif
+}
+
+////////////////////////////////////////////////////////////////////////
+// Setup some stuff depending on user settings or in-game toggle
+////////////////////////////////////////////////////////////////////////
+
+void SetExtGLFuncs(void)
+{
+ //----------------------------------------------------//
+
+ SetFixes(); // update fix infos
+
+ //----------------------------------------------------//
+
+ {
+ if(bAdvancedBlend) bUseMultiPass=TRUE; // -> pseudo-advanced with 2 passes
+ else bUseMultiPass=FALSE; // -> or simple 'bright color' mode
+// bGLBlend=FALSE; // -> no ext blending!
+
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ }
+
+ if(bOpaquePass) // opaque mode?
+ {
+ if(dwActFixes&32)
+ {
+ TCF[0]=CP8RGBA_0;
+ PalTexturedColourFn=CP8RGBA; // -> init col func
+ }
+ else
+ {
+ TCF[0]=XP8RGBA_0;
+ PalTexturedColourFn=XP8RGBA; // -> init col func
+ }
+
+ TCF[1]=XP8RGBA_1;
+ glAlphaFuncx(GL_GREATER,0.49f);
+ }
+ else // no opaque mode?
+ {
+ TCF[0]=TCF[1]=P8RGBA;
+ PalTexturedColourFn=P8RGBA; // -> init col func
+ glAlphaFuncx(GL_NOTEQUAL,0); // --> set alpha func
+ }
+
+ //----------------------------------------------------//
+
+ LoadSubTexFn=LoadSubTexturePageSort; // init load tex ptr
+
+ bBlendEnable=FALSE; // init blending: off
+ glDisable(GL_BLEND);
+
+ SetScanTrans(); // init scan lines (if wanted)
+}
+
+////////////////////////////////////////////////////////////////////////
+// setup scan lines
+////////////////////////////////////////////////////////////////////////
+
+#define R_TSP 0x00,0x45,0x00,0xff
+#define G_TSP 0x00,0x00,0x45,0xff
+#define B_TSP 0x45,0x00,0x00,0xff
+#define O_TSP 0x45,0x45,0x45,0xff
+#define N_TSP 0x00,0x00,0x00,0xff
+
+GLuint gTexScanName=0;
+
+GLubyte texscan[4][16]=
+{
+{R_TSP, G_TSP, B_TSP, N_TSP},
+{O_TSP, N_TSP, O_TSP, N_TSP},
+{B_TSP, N_TSP, R_TSP, G_TSP},
+{O_TSP, N_TSP, O_TSP, N_TSP}
+};
+
+void CreateScanLines(void)
+{
+}
+
+////////////////////////////////////////////////////////////////////////
+// Initialize OGL
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+HGLRC GLCONTEXT=NULL;
+#endif
+
+#ifdef MAEMO_CHANGES
+bool TestEGLError(const char* pszLocation)
+{
+ /*
+ eglGetError returns the last error that has happened using egl,
+ not the status of the last called function. The user has to
+ check after every single egl call or at least once every frame.
+ */
+ EGLint iErr = eglGetError();
+ if (iErr != EGL_SUCCESS)
+ {
+ printf("%s failed (%d).\n", pszLocation, iErr);
+ return false;
+ }
+
+ return true;
+}
+
+void maemoGLinit(){
+ iResX= 800;
+ iResY =480;
+
+
+ printf ("maemo GL init\n");
+ long int winxid=GDK_WINDOW_XID(GTK_WIDGET(windowG)->window);
+ printf ("%d\n",winxid);
+
+ EGLContext context = 0;
+ EGLConfig eglConfig = 0;
+ EGLContext eglContext = 0;
+ display = eglGetDisplay( EGL_DEFAULT_DISPLAY );
+
+ if( eglInitialize( display, NULL, NULL ) == EGL_FALSE )
+ {
+ printf( "EGL Initialize failed!\n" );
+
+ }
+
+const EGLint attributeList[] = {
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+ /*EGL_BUFFER_SIZE, 32, */
+ EGL_NONE
+ };
+
+ EGLint pi32ConfigAttribs[5];
+ pi32ConfigAttribs[0] = EGL_SURFACE_TYPE;
+ pi32ConfigAttribs[1] = EGL_WINDOW_BIT;
+ pi32ConfigAttribs[2] = EGL_RENDERABLE_TYPE;
+ pi32ConfigAttribs[3] = EGL_OPENGL_ES2_BIT;
+ pi32ConfigAttribs[4] = EGL_NONE;
+
+ EGLint pi32ContextAttribs[3];
+ pi32ContextAttribs[0] = EGL_CONTEXT_CLIENT_VERSION;
+ pi32ContextAttribs[1] = 2;
+ pi32ContextAttribs[2] = EGL_NONE;
+
+ int iConfigs;
+ if (!eglChooseConfig(display, attributeList, &eglConfig, 1, &iConfigs) || (iConfigs != 1))
+ {
+ printf("Error: eglChooseConfig() failed.\n");
+ }
+ printf ("%d\n",iConfigs);
+ surface = eglCreateWindowSurface(display, eglConfig, (void*)winxid, NULL);
+ printf ("%d\n",surface);
+ if (!TestEGLError("eglCreateWindowSurface"))
+ {
+ printf ("eglCreateWindowSurface fail");
+ }
+
+ //context = eglCreateContext(display, eglConfig, NULL, pi32ContextAttribs);
+ context =eglCreateContext( display, eglConfig,
+ EGL_NO_CONTEXT, NULL
+ );
+printf ("%d\n",context);
+ if (!TestEGLError("eglCreateContext"))
+ {
+ printf("error eglCreateContext");
+ }
+
+ eglMakeCurrent(display, surface, surface, context);
+
+ if (!TestEGLError("eglMakeCurrent"))
+ {
+ printf("error eglMakeCurrent");
+ }
+}
+#endif
+
+int GLinitialize()
+{
+ //----------------------------------------------------//
+#ifdef _WINDOWS
+ HGLRC objectRC;
+ // init
+ dcGlobal = GetDC(hWWindow); // FIRST: dc/rc stuff
+ objectRC = wglCreateContext(dcGlobal);
+ GLCONTEXT=objectRC;
+ wglMakeCurrent(dcGlobal, objectRC);
+ // CheckWGLExtensions(dcGlobal);
+ if(bWindowMode) ReleaseDC(hWWindow,dcGlobal); // win mode: release dc again
+#endif
+#ifdef MAEMO_CHANGES
+ maemoGLinit();
+#endif
+ //----------------------------------------------------//
+
+ glViewport(rRatioRect.left, // init viewport by ratio rect
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,
+ rRatioRect.bottom);
+
+ glScissor(0, 0, iResX, iResY); // init clipping (fullscreen)
+ glEnable(GL_SCISSOR_TEST);
+
+#ifndef OWNSCALE
+ glMatrixMode(GL_TEXTURE); // init psx tex sow and tow if not "ownscale"
+ glLoadIdentity();
+ glScalef(1.0f/255.99f,1.0f/255.99f,1.0f); // geforce precision hack
+#endif
+
+ glMatrixMode(GL_PROJECTION); // init projection with psx resolution
+ glLoadIdentity();
+ glOrtho(0,PSXDisplay.DisplayMode.x,
+ PSXDisplay.DisplayMode.y, 0, -1, 1);
+
+ if(iZBufferDepth) // zbuffer?
+ {
+ uiBufferBits=GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT;
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_ALWAYS);
+ iDepthFunc=1;
+ }
+ else // no zbuffer?
+ {
+ uiBufferBits=GL_COLOR_BUFFER_BIT;
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // first buffer clear
+ glClear(uiBufferBits);
+
+ GetExtInfos(); // get ext infos
+ SetExtGLFuncs(); // init all kind of stuff (tex function pointers)
+
+ glEnable(GL_ALPHA_TEST); // wanna alpha test
+
+ {
+ glDisable(GL_LINE_SMOOTH);
+ glDisable(GL_POINT_SMOOTH);
+ }
+
+ ubGloAlpha=127; // init some drawing vars
+ ubGloColAlpha=127;
+ TWin.UScaleFactor = 1;
+ TWin.VScaleFactor = 1;
+ bDrawMultiPass=FALSE;
+ bTexEnabled=FALSE;
+ bUsingTWin=FALSE;
+
+ if(bDrawDither) glEnable(GL_DITHER); // dither mode
+ else glDisable(GL_DITHER);
+
+ glDisable(GL_FOG); // turn all (currently) unused modes off
+ glDisable(GL_LIGHTING);
+ glDisable(GL_STENCIL_TEST);
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_CULL_FACE);
+
+ glFlush(); // we are done...
+ glFinish();
+
+ CreateScanLines(); // setup scanline stuff (if wanted)
+
+ CheckTextureMemory(); // check available tex memory
+
+ if(bKeepRatio) SetAspectRatio(); // set ratio
+
+
+ bIsFirstFrame = FALSE; // we have survived the first frame :)
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// clean up OGL stuff
+////////////////////////////////////////////////////////////////////////
+
+void GLcleanup()
+{
+ CleanupTextureStore(); // bye textures
+
+#ifdef _WINDOWS
+ wglMakeCurrent(NULL, NULL); // bye context
+ if(GLCONTEXT) wglDeleteContext(GLCONTEXT);
+ if(!bWindowMode && dcGlobal)
+ ReleaseDC(hWWindow,dcGlobal);
+#endif
+}
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// Offset stuff
+////////////////////////////////////////////////////////////////////////
+
+// please note: it is hardly do-able in a hw/accel plugin to get the
+// real psx polygon coord mapping right... the following
+// works not to bad with many games, though
+
+__inline BOOL CheckCoord4()
+{
+ if(lx0<0)
+ {
+ if(((lx1-lx0)>CHKMAX_X) ||
+ ((lx2-lx0)>CHKMAX_X))
+ {
+ if(lx3<0)
+ {
+ if((lx1-lx3)>CHKMAX_X) return TRUE;
+ if((lx2-lx3)>CHKMAX_X) return TRUE;
+ }
+ }
+ }
+ if(lx1<0)
+ {
+ if((lx0-lx1)>CHKMAX_X) return TRUE;
+ if((lx2-lx1)>CHKMAX_X) return TRUE;
+ if((lx3-lx1)>CHKMAX_X) return TRUE;
+ }
+ if(lx2<0)
+ {
+ if((lx0-lx2)>CHKMAX_X) return TRUE;
+ if((lx1-lx2)>CHKMAX_X) return TRUE;
+ if((lx3-lx2)>CHKMAX_X) return TRUE;
+ }
+ if(lx3<0)
+ {
+ if(((lx1-lx3)>CHKMAX_X) ||
+ ((lx2-lx3)>CHKMAX_X))
+ {
+ if(lx0<0)
+ {
+ if((lx1-lx0)>CHKMAX_X) return TRUE;
+ if((lx2-lx0)>CHKMAX_X) return TRUE;
+ }
+ }
+ }
+
+
+ if(ly0<0)
+ {
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;
+ if((ly2-ly0)>CHKMAX_Y) return TRUE;
+ }
+ if(ly1<0)
+ {
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;
+ if((ly2-ly1)>CHKMAX_Y) return TRUE;
+ if((ly3-ly1)>CHKMAX_Y) return TRUE;
+ }
+ if(ly2<0)
+ {
+ if((ly0-ly2)>CHKMAX_Y) return TRUE;
+ if((ly1-ly2)>CHKMAX_Y) return TRUE;
+ if((ly3-ly2)>CHKMAX_Y) return TRUE;
+ }
+ if(ly3<0)
+ {
+ if((ly1-ly3)>CHKMAX_Y) return TRUE;
+ if((ly2-ly3)>CHKMAX_Y) return TRUE;
+ }
+
+ return FALSE;
+}
+
+__inline BOOL CheckCoord3()
+{
+ if(lx0<0)
+ {
+ if((lx1-lx0)>CHKMAX_X) return TRUE;
+ if((lx2-lx0)>CHKMAX_X) return TRUE;
+ }
+ if(lx1<0)
+ {
+ if((lx0-lx1)>CHKMAX_X) return TRUE;
+ if((lx2-lx1)>CHKMAX_X) return TRUE;
+ }
+ if(lx2<0)
+ {
+ if((lx0-lx2)>CHKMAX_X) return TRUE;
+ if((lx1-lx2)>CHKMAX_X) return TRUE;
+ }
+ if(ly0<0)
+ {
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;
+ if((ly2-ly0)>CHKMAX_Y) return TRUE;
+ }
+ if(ly1<0)
+ {
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;
+ if((ly2-ly1)>CHKMAX_Y) return TRUE;
+ }
+ if(ly2<0)
+ {
+ if((ly0-ly2)>CHKMAX_Y) return TRUE;
+ if((ly1-ly2)>CHKMAX_Y) return TRUE;
+ }
+
+ return FALSE;
+}
+
+
+__inline BOOL CheckCoord2()
+{
+ if(lx0<0)
+ {
+ if((lx1-lx0)>CHKMAX_X) return TRUE;
+ }
+ if(lx1<0)
+ {
+ if((lx0-lx1)>CHKMAX_X) return TRUE;
+ }
+ if(ly0<0)
+ {
+ if((ly1-ly0)>CHKMAX_Y) return TRUE;
+ }
+ if(ly1<0)
+ {
+ if((ly0-ly1)>CHKMAX_Y) return TRUE;
+ }
+
+ return FALSE;
+}
+
+// Pete's way: a very easy (and hopefully fast) approach for lines
+// without sqrt... using a small float -> short cast trick :)
+
+#define VERTEX_OFFX 0.2f
+#define VERTEX_OFFY 0.2f
+
+BOOL offsetline(void)
+{
+ short x0,x1,y0,y1,dx,dy;float px,py;
+
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord2()) return TRUE;
+ }
+
+ x0 = (lx0 + PSXDisplay.CumulOffset.x)+1;
+ x1 = (lx1 + PSXDisplay.CumulOffset.x)+1;
+ y0 = (ly0 + PSXDisplay.CumulOffset.y)+1;
+ y1 = (ly1 + PSXDisplay.CumulOffset.y)+1;
+
+ dx=x1-x0;
+ dy=y1-y0;
+
+ if(dx>=0)
+ {
+ if(dy>=0)
+ {
+ px=0.5f;
+ if(dx>dy) py=-0.5f;
+ else if(dx<dy) py= 0.5f;
+ else py= 0.0f;
+ }
+ else
+ {
+ py=-0.5f;
+ dy=-dy;
+ if(dx>dy) px= 0.5f;
+ else if(dx<dy) px=-0.5f;
+ else px= 0.0f;
+ }
+ }
+ else
+ {
+ if(dy>=0)
+ {
+ py=0.5f;
+ dx=-dx;
+ if(dx>dy) px=-0.5f;
+ else if(dx<dy) px= 0.5f;
+ else px= 0.0f;
+ }
+ else
+ {
+ px=-0.5f;
+ if(dx>dy) py=-0.5f;
+ else if(dx<dy) py= 0.5f;
+ else py= 0.0f;
+ }
+ }
+
+ vertex[0].x=(short)((float)x0-px);
+ vertex[3].x=(short)((float)x0+py);
+
+ vertex[0].y=(short)((float)y0-py);
+ vertex[3].y=(short)((float)y0-px);
+
+ vertex[1].x=(short)((float)x1-py);
+ vertex[2].x=(short)((float)x1+px);
+
+ vertex[1].y=(short)((float)y1+px);
+ vertex[2].y=(short)((float)y1+py);
+
+ if(vertex[0].x==vertex[3].x && // ortho rect? done
+ vertex[1].x==vertex[2].x &&
+ vertex[0].y==vertex[1].y &&
+ vertex[2].y==vertex[3].y) return FALSE;
+ if(vertex[0].x==vertex[1].x &&
+ vertex[2].x==vertex[3].x &&
+ vertex[0].y==vertex[3].y &&
+ vertex[1].y==vertex[2].y) return FALSE;
+
+ vertex[0].x-=VERTEX_OFFX; // otherwise a small offset
+ vertex[0].y-=VERTEX_OFFY; // to get better accuracy
+ vertex[1].x-=VERTEX_OFFX;
+ vertex[1].y-=VERTEX_OFFY;
+ vertex[2].x-=VERTEX_OFFX;
+ vertex[2].y-=VERTEX_OFFY;
+ vertex[3].x-=VERTEX_OFFX;
+ vertex[3].y-=VERTEX_OFFY;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+BOOL offset2(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord2()) return TRUE;
+ }
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+BOOL offset3(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord3()) return TRUE;
+ }
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+BOOL offset4(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ lx1=(short)(((int)lx1<<SIGNSHIFT)>>SIGNSHIFT);
+ lx2=(short)(((int)lx2<<SIGNSHIFT)>>SIGNSHIFT);
+ lx3=(short)(((int)lx3<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly1=(short)(((int)ly1<<SIGNSHIFT)>>SIGNSHIFT);
+ ly2=(short)(((int)ly2<<SIGNSHIFT)>>SIGNSHIFT);
+ ly3=(short)(((int)ly3<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(CheckCoord4()) return TRUE;
+ }
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;
+ vertex[3].x=lx3+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;
+ vertex[3].y=ly3+PSXDisplay.CumulOffset.y;
+
+ return FALSE;
+}
+
+/////////////////////////////////////////////////////////
+
+void offsetST(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(!(dwActFixes&16))
+ {
+ lx0=(short)(((int)lx0<<SIGNSHIFT)>>SIGNSHIFT);
+ ly0=(short)(((int)ly0<<SIGNSHIFT)>>SIGNSHIFT);
+
+ if(lx0<-512 && PSXDisplay.DrawOffset.x<=-512)
+ lx0+=2048;
+
+ if(ly0<-512 && PSXDisplay.DrawOffset.y<=-512)
+ ly0+=2048;
+ }
+
+ ly1 = ly0;
+ ly2 = ly3 = ly0+sprtH;
+ lx3 = lx0;
+ lx1 = lx2 = lx0+sprtW;
+
+ vertex[0].x=lx0+PSXDisplay.CumulOffset.x;
+ vertex[1].x=lx1+PSXDisplay.CumulOffset.x;
+ vertex[2].x=lx2+PSXDisplay.CumulOffset.x;
+ vertex[3].x=lx3+PSXDisplay.CumulOffset.x;
+ vertex[0].y=ly0+PSXDisplay.CumulOffset.y;
+ vertex[1].y=ly1+PSXDisplay.CumulOffset.y;
+ vertex[2].y=ly2+PSXDisplay.CumulOffset.y;
+ vertex[3].y=ly3+PSXDisplay.CumulOffset.y;
+}
+
+/////////////////////////////////////////////////////////
+
+void offsetScreenUpload(long Position)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ if(Position==-1)
+ {
+ long lmdx,lmdy;
+
+ lmdx=xrUploadArea.x0;
+ lmdy=xrUploadArea.y0;
+
+ lx0-=lmdx;
+ ly0-=lmdy;
+ lx1-=lmdx;
+ ly1-=lmdy;
+ lx2-=lmdx;
+ ly2-=lmdy;
+ lx3-=lmdx;
+ ly3-=lmdy;
+ }
+ else
+ if(Position)
+ {
+ lx0-=PSXDisplay.DisplayPosition.x;
+ ly0-=PSXDisplay.DisplayPosition.y;
+ lx1-=PSXDisplay.DisplayPosition.x;
+ ly1-=PSXDisplay.DisplayPosition.y;
+ lx2-=PSXDisplay.DisplayPosition.x;
+ ly2-=PSXDisplay.DisplayPosition.y;
+ lx3-=PSXDisplay.DisplayPosition.x;
+ ly3-=PSXDisplay.DisplayPosition.y;
+ }
+ else
+ {
+ lx0-=PreviousPSXDisplay.DisplayPosition.x;
+ ly0-=PreviousPSXDisplay.DisplayPosition.y;
+ lx1-=PreviousPSXDisplay.DisplayPosition.x;
+ ly1-=PreviousPSXDisplay.DisplayPosition.y;
+ lx2-=PreviousPSXDisplay.DisplayPosition.x;
+ ly2-=PreviousPSXDisplay.DisplayPosition.y;
+ lx3-=PreviousPSXDisplay.DisplayPosition.x;
+ ly3-=PreviousPSXDisplay.DisplayPosition.y;
+ }
+
+ vertex[0].x=lx0 + PreviousPSXDisplay.Range.x0;
+ vertex[1].x=lx1 + PreviousPSXDisplay.Range.x0;
+ vertex[2].x=lx2 + PreviousPSXDisplay.Range.x0;
+ vertex[3].x=lx3 + PreviousPSXDisplay.Range.x0;
+ vertex[0].y=ly0 + PreviousPSXDisplay.Range.y0;
+ vertex[1].y=ly1 + PreviousPSXDisplay.Range.y0;
+ vertex[2].y=ly2 + PreviousPSXDisplay.Range.y0;
+ vertex[3].y=ly3 + PreviousPSXDisplay.Range.y0;
+
+ if(iUseMask)
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
+ gl_z+=0.00004f;
+ }
+}
+
+/////////////////////////////////////////////////////////
+
+void offsetBlk(void)
+{
+ if(bDisplayNotSet)
+ SetOGLDisplaySettings(1);
+
+ vertex[0].x=lx0-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[1].x=lx1-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[2].x=lx2-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[3].x=lx3-PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ vertex[0].y=ly0-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+ vertex[1].y=ly1-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+ vertex[2].y=ly2-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+ vertex[3].y=ly3-PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+
+ if(iUseMask)
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
+ gl_z+=0.00004f;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// texture sow/tow calculations
+////////////////////////////////////////////////////////////////////////
+
+void assignTextureVRAMWrite(void)
+{
+#ifdef OWNSCALE
+
+ vertex[0].sow=0.5f/ ST_FACVRAMX;
+ vertex[0].tow=0.5f/ ST_FACVRAM;
+
+ vertex[1].sow=(float)gl_ux[1]/ ST_FACVRAMX;
+ vertex[1].tow=0.5f/ ST_FACVRAM;
+
+ vertex[2].sow=(float)gl_ux[2]/ ST_FACVRAMX;
+ vertex[2].tow=(float)gl_vy[2]/ ST_FACVRAM;
+
+ vertex[3].sow=0.5f/ ST_FACVRAMX;
+ vertex[3].tow=(float)gl_vy[3]/ ST_FACVRAM;
+
+#else
+
+ if(gl_ux[1]==255)
+ {
+ vertex[0].sow=(gl_ux[0]*255.99f)/255.0f;
+ vertex[1].sow=(gl_ux[1]*255.99f)/255.0f;
+ vertex[2].sow=(gl_ux[2]*255.99f)/255.0f;
+ vertex[3].sow=(gl_ux[3]*255.99f)/255.0f;
+ }
+ else
+ {
+ vertex[0].sow=gl_ux[0];
+ vertex[1].sow=gl_ux[1];
+ vertex[2].sow=gl_ux[2];
+ vertex[3].sow=gl_ux[3];
+ }
+
+ vertex[0].tow=gl_vy[0];
+ vertex[1].tow=gl_vy[1];
+ vertex[2].tow=gl_vy[2];
+ vertex[3].tow=gl_vy[3];
+
+#endif
+}
+
+GLuint gLastTex=0;
+GLuint gLastFMode=(GLuint)-1;
+
+/////////////////////////////////////////////////////////
+
+void assignTextureSprite(void)
+{
+ if(bUsingTWin)
+ {
+ vertex[0].sow=vertex[3].sow=(float)gl_ux[0]/TWin.UScaleFactor;
+ vertex[1].sow=vertex[2].sow=(float)sSprite_ux2/TWin.UScaleFactor;
+ vertex[0].tow=vertex[1].tow=(float)gl_vy[0]/TWin.VScaleFactor;
+ vertex[2].tow=vertex[3].tow=(float)sSprite_vy2/TWin.VScaleFactor;
+ gLastTex=gTexName;
+ }
+ else
+ {
+#ifdef OWNSCALE
+
+ vertex[0].sow=vertex[3].sow=(float)gl_ux[0] / ST_FACSPRITE;
+ vertex[1].sow=vertex[2].sow=(float)sSprite_ux2 / ST_FACSPRITE;
+ vertex[0].tow=vertex[1].tow=(float)gl_vy[0] / ST_FACSPRITE;
+ vertex[2].tow=vertex[3].tow=(float)sSprite_vy2 / ST_FACSPRITE;
+
+#else
+
+ vertex[0].sow=vertex[3].sow=gl_ux[0];
+ vertex[1].sow=vertex[2].sow=sSprite_ux2;
+ vertex[0].tow=vertex[1].tow=gl_vy[0];
+ vertex[2].tow=vertex[3].tow=sSprite_vy2;
+
+#endif
+
+ if(iFilterType>2)
+ {
+ if(gLastTex!=gTexName || gLastFMode!=0)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gLastTex=gTexName;gLastFMode=0;
+ }
+ }
+ }
+
+ if(usMirror & 0x1000)
+ {
+ vertex[0].sow=vertex[1].sow;
+ vertex[1].sow=vertex[2].sow=vertex[3].sow;
+ vertex[3].sow=vertex[0].sow;
+ }
+
+ if(usMirror & 0x2000)
+ {
+ vertex[0].tow=vertex[3].tow;
+ vertex[2].tow=vertex[3].tow=vertex[1].tow;
+ vertex[1].tow=vertex[0].tow;
+ }
+
+}
+
+/////////////////////////////////////////////////////////
+
+void assignTexture3(void)
+{
+ if(bUsingTWin)
+ {
+ vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;
+ vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;
+ vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;
+ vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;
+ vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;
+ vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;
+ gLastTex=gTexName;
+ }
+ else
+ {
+#ifdef OWNSCALE
+ vertex[0].sow=(float)gl_ux[0] / ST_FACTRI;
+ vertex[0].tow=(float)gl_vy[0] / ST_FACTRI;
+ vertex[1].sow=(float)gl_ux[1] / ST_FACTRI;
+
+ vertex[1].tow=(float)gl_vy[1] / ST_FACTRI;
+ vertex[2].sow=(float)gl_ux[2] / ST_FACTRI;
+ vertex[2].tow=(float)gl_vy[2] / ST_FACTRI;
+#else
+ vertex[0].sow=gl_ux[0];
+ vertex[0].tow=gl_vy[0];
+ vertex[1].sow=gl_ux[1];
+ vertex[1].tow=gl_vy[1];
+ vertex[2].sow=gl_ux[2];
+ vertex[2].tow=gl_vy[2];
+#endif
+
+ if(iFilterType>2)
+ {
+ if(gLastTex!=gTexName || gLastFMode!=1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gLastTex=gTexName;gLastFMode=1;
+ }
+ }
+
+ if(iFilterType)
+ {
+ float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;
+ for(i=0;i<3;i++)
+ {
+ if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
+ if(vertex[i].tow<fymin) fymin=vertex[i].tow;
+ if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
+ if(vertex[i].tow>fymax) fymax=vertex[i].tow;
+ }
+
+ for(i=0;i<3;i++)
+ {
+ if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;
+ if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;
+ if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;
+ if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;
+ }
+ }
+ }
+}
+
+/////////////////////////////////////////////////////////
+
+void assignTexture4(void)
+{
+ if(bUsingTWin)
+ {
+ vertex[0].sow=(float)gl_ux[0]/TWin.UScaleFactor;
+ vertex[0].tow=(float)gl_vy[0]/TWin.VScaleFactor;
+ vertex[1].sow=(float)gl_ux[1]/TWin.UScaleFactor;
+ vertex[1].tow=(float)gl_vy[1]/TWin.VScaleFactor;
+ vertex[2].sow=(float)gl_ux[2]/TWin.UScaleFactor;
+ vertex[2].tow=(float)gl_vy[2]/TWin.VScaleFactor;
+ vertex[3].sow=(float)gl_ux[3]/TWin.UScaleFactor;
+ vertex[3].tow=(float)gl_vy[3]/TWin.VScaleFactor;
+ gLastTex=gTexName;
+ }
+ else
+ {
+#ifdef OWNSCALE
+ vertex[0].sow=(float)gl_ux[0] / ST_FAC;
+ vertex[0].tow=(float)gl_vy[0] / ST_FAC;
+ vertex[1].sow=(float)gl_ux[1] / ST_FAC;
+ vertex[1].tow=(float)gl_vy[1] / ST_FAC;
+ vertex[2].sow=(float)gl_ux[2] / ST_FAC;
+ vertex[2].tow=(float)gl_vy[2] / ST_FAC;
+ vertex[3].sow=(float)gl_ux[3] / ST_FAC;
+ vertex[3].tow=(float)gl_vy[3] / ST_FAC;
+#else
+ vertex[0].sow=gl_ux[0];
+ vertex[0].tow=gl_vy[0];
+ vertex[1].sow=gl_ux[1];
+ vertex[1].tow=gl_vy[1];
+ vertex[2].sow=gl_ux[2];
+ vertex[2].tow=gl_vy[2];
+ vertex[3].sow=gl_ux[3];
+ vertex[3].tow=gl_vy[3];
+#endif
+
+ if(iFilterType>2)
+ {
+ if(gLastTex!=gTexName || gLastFMode!=1)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gLastTex=gTexName;gLastFMode=1;
+ }
+ }
+
+ if(iFilterType)
+ {
+ float fxmin=256.0f,fxmax=0.0f,fymin=256.0f,fymax=0.0f;int i;
+ for(i=0;i<4;i++)
+ {
+ if(vertex[i].sow<fxmin) fxmin=vertex[i].sow;
+ if(vertex[i].tow<fymin) fymin=vertex[i].tow;
+ if(vertex[i].sow>fxmax) fxmax=vertex[i].sow;
+ if(vertex[i].tow>fymax) fymax=vertex[i].tow;
+ }
+
+ for(i=0;i<4;i++)
+ {
+ if(vertex[i].sow==fxmin) vertex[i].sow+=ST_BFFACSORT;
+ if(vertex[i].sow==fxmax) vertex[i].sow-=ST_BFFACSORT;
+ if(vertex[i].tow==fymin) vertex[i].tow+=ST_BFFACSORT;
+ if(vertex[i].tow==fymax) vertex[i].tow-=ST_BFFACSORT;
+ }
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// render pos / buffers
+////////////////////////////////////////////////////////////////////////
+
+#ifndef _WINDOWS
+#define EqualRect(pr1,pr2) ((pr1)->left==(pr2)->left && (pr1)->top==(pr2)->top && (pr1)->right==(pr2)->right && (pr1)->bottom==(pr2)->bottom)
+#endif
+
+////////////////////////////////////////////////////////////////////////
+// SetDisplaySettings: "simply" calcs the new drawing area and updates
+// the ogl clipping (scissor)
+
+BOOL bSetClip=FALSE;
+
+void SetOGLDisplaySettings(BOOL DisplaySet)
+{
+ static RECT rprev={0,0,0,0};
+ static RECT rC ={0,0,0,0};
+ static int iOldX=0;
+ static int iOldY=0;
+ RECT r;float XS,YS;
+
+ bDisplayNotSet = FALSE;
+
+ //----------------------------------------------------// that's a whole screen upload
+ if(!DisplaySet)
+ {
+ RECT rX;
+ PSXDisplay.GDrawOffset.x=0;
+ PSXDisplay.GDrawOffset.y=0;
+
+ PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x+PreviousPSXDisplay.Range.x0;
+ PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y+PreviousPSXDisplay.Range.y0;
+
+ rprev.left=rprev.left+1;
+
+ rX=rRatioRect;
+ rX.top=iResY-(rRatioRect.top+rRatioRect.bottom);
+
+ if(bSetClip || !EqualRect(&rC,&rX))
+ {
+ rC=rX;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ bSetClip=FALSE;
+ }
+ return;
+ }
+ //----------------------------------------------------//
+
+ PSXDisplay.GDrawOffset.y = PreviousPSXDisplay.DisplayPosition.y;
+ PSXDisplay.GDrawOffset.x = PreviousPSXDisplay.DisplayPosition.x;
+ PSXDisplay.CumulOffset.x = PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x+PreviousPSXDisplay.Range.x0;
+ PSXDisplay.CumulOffset.y = PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y+PreviousPSXDisplay.Range.y0;
+
+ r.top =PSXDisplay.DrawArea.y0 - PreviousPSXDisplay.DisplayPosition.y;
+ r.bottom=PSXDisplay.DrawArea.y1 - PreviousPSXDisplay.DisplayPosition.y;
+
+ if(r.bottom<0 || r.top>=PSXDisplay.DisplayMode.y)
+ {
+ r.top =PSXDisplay.DrawArea.y0 - PSXDisplay.DisplayPosition.y;
+ r.bottom=PSXDisplay.DrawArea.y1 - PSXDisplay.DisplayPosition.y;
+ }
+
+ r.left =PSXDisplay.DrawArea.x0 - PreviousPSXDisplay.DisplayPosition.x;
+ r.right =PSXDisplay.DrawArea.x1 - PreviousPSXDisplay.DisplayPosition.x;
+
+ if(r.right<0 || r.left>=PSXDisplay.DisplayMode.x)
+ {
+ r.left =PSXDisplay.DrawArea.x0 - PSXDisplay.DisplayPosition.x;
+ r.right =PSXDisplay.DrawArea.x1 - PSXDisplay.DisplayPosition.x;
+ }
+
+ if(!bSetClip && EqualRect(&r,&rprev) &&
+ iOldX == PSXDisplay.DisplayMode.x &&
+ iOldY == PSXDisplay.DisplayMode.y)
+ return;
+
+ rprev = r;
+ iOldX = PSXDisplay.DisplayMode.x;
+ iOldY = PSXDisplay.DisplayMode.y;
+
+ XS=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;
+ YS=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;
+
+ if(PreviousPSXDisplay.Range.x0)
+ {
+ short s=PreviousPSXDisplay.Range.x0+PreviousPSXDisplay.Range.x1;
+
+ r.left+=PreviousPSXDisplay.Range.x0+1;
+
+ r.right+=PreviousPSXDisplay.Range.x0;
+
+ if(r.left>s) r.left=s;
+ if(r.right>s) r.right=s;
+ }
+
+ if(PreviousPSXDisplay.Range.y0)
+ {
+ short s=PreviousPSXDisplay.Range.y0+PreviousPSXDisplay.Range.y1;
+
+ r.top+=PreviousPSXDisplay.Range.y0+1;
+ r.bottom+=PreviousPSXDisplay.Range.y0;
+
+ if(r.top>s) r.top=s;
+ if(r.bottom>s) r.bottom=s;
+ }
+
+ // Set the ClipArea variables to reflect the new screen,
+ // offset from zero (since it is a new display buffer)
+ r.left = (int)(((float)(r.left)) *XS);
+ r.top = (int)(((float)(r.top)) *YS);
+ r.right = (int)(((float)(r.right + 1))*XS);
+ r.bottom = (int)(((float)(r.bottom + 1))*YS);
+
+ // Limit clip area to the screen size
+ if (r.left > iResX) r.left = iResX;
+ if (r.left < 0) r.left = 0;
+ if (r.top > iResY) r.top = iResY;
+ if (r.top < 0) r.top = 0;
+ if (r.right > iResX) r.right = iResX;
+ if (r.right < 0) r.right = 0;
+ if (r.bottom > iResY) r.bottom = iResY;
+ if (r.bottom < 0) r.bottom = 0;
+
+ r.right -=r.left;
+ r.bottom-=r.top;
+ r.top=iResY-(r.top+r.bottom);
+
+ r.left+=rRatioRect.left;
+ r.top -=rRatioRect.top;
+
+ if(bSetClip || !EqualRect(&r,&rC))
+ {
+ glScissor(r.left,r.top,r.right,r.bottom);
+ rC=r;
+ bSetClip=FALSE;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
diff --git a/plugins/gpu-gles/gpuDraw.h b/plugins/gpu-gles/gpuDraw.h new file mode 100644 index 0000000..f5f0426 --- /dev/null +++ b/plugins/gpu-gles/gpuDraw.h @@ -0,0 +1,83 @@ +/***************************************************************************
+ draw.h - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+#ifndef _GL_DRAW_H_
+#define _GL_DRAW_H_
+
+
+#ifdef __cplusplus
+
+extern "C" {
+#endif
+
+#include "minimal.h"
+#include <gdk/gdkx.h>
+
+// internally used defines
+
+#define GPUCOMMAND(x) ((x>>24) & 0xff)
+#define RED(x) (x & 0xff)
+#define BLUE(x) ((x>>16) & 0xff)
+#define GREEN(x) ((x>>8) & 0xff)
+#define COLOR(x) (x & 0xffffff)
+
+// prototypes
+
+#ifdef _WINDOWS
+BOOL bSetupPixelFormat(HDC hDC);
+#endif
+
+int GLinitialize();
+void GLcleanup();
+#ifdef _WINDOWS
+BOOL offset2(void);
+BOOL offset3(void);
+BOOL offset4(void);
+BOOL offsetline(void);
+#else
+unsigned short offset2(void);
+unsigned short offset3(void);
+unsigned short offset4(void);
+unsigned short offsetline(void);
+#endif
+void offsetST(void);
+void offsetBlk(void);
+void offsetScreenUpload(long Position);
+void assignTexture3(void);
+void assignTexture4(void);
+void assignTextureSprite(void);
+void assignTextureVRAMWrite(void);
+void SetOGLDisplaySettings (unsigned short DisplaySet);
+void ReadConfig(void);
+void WriteConfig(void);
+void SetExtGLFuncs(void);
+///////////////////////////////////////////////////////////////////////
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // _GL_DRAW_H_
diff --git a/plugins/gpu-gles/gpuExternals.h b/plugins/gpu-gles/gpuExternals.h new file mode 100644 index 0000000..f24c31a --- /dev/null +++ b/plugins/gpu-gles/gpuExternals.h @@ -0,0 +1,570 @@ +/***************************************************************************
+ external.h - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+/////////////////////////////////////////////////////////////////////////////
+
+#ifndef __GPU_EX__
+#define __GPU_EX__
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+#define _GPU_API_
+#ifndef _WINDOWS
+#ifdef __NANOGL__
+#include <gl/gl.h>
+#include <gl/egl.h>
+#else
+#ifdef SOFT_LINKAGE
+#pragma softfp_linkage
+#endif
+#include <gles/gl.h> // for opengl es types
+#ifdef SOFT_LINKAGE
+#pragma no_softfp_linkage
+#endif
+#endif
+#endif
+
+#ifdef MAEMO_CHANGES
+ #include "../psxCommon.h"
+#else
+ #include "psxCommon.h"
+#endif
+
+#ifdef __NANOGL__
+#define glTexParameteri(x,y,z) glTexParameterf(x,y,z)
+#define glAlphaFuncx(x,y) glAlphaFunc(x,y)
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+extern void ( APIENTRY * glPixelStorei )(GLenum pname, GLint param);
+#endif
+
+
+#define MIRROR_TEST 1
+
+/////////////////////////////////////////////////////////////////////////////
+
+#define SCISSOR_TEST 1
+
+/////////////////////////////////////////////////////////////////////////////
+
+// for own sow/tow scaling
+#define OWNSCALE 1
+
+/////////////////////////////////////////////////////////////////////////////
+
+#define CLUTUSED 0x80000000
+//glColor4ubv(x.c.col)
+#define SETCOL(x) if(x.c.lcol!=ulOLDCOL) {ulOLDCOL=x.c.lcol;glColor4ub(x.c.col[0],x.c.col[1],x.c.col[2],x.c.col[3]);}
+//#define SETPCOL(x) if(x->c.lcol!=ulOLDCOL) {ulOLDCOL=x->c.lcol;glColor4ub(x->c.col[0],x->c.col[1],x->c.col[2],x->c.col[3]);}
+
+#define INFO_TW 0
+#define INFO_DRAWSTART 1
+#define INFO_DRAWEND 2
+#define INFO_DRAWOFF 3
+
+#define SIGNSHIFT 21
+#define CHKMAX_X 1024
+#define CHKMAX_Y 512
+
+/////////////////////////////////////////////////////////////////////////////
+
+// GPU STATUS REGISTER bit values (c) Lewpy
+
+#define DR_NORMAL 0
+#define DR_VRAMTRANSFER 1
+
+#define GPUSTATUS_ODDLINES 0x80000000
+#define GPUSTATUS_DMABITS 0x60000000 // Two bits
+#define GPUSTATUS_READYFORCOMMANDS 0x10000000
+#define GPUSTATUS_READYFORVRAM 0x08000000
+#define GPUSTATUS_IDLE 0x04000000
+#define GPUSTATUS_DISPLAYDISABLED 0x00800000
+#define GPUSTATUS_INTERLACED 0x00400000
+#define GPUSTATUS_RGB24 0x00200000
+#define GPUSTATUS_PAL 0x00100000
+#define GPUSTATUS_DOUBLEHEIGHT 0x00080000
+#define GPUSTATUS_WIDTHBITS 0x00070000 // Three bits
+#define GPUSTATUS_MASKENABLED 0x00001000
+#define GPUSTATUS_MASKDRAWN 0x00000800
+#define GPUSTATUS_DRAWINGALLOWED 0x00000400
+#define GPUSTATUS_DITHER 0x00000200
+
+#define STATUSREG lGPUstatusRet
+
+#define GPUIsBusy (STATUSREG &= ~GPUSTATUS_IDLE)
+#define GPUIsIdle (STATUSREG |= GPUSTATUS_IDLE)
+
+#define GPUIsNotReadyForCommands (STATUSREG &= ~GPUSTATUS_READYFORCOMMANDS)
+#define GPUIsReadyForCommands (STATUSREG |= GPUSTATUS_READYFORCOMMANDS)
+
+/////////////////////////////////////////////////////////////////////////////
+
+#define KEY_RESETTEXSTORE 1
+#define KEY_SHOWFPS 2
+#define KEY_RESETOPAQUE 4
+#define KEY_RESETDITHER 8
+#define KEY_RESETFILTER 16
+#define KEY_RESETADVBLEND 32
+#define KEY_BLACKWHITE 64
+#define KEY_TOGGLEFBTEXTURE 128
+#define KEY_STEPDOWN 256
+#define KEY_TOGGLEFBREAD 512
+
+/////////////////////////////////////////////////////////////////////////////
+// Linux is missing some stuff, eh? ;)
+
+#ifndef _WINDOWS
+#ifndef FALSE
+#define FALSE 0
+#endif
+#ifndef TRUE
+#define TRUE 1
+#endif
+#ifndef BOOL
+#define BOOL unsigned short
+#endif
+#ifndef bool
+#define bool unsigned short
+#endif
+#define LOWORD(l) ((unsigned short)(l))
+#define HIWORD(l) ((unsigned short)(((unsigned long)(l) >> 16) & 0xFFFF))
+#define max(a,b) (((a) > (b)) ? (a) : (b))
+#define min(a,b) (((a) < (b)) ? (a) : (b))
+#define DWORD unsigned long
+
+typedef struct RECTTAG
+{
+ int left;
+ int top;
+ int right;
+ int bottom;
+}RECT;
+
+#endif
+
+/////////////////////////////////////////////////////////////////////////////
+
+typedef struct VRAMLOADTAG
+{
+ short x;
+ short y;
+ short Width;
+ short Height;
+ short RowsRemaining;
+ short ColsRemaining;
+ unsigned short *ImagePtr;
+} VRAMLoad_t;
+
+typedef struct PSXPOINTTAG
+{
+ long x;
+ long y;
+} PSXPoint_t;
+
+typedef struct PSXSPOINTTAG
+{
+ short x;
+ short y;
+} PSXSPoint_t;
+
+typedef struct PSXRECTTAG
+{
+ short x0;
+ short x1;
+ short y0;
+ short y1;
+} PSXRect_t;
+
+/////////////////////////////////////////////////////////////////////////////
+
+typedef struct TWINTAG
+{
+ PSXRect_t Position;
+ PSXRect_t OPosition;
+ PSXPoint_t TextureSize;
+ float UScaleFactor;
+ float VScaleFactor;
+} TWin_t;
+
+/////////////////////////////////////////////////////////////////////////////
+
+typedef struct PSXDISPLAYTAG
+{
+ PSXPoint_t DisplayModeNew;
+ PSXPoint_t DisplayMode;
+ PSXPoint_t DisplayPosition;
+ PSXPoint_t DisplayEnd;
+
+ long Double;
+ long Height;
+ long PAL;
+ long InterlacedNew;
+ long Interlaced;
+ long InterlacedTest;
+ long RGB24New;
+ long RGB24;
+ PSXSPoint_t DrawOffset;
+ PSXRect_t DrawArea;
+ PSXPoint_t GDrawOffset;
+ PSXPoint_t CumulOffset;
+ long Disabled;
+ PSXRect_t Range;
+} PSXDisplay_t;
+
+/////////////////////////////////////////////////////////////////////////////
+
+typedef struct OGLVertexTag
+{
+ GLfloat x;
+ GLfloat y;
+ GLfloat z;
+
+ GLfloat sow;
+ GLfloat tow;
+
+ union
+COLTAG
+ {
+ u8 col[4];
+ unsigned long lcol;
+ } c;
+
+} OGLVertex;
+
+typedef union EXShortTag
+{
+ u8 c[2];
+ unsigned short s;
+} EXShort;
+
+typedef union EXLongTag
+{
+ u8 c[4];
+ unsigned long l;
+ EXShort s[2];
+} EXLong;
+
+
+/////////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+
+extern HINSTANCE hInst;
+
+#endif
+
+//-----------------------------------------------------//
+
+#ifndef _IN_DRAW
+
+extern int iResX;
+extern int iResY;
+extern BOOL bKeepRatio;
+extern RECT rRatioRect;
+extern BOOL bOpaquePass;
+extern BOOL bAdvancedBlend;
+
+//extern PFNGLBLENDEQU glBlendEquationEXTEx;
+//extern PFNGLCOLORTABLEEXT glColorTableEXTEx;
+
+extern u8 gl_ux[8];
+extern u8 gl_vy[8];
+extern OGLVertex vertex[4];
+extern short sprtY,sprtX,sprtH,sprtW;
+#ifdef _WINDOWS
+extern HWND hWWindow;
+#endif
+extern BOOL bIsFirstFrame;
+extern int iWinSize;
+extern int iZBufferDepth;
+extern GLbitfield uiBufferBits;
+extern int iUseMask;
+extern int iSetMask;
+extern int iDepthFunc;
+extern BOOL bCheckMask;
+extern unsigned short sSetMask;
+extern unsigned long lSetMask;
+extern BOOL bSetClip;
+extern GLuint gTexScanName;
+
+#endif
+
+//-----------------------------------------------------//
+
+#ifndef _IN_SOFT
+
+extern long GlobalTextAddrX,GlobalTextAddrY,GlobalTextTP;
+extern long GlobalTextREST,GlobalTextABR,GlobalTextPAGE;
+extern short ly0,lx0,ly1,lx1,ly2,lx2,ly3,lx3;
+extern short g_m1;
+extern short g_m2;
+extern short g_m3;
+extern short DrawSemiTrans;
+
+#endif
+
+//-----------------------------------------------------//
+
+#ifndef _IN_PRIMDRAW
+
+extern BOOL bNeedUploadTest;
+extern BOOL bNeedUploadAfter;
+extern BOOL bTexEnabled;
+extern BOOL bBlendEnable;
+extern BOOL bDrawDither;
+extern int iFilterType;
+extern BOOL bFullVRam;
+extern BOOL bUseMultiPass;
+extern int iOffscreenDrawing;
+extern BOOL bOldSmoothShaded;
+extern BOOL bUsingTWin;
+extern BOOL bUsingMovie;
+extern PSXRect_t xrMovieArea;
+extern PSXRect_t xrUploadArea;
+extern PSXRect_t xrUploadAreaIL;
+extern PSXRect_t xrUploadAreaRGB24;
+extern GLuint gTexName;
+extern BOOL bDrawNonShaded;
+extern BOOL bDrawMultiPass;
+extern GLubyte ubGloColAlpha;
+extern GLubyte ubGloAlpha;
+extern short sSprite_ux2;
+extern short sSprite_vy2;
+extern BOOL bRenderFrontBuffer;
+extern unsigned long ulOLDCOL;
+extern unsigned long ulClutID;
+extern void (*primTableJ[256])(u8 *);
+extern void (*primTableSkip[256])(u8 *);
+extern unsigned short usMirror;
+extern unsigned long dwCfgFixes;
+extern unsigned long dwActFixes;
+extern unsigned long dwEmuFixes;
+extern BOOL bUseFixes;
+extern int iSpriteTex;
+extern int iDrawnSomething;
+
+extern long drawX;
+extern long drawY;
+extern long drawW;
+extern long drawH;
+extern short sxmin;
+extern short sxmax;
+extern short symin;
+extern short symax;
+
+#endif
+
+//-----------------------------------------------------//
+
+#ifndef _IN_TEXTURE
+
+extern u8 ubOpaqueDraw;
+extern GLint giWantedRGBA;
+extern GLint giWantedFMT;
+extern GLint giWantedTYPE;
+extern void (*LoadSubTexFn) (int,int,short,short);
+extern long GlobalTexturePage;
+extern unsigned long (*TCF[]) (unsigned long);
+extern unsigned short (*PTCF[]) (unsigned short);
+extern unsigned long (*PalTexturedColourFn) (unsigned long);
+extern BOOL bUseFastMdec;
+extern BOOL bUse15bitMdec;
+extern int iFrameTexType;
+extern int iFrameReadType;
+extern int iClampType;
+extern int iSortTexCnt;
+extern BOOL bFakeFrontBuffer;
+extern GLuint gTexFrameName;
+extern GLuint gTexBlurName;
+extern int iVRamSize;
+extern int iTexGarbageCollection;
+extern int iFTexA;
+extern int iFTexB;
+extern BOOL bIgnoreNextTile;
+
+
+#endif
+
+//-----------------------------------------------------//
+
+#ifndef _IN_GPU
+
+extern VRAMLoad_t VRAMWrite;
+extern VRAMLoad_t VRAMRead;
+extern int iDataWriteMode;
+extern int iDataReadMode;
+extern int iColDepth;
+extern BOOL bChangeRes;
+extern BOOL bWindowMode;
+extern s8 szDispBuf[];
+extern s8 szGPUKeys[];
+extern PSXDisplay_t PSXDisplay;
+extern PSXDisplay_t PreviousPSXDisplay;
+//extern unsigned long ulKeybits;
+extern TWin_t TWin;
+extern BOOL bDisplayNotSet;
+extern long lGPUstatusRet;
+extern short imageX0,imageX1;
+extern short imageY0,imageY1;
+extern long lClearOnSwap,lClearOnSwapColor;
+extern u8 * psxVub;
+extern s8 * psxVsb;
+extern unsigned short * psxVuw;
+extern signed short * psxVsw;
+extern unsigned long * psxVul;
+extern signed long * psxVsl;
+extern GLfloat gl_z;
+extern BOOL bNeedRGB24Update;
+extern BOOL bChangeWinMode;
+extern GLuint uiScanLine;
+extern int iUseScanLines;
+extern long lSelectedSlot;
+extern int iScanBlend;
+extern BOOL bInitCap;
+extern int iBlurBuffer;
+extern int iLastRGB24;
+extern int iRenderFVR;
+extern int iNoScreenSaver;
+extern unsigned long ulGPUInfoVals[];
+extern BOOL bNeedInterlaceUpdate;
+extern BOOL bNeedWriteUpload;
+extern BOOL bSkipNextFrame;
+
+
+#ifndef _WINDOWS
+extern int bFullScreen;
+#endif
+
+#endif
+
+//-----------------------------------------------------//
+
+#ifndef _IN_MENU
+
+//extern unsigned long dwCoreFlags;
+extern GLuint gTexPicName;
+//extern PSXPoint_t ptCursorPoint[];
+//extern unsigned short usCursorActive;
+
+#endif
+
+//-----------------------------------------------------//
+
+#ifndef _IN_CFG
+
+#ifndef _WINDOWS
+extern s8 * pConfigFile;
+#endif
+
+#endif
+
+//-----------------------------------------------------//
+
+#ifndef _IN_FPS
+
+extern BOOL bUseFrameLimit;
+extern BOOL bUseFrameSkip;
+extern float fFrameRate;
+extern float fFrameRateHz;
+extern int iFrameLimit;
+extern float fps_skip;
+extern float fps_cur;
+
+#endif
+
+//-----------------------------------------------------//
+
+typedef struct {
+u8 r;
+u8 g;
+u8 b;
+u8 a;
+} Vec4f;
+
+/**/
+typedef struct {
+float x;
+float y;
+float z;
+} Vec3f;
+
+typedef struct {
+float x;
+float y;
+} Vec2f;
+
+/*
+typedef struct {
+int x;
+int y;
+int z;
+} Vec3f;
+
+typedef struct {
+int x;
+int y;
+} Vec2f;
+/**/
+
+typedef struct {
+ Vec3f xyz;
+ Vec2f st;
+} Vertex;
+
+typedef struct {
+ Vec3f xyz;
+ Vec2f st;
+ Vec4f rgba;
+} Vertex2;
+
+#ifndef _IN_KEY
+
+//extern unsigned long ulKeybits;
+
+#endif
+
+//-----------------------------------------------------//
+
+#ifndef _IN_ZN
+
+extern unsigned long dwGPUVersion;
+extern int iGPUHeight;
+extern int iGPUHeightMask;
+extern int GlobalTextIL;
+extern int iTileCheat;
+
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+
+#endif
+
+//-----------------------------------------------------//
diff --git a/plugins/gpu-gles/gpuFps.c b/plugins/gpu-gles/gpuFps.c new file mode 100644 index 0000000..1012ecb --- /dev/null +++ b/plugins/gpu-gles/gpuFps.c @@ -0,0 +1,991 @@ +/***************************************************************************
+ fps.c - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+#ifdef _WINDOWS
+#include "Stdafx.h"
+#include "Externals.h"
+#include "plugin.h"
+#include "Fps.h"
+#include "Prim.h"
+#else
+#include "gpuStdafx.h"
+#include "gpuExternals.h"
+//#include "plugins.h"
+#include "gpuFps.h"
+#include "gpuPrim.h"
+#endif
+
+#define _IN_FPS
+
+#define CALLBACK
+
+////////////////////////////////////////////////////////////////////////
+// FPS stuff
+////////////////////////////////////////////////////////////////////////
+#ifdef _WINDOWS
+LARGE_INTEGER liCPUFrequency;
+#endif
+
+////////////////////////////////////////////////////////////////////////
+// FPS skipping / limit
+////////////////////////////////////////////////////////////////////////
+
+BOOL bIsPerformanceCounter;
+float fFrameRateHz;
+DWORD dwFrameRateTicks;
+float fFrameRate;
+int iFrameLimit;
+BOOL bUseFrameLimit;
+BOOL bUseFrameSkip;
+DWORD dwLaceCnt;
+
+BOOL bInitCap;
+float fps_skip;
+float fps_cur;
+
+#ifdef _WINDOWS
+
+void FrameCap (void)
+{
+ static DWORD curticks, lastticks, _ticks_since_last_update;
+ static DWORD TicksToWait = 0;
+ static LARGE_INTEGER CurrentTime;
+ static LARGE_INTEGER LastTime;
+ static BOOL SkipNextWait = FALSE;
+ BOOL Waiting = TRUE;
+
+ //---------------------------------------------------------
+ // init some static vars...
+ // bInitCap is TRUE on startup and everytime the user
+ // is toggling the frame limit
+ //---------------------------------------------------------
+
+ if(bInitCap)
+ {
+ bInitCap=FALSE;
+ if (bIsPerformanceCounter)
+ QueryPerformanceCounter(&LastTime);
+ lastticks = timeGetTime();
+ TicksToWait=0;
+ return;
+ }
+
+ //---------------------------------------------------------
+
+ if(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+
+ //---------------------------------------------------------
+ // check if diff > 1/2 sec, if yes: take mm timer value
+ //---------------------------------------------------------
+
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
+ {
+ if(curticks < lastticks)
+ _ticks_since_last_update = dwFrameRateTicks+TicksToWait+1;
+ else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
+ }
+
+ //---------------------------------------------------------
+
+ if ((_ticks_since_last_update > TicksToWait) ||
+ (CurrentTime.LowPart < LastTime.LowPart))
+ {
+ LastTime.HighPart = CurrentTime.HighPart;
+ LastTime.LowPart = CurrentTime.LowPart;
+
+ lastticks=curticks;
+
+ if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)
+ TicksToWait=0;
+ else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);
+ }
+ else
+ {
+ while (Waiting)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+
+ //---------------------------------------------------------
+ // check if diff > 1/2 sec, if yes: take mm timer value
+ //---------------------------------------------------------
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
+ {
+ if(curticks < lastticks)
+ _ticks_since_last_update = TicksToWait+1;
+ else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
+ }
+ //---------------------------------------------------------
+
+ if ((_ticks_since_last_update > TicksToWait) ||
+ (CurrentTime.LowPart < LastTime.LowPart))
+ {
+ Waiting = FALSE;
+
+ lastticks=curticks;
+
+ LastTime.HighPart = CurrentTime.HighPart;
+ LastTime.LowPart = CurrentTime.LowPart;
+ TicksToWait = dwFrameRateTicks;
+ }
+ }
+ }
+ }
+ else
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+
+ if ((_ticks_since_last_update > TicksToWait) ||
+ (curticks < lastticks))
+ {
+ lastticks = curticks;
+
+ if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)
+ TicksToWait=0;
+ else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);
+ }
+ else
+ {
+ while (Waiting)
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ if ((_ticks_since_last_update > TicksToWait) ||
+ (curticks < lastticks))
+ {
+ Waiting = FALSE;
+ lastticks = curticks;
+ TicksToWait = dwFrameRateTicks;
+ }
+ }
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+#define MAXSKIP 120
+#define MAXLACE 16
+
+void FrameSkip(void)
+{
+ static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip
+ static DWORD dwLastLace=0; // helper var for frame limitation
+ static DWORD curticks, lastticks, _ticks_since_last_update;
+ static LARGE_INTEGER CurrentTime;
+ static LARGE_INTEGER LastTime;
+
+ if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely
+
+ if(iNumSkips) // we are in skipping mode?
+ {
+ dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)
+ bSkipNextFrame = TRUE; // -> we skip next frame
+ iNumSkips--; // -> ok, one done
+ }
+ else // ok, no additional skipping has to be done...
+ { // we check now, if some limitation is needed, or a new skipping has to get started
+ DWORD dwWaitTime;
+
+ if(bInitCap || bSkipNextFrame) // first time or we skipped before?
+ {
+ if(bUseFrameLimit && !bInitCap) // frame limit wanted and not first time called?
+ {
+ DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame
+ dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame
+
+ if(bIsPerformanceCounter) // -> now we calc the time of the last drawn frame + the time we spent skipping
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update= dwT+CurrentTime.LowPart - LastTime.LowPart;
+ }
+ else
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update= dwT+curticks - lastticks;
+ }
+
+ dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed
+
+ if(_ticks_since_last_update<dwWaitTime) // -> we were too fast?
+ {
+ if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent
+ (60*dwFrameRateTicks)) // wrong waiting times
+ _ticks_since_last_update=dwWaitTime;
+
+ while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time
+ { // (that's the additional limitation, yup)
+ if(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = dwT+CurrentTime.LowPart - LastTime.LowPart;
+ }
+ else
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = dwT+curticks - lastticks;
+ }
+ }
+ }
+ else // we were still too slow ?!!?
+ {
+ if(iAdditionalSkip<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems
+ {
+ iAdditionalSkip++; // -> inc our watchdog var
+ dwLaceCnt=0; // -> reset lace count
+ if(bIsPerformanceCounter) // -> ok, start time of the next frame
+ QueryPerformanceCounter(&LastTime);
+ lastticks = timeGetTime();
+ return; // -> done, we will skip next frame to get more speed
+ }
+ }
+ }
+
+ bInitCap=FALSE; // -> ok, we have inited the frameskip func
+ iAdditionalSkip=0; // -> init additional skip
+ bSkipNextFrame=FALSE; // -> we don't skip the next frame
+ if(bIsPerformanceCounter) // -> we store the start time of the next frame
+ QueryPerformanceCounter(&LastTime);
+ lastticks = timeGetTime();
+ dwLaceCnt=0; // -> and we start to count the laces
+ dwLastLace=0;
+ _ticks_since_last_update=0;
+ return; // -> done, the next frame will get drawn
+ }
+
+ bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first
+
+ if(bIsPerformanceCounter) // get the current time (we are now at the end of one drawn frame)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+ }
+ else
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ }
+
+ dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)
+ dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time'
+
+ if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame...
+ {
+ if(bUseFrameLimit) // if limitation, we skip just next frame,
+ { // and decide after, if we need to do more
+ iNumSkips=0;
+ }
+ else
+ {
+ iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up
+ iNumSkips--; // -> since we already skip next frame, one down
+ if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line
+ }
+ bSkipNextFrame = TRUE; // -> signal for skipping the next frame
+ }
+ else // we were faster than real psx? fine :)
+ if(bUseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached
+ {
+ if(dwLaceCnt>MAXLACE) // -> security check
+ _ticks_since_last_update=dwWaitTime;
+
+ while(_ticks_since_last_update<dwWaitTime) // just do a waiting loop...
+ {
+ if(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+ }
+ else
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ }
+ }
+ }
+
+ if(bIsPerformanceCounter) // ok, start time of the next frame
+ QueryPerformanceCounter(&LastTime);
+ lastticks = timeGetTime();
+ }
+
+ dwLaceCnt=0; // init lace counter
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void calcfps(void)
+{
+ static DWORD curticks,_ticks_since_last_update,lastticks;
+ static long fps_cnt = 0;
+ static DWORD fps_tck = 1;
+ static LARGE_INTEGER CurrentTime;
+ static LARGE_INTEGER LastTime;
+ static long fpsskip_cnt = 0;
+ static DWORD fpsskip_tck = 1;
+
+ if(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;
+
+ //--------------------------------------------------//
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
+ _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
+ lastticks=curticks;
+ //--------------------------------------------------//
+
+ if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update)
+ fps_skip=min(fps_skip,(((float)liCPUFrequency.LowPart) / ((float)_ticks_since_last_update) +1.0f));
+
+ LastTime.HighPart = CurrentTime.HighPart;
+ LastTime.LowPart = CurrentTime.LowPart;
+ }
+ else
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update=curticks-lastticks;
+
+ if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update)
+ fps_skip=min(fps_skip,((float)1000/(float)_ticks_since_last_update+1.0f));
+
+ lastticks = curticks;
+ }
+
+ if(bUseFrameSkip && bUseFrameLimit)
+ {
+ fpsskip_tck += _ticks_since_last_update;
+
+ if(++fpsskip_cnt==2)
+ {
+ if(bIsPerformanceCounter)
+ fps_skip = ((float)liCPUFrequency.LowPart) / ((float)fpsskip_tck) *2.0f;
+ else
+ fps_skip = (float)2000/(float)fpsskip_tck;
+
+ fps_skip +=6.0f;
+
+ fpsskip_cnt = 0;
+ fpsskip_tck = 1;
+ }
+ }
+
+ fps_tck += _ticks_since_last_update;
+
+ if(++fps_cnt==10)
+ {
+ if(bIsPerformanceCounter)
+ fps_cur = ((float)liCPUFrequency.LowPart) / ((float)fps_tck) *10.0f;
+ else
+ fps_cur = (float)10000/(float)fps_tck;
+
+ fps_cnt = 0;
+ fps_tck = 1;
+
+ if(bUseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display
+ fps_cur=fFrameRateHz;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// PC FPS skipping / limit
+////////////////////////////////////////////////////////////////////////
+
+void PCFrameCap(void)
+{
+ static DWORD curticks, lastticks, _ticks_since_last_update;
+ static DWORD TicksToWait = 0;
+ static LARGE_INTEGER CurrentTime;
+ static LARGE_INTEGER LastTime;
+ BOOL Waiting = TRUE;
+
+ while (Waiting)
+ {
+ if(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update = CurrentTime.LowPart - LastTime.LowPart;
+
+ //------------------------------------------------//
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
+ {
+ if(curticks < lastticks)
+ _ticks_since_last_update = TicksToWait+1;
+ else _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
+ }
+ //------------------------------------------------//
+
+ if ((_ticks_since_last_update > TicksToWait) ||
+ (CurrentTime.LowPart < LastTime.LowPart))
+ {
+ Waiting = FALSE;
+
+ lastticks=curticks;
+
+ LastTime.HighPart = CurrentTime.HighPart;
+ LastTime.LowPart = CurrentTime.LowPart;
+ TicksToWait = (liCPUFrequency.LowPart / fFrameRateHz);
+ }
+ }
+ else
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ if ((_ticks_since_last_update > TicksToWait) ||
+ (curticks < lastticks))
+ {
+ Waiting = FALSE;
+ lastticks = curticks;
+ TicksToWait = (1000 / (DWORD)fFrameRateHz);
+ }
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void PCcalcfps(void)
+{
+ static DWORD curticks,_ticks_since_last_update,lastticks;
+ static long fps_cnt = 0;
+ static float fps_acc = 0;
+ static LARGE_INTEGER CurrentTime;
+ static LARGE_INTEGER LastTime;
+ float CurrentFPS=0;
+
+ if(bIsPerformanceCounter)
+ {
+ QueryPerformanceCounter(&CurrentTime);
+ _ticks_since_last_update=CurrentTime.LowPart-LastTime.LowPart;
+
+ //--------------------------------------------------//
+ curticks = timeGetTime();
+ if(_ticks_since_last_update>(liCPUFrequency.LowPart>>1))
+ _ticks_since_last_update = (liCPUFrequency.LowPart * (curticks - lastticks))/1000;
+ lastticks=curticks;
+ //--------------------------------------------------//
+
+ if(_ticks_since_last_update)
+ {
+ CurrentFPS = ((float)liCPUFrequency.LowPart) / ((float)_ticks_since_last_update);
+ }
+ else CurrentFPS = 0;
+ LastTime.HighPart = CurrentTime.HighPart;
+ LastTime.LowPart = CurrentTime.LowPart;
+ }
+ else
+ {
+ curticks = timeGetTime();
+ if(_ticks_since_last_update=curticks-lastticks)
+ CurrentFPS=(float)1000/(float)_ticks_since_last_update;
+ else CurrentFPS = 0;
+ lastticks = curticks;
+ }
+
+ fps_acc += CurrentFPS;
+
+ if(++fps_cnt==10)
+ {
+ fps_cur = fps_acc / 10;
+ fps_acc = 0;
+ fps_cnt = 0;
+ }
+
+ fps_skip=CurrentFPS+1.0f;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void SetAutoFrameCap(void)
+{
+ if(iFrameLimit==1)
+ {
+ fFrameRateHz = fFrameRate;
+ if(bIsPerformanceCounter)
+ dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);
+ return;
+ }
+
+ if(dwActFixes&128)
+ {
+ if (PSXDisplay.Interlaced)
+ fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;
+ else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;
+ }
+ else
+ {
+ //fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;
+
+ if(PSXDisplay.PAL)
+ {
+ if (STATUSREG&GPUSTATUS_INTERLACED)
+ fFrameRateHz=33868800.0f/677343.75f; // 50.00238
+ else fFrameRateHz=33868800.0f/680595.00f; // 49.76351
+ }
+ else
+ {
+ if (STATUSREG&GPUSTATUS_INTERLACED)
+ fFrameRateHz=33868800.0f/565031.25f; // 59.94146
+ else fFrameRateHz=33868800.0f/566107.50f; // 59.82750
+ }
+
+ if(bIsPerformanceCounter)
+ dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void InitFrameCap(void) // inits cpu frequency info (on gpu startup)
+{
+ if (QueryPerformanceFrequency (&liCPUFrequency))
+ bIsPerformanceCounter = TRUE;
+ else bIsPerformanceCounter = FALSE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void ReInitFrameCap(void)
+{
+ BOOL bOldPerformanceCounter=bIsPerformanceCounter; // store curr timer mode
+
+ if(dwActFixes&0x10000) // check game fix... high performance counters are bad on some mb chipsets
+ bIsPerformanceCounter=FALSE;
+ else
+ {
+ if (QueryPerformanceFrequency (&liCPUFrequency))
+ bIsPerformanceCounter = TRUE;
+ else bIsPerformanceCounter = FALSE;
+ }
+
+ if(bOldPerformanceCounter!=bIsPerformanceCounter) // changed?
+ {
+ bInitCap = TRUE;
+ SetAutoFrameCap();
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void SetFrameRateConfig(void)
+{
+ if(fFrameRateHz==0)
+ {
+ if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet)
+ else fFrameRateHz=fFrameRate; // else set user framerate
+ }
+
+ if(bIsPerformanceCounter)
+ dwFrameRateTicks=(liCPUFrequency.LowPart / fFrameRateHz);
+ else dwFrameRateTicks=(1000 / (DWORD)fFrameRateHz);
+}
+
+////////////////////////////////////////////////////////////////////////
+
+// LINUX ---------------------------------------------
+
+#else
+
+#define TIMEBASE 100000
+
+// hehehe... using same func name as with win32 ;) wow, are we genius ;)
+unsigned long timeGetTime()
+{
+ struct timeval tv;
+ gettimeofday(&tv, 0); // well, maybe there are better ways
+ return tv.tv_sec * 100000 + tv.tv_usec/10; // to do that in linux, but at least it works
+}
+
+void FrameCap(void)
+{
+ static unsigned long curticks, lastticks, _ticks_since_last_update;
+ static unsigned long TicksToWait = 0;
+ bool Waiting = TRUE;
+
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+
+ if((_ticks_since_last_update > TicksToWait) ||
+ (curticks <lastticks))
+ {
+ lastticks = curticks;
+
+ if((_ticks_since_last_update-TicksToWait) > dwFrameRateTicks)
+ TicksToWait=0;
+ else TicksToWait=dwFrameRateTicks-(_ticks_since_last_update-TicksToWait);
+ }
+ else
+ {
+ while (Waiting)
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ if ((_ticks_since_last_update > TicksToWait) ||
+ (curticks < lastticks))
+ {
+ Waiting = FALSE;
+ lastticks = curticks;
+ TicksToWait = dwFrameRateTicks;
+ }
+ }
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+#define MAXSKIP 120
+#define MAXLACE 16
+
+void FrameSkip(void)
+{
+ static int iNumSkips=0,iAdditionalSkip=0; // number of additional frames to skip
+ static DWORD dwLastLace=0; // helper var for frame limitation
+ static DWORD curticks, lastticks, _ticks_since_last_update;
+
+ if(!dwLaceCnt) return; // important: if no updatelace happened, we ignore it completely
+
+ if(iNumSkips) // we are in skipping mode?
+ {
+ dwLastLace+=dwLaceCnt; // -> calc frame limit helper (number of laces)
+ bSkipNextFrame = TRUE; // -> we skip next frame
+ iNumSkips--; // -> ok, one done
+ }
+ else // ok, no additional skipping has to be done...
+ { // we check now, if some limitation is needed, or a new skipping has to get started
+ DWORD dwWaitTime;
+
+ if(bInitCap || bSkipNextFrame) // first time or we skipped before?
+ {
+ if(bUseFrameLimit && !bInitCap) // frame limit wanted and not first time called?
+ {
+ DWORD dwT=_ticks_since_last_update; // -> that's the time of the last drawn frame
+ dwLastLace+=dwLaceCnt; // -> and that's the number of updatelace since the start of the last drawn frame
+
+ curticks = timeGetTime();
+ _ticks_since_last_update= dwT+curticks - lastticks;
+
+ dwWaitTime=dwLastLace*dwFrameRateTicks; // -> and now we calc the time the real psx would have needed
+
+ if(_ticks_since_last_update<dwWaitTime) // -> we were too fast?
+ {
+ if((dwWaitTime-_ticks_since_last_update)> // -> some more security, to prevent
+ (60*dwFrameRateTicks)) // wrong waiting times
+ _ticks_since_last_update=dwWaitTime;
+
+ while(_ticks_since_last_update<dwWaitTime) // -> loop until we have reached the real psx time
+ { // (that's the additional limitation, yup)
+ curticks = timeGetTime();
+ _ticks_since_last_update = dwT+curticks - lastticks;
+ }
+ }
+ else // we were still too slow ?!!?
+ {
+ if(iAdditionalSkip<MAXSKIP) // -> well, somewhen we really have to stop skipping on very slow systems
+ {
+ iAdditionalSkip++; // -> inc our watchdog var
+ dwLaceCnt=0; // -> reset lace count
+ lastticks = timeGetTime();
+ return; // -> done, we will skip next frame to get more speed
+ }
+ }
+ }
+
+ bInitCap=FALSE; // -> ok, we have inited the frameskip func
+ iAdditionalSkip=0; // -> init additional skip
+ bSkipNextFrame=FALSE; // -> we don't skip the next frame
+ lastticks = timeGetTime();
+ dwLaceCnt=0; // -> and we start to count the laces
+ dwLastLace=0;
+ _ticks_since_last_update=0;
+ return; // -> done, the next frame will get drawn
+ }
+
+ bSkipNextFrame=FALSE; // init the frame skip signal to 'no skipping' first
+
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+
+ dwLastLace=dwLaceCnt; // store curr count (frame limitation helper)
+ dwWaitTime=dwLaceCnt*dwFrameRateTicks; // calc the 'real psx lace time'
+
+ if(_ticks_since_last_update>dwWaitTime) // hey, we needed way too long for that frame...
+ {
+ if(bUseFrameLimit) // if limitation, we skip just next frame,
+ { // and decide after, if we need to do more
+ iNumSkips=0;
+ }
+ else
+ {
+ iNumSkips=_ticks_since_last_update/dwWaitTime; // -> calc number of frames to skip to catch up
+ iNumSkips--; // -> since we already skip next frame, one down
+ if(iNumSkips>MAXSKIP) iNumSkips=MAXSKIP; // -> well, somewhere we have to draw a line
+ }
+ bSkipNextFrame = TRUE; // -> signal for skipping the next frame
+ }
+ else // we were faster than real psx? fine :)
+ if(bUseFrameLimit) // frame limit used? so we wait til the 'real psx time' has been reached
+ {
+ if(dwLaceCnt>MAXLACE) // -> security check
+ _ticks_since_last_update=dwWaitTime;
+
+ while(_ticks_since_last_update<dwWaitTime) // just do a waiting loop...
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ }
+ }
+
+ lastticks = timeGetTime();
+ }
+
+ dwLaceCnt=0; // init lace counter
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void calcfps(void)
+{
+ static unsigned long curticks,_ticks_since_last_update,lastticks;
+ static long fps_cnt = 0;
+ static unsigned long fps_tck = 1;
+ static long fpsskip_cnt = 0;
+ static unsigned long fpsskip_tck = 1;
+
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update=curticks-lastticks;
+
+ if(bUseFrameSkip && !bUseFrameLimit && _ticks_since_last_update)
+ fps_skip=min(fps_skip,((float)TIMEBASE/(float)_ticks_since_last_update+1.0f));
+
+ lastticks = curticks;
+ }
+
+ if(bUseFrameSkip && bUseFrameLimit)
+ {
+ fpsskip_tck += _ticks_since_last_update;
+
+ if(++fpsskip_cnt==2)
+ {
+ fps_skip = (float)2000/(float)fpsskip_tck;
+
+ fps_skip +=6.0f;
+
+ fpsskip_cnt = 0;
+ fpsskip_tck = 1;
+ }
+ }
+
+ fps_tck += _ticks_since_last_update;
+
+ if(++fps_cnt==10)
+ {
+ fps_cur = (float)(TIMEBASE*10)/(float)fps_tck;
+
+ fps_cnt = 0;
+ fps_tck = 1;
+
+ if(bUseFrameLimit && fps_cur>fFrameRateHz) // optical adjust ;) avoids flickering fps display
+ fps_cur=fFrameRateHz;
+ }
+}
+
+void PCFrameCap (void)
+{
+ static unsigned long curticks, lastticks, _ticks_since_last_update;
+ static unsigned long TicksToWait = 0;
+ bool Waiting = TRUE;
+
+ while (Waiting)
+ {
+ curticks = timeGetTime();
+ _ticks_since_last_update = curticks - lastticks;
+ if ((_ticks_since_last_update > TicksToWait) ||
+ (curticks < lastticks))
+ {
+ Waiting = FALSE;
+ lastticks = curticks;
+ TicksToWait = (TIMEBASE / (unsigned long)fFrameRateHz);
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void PCcalcfps(void)
+{
+ static unsigned long curticks,_ticks_since_last_update,lastticks;
+ static long fps_cnt = 0;
+ static float fps_acc = 0;
+ float CurrentFPS=0;
+
+ curticks = timeGetTime();
+ _ticks_since_last_update=curticks-lastticks;
+ if(_ticks_since_last_update)
+ CurrentFPS=(float)TIMEBASE/(float)_ticks_since_last_update;
+ else CurrentFPS = 0;
+ lastticks = curticks;
+
+ fps_acc += CurrentFPS;
+
+ if(++fps_cnt==10)
+ {
+ fps_cur = fps_acc / 10;
+ fps_acc = 0;
+ fps_cnt = 0;
+ }
+
+ fps_skip=CurrentFPS+1.0f;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void SetAutoFrameCap(void)
+{
+ if(iFrameLimit==1)
+ {
+ fFrameRateHz = fFrameRate;
+ dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);
+ return;
+ }
+
+ if(dwActFixes&128)
+ {
+ if (PSXDisplay.Interlaced)
+ fFrameRateHz = PSXDisplay.PAL?50.0f:60.0f;
+ else fFrameRateHz = PSXDisplay.PAL?25.0f:30.0f;
+ }
+ else
+ {
+ //fFrameRateHz = PSXDisplay.PAL?50.0f:59.94f;
+
+ if(PSXDisplay.PAL)
+ {
+ if (STATUSREG&GPUSTATUS_INTERLACED)
+ fFrameRateHz=33868800.0f/677343.75f; // 50.00238
+ else fFrameRateHz=33868800.0f/680595.00f; // 49.76351
+ }
+ else
+ {
+ if (STATUSREG&GPUSTATUS_INTERLACED)
+ fFrameRateHz=33868800.0f/565031.25f; // 59.94146
+ else fFrameRateHz=33868800.0f/566107.50f; // 59.82750
+ }
+
+ dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void SetFrameRateConfig(void)
+{
+ if(!fFrameRate) fFrameRate=200.0f;
+
+ if(fFrameRateHz==0)
+ {
+ if(iFrameLimit==2) fFrameRateHz=59.94f; // auto framerate? set some init val (no pal/ntsc known yet)
+ else fFrameRateHz=fFrameRate; // else set user framerate
+ }
+
+ dwFrameRateTicks=(TIMEBASE / (unsigned long)fFrameRateHz);
+
+ if(iFrameLimit==2) SetAutoFrameCap();
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void InitFrameCap(void)
+{
+ // nothing on linux
+}
+
+void ReInitFrameCap(void)
+{
+ // nothing on linux
+}
+
+////////////////////////////////////////////////////////////////////////
+
+#endif
+
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+
+void CheckFrameRate(void) // called in updatelace (on every emulated psx vsync)
+{
+ if(bUseFrameSkip)
+ {
+ if(!(dwActFixes&0x100))
+ {
+ dwLaceCnt++; // -> and store cnt of vsync between frames
+ if(dwLaceCnt>=MAXLACE && bUseFrameLimit)
+ {
+ if(dwLaceCnt==MAXLACE) bInitCap=TRUE;
+ FrameCap();
+ }
+ }
+ else if(bUseFrameLimit) FrameCap();
+ calcfps(); // -> calc fps display in skipping mode
+ }
+ else // -> non-skipping mode:
+ {
+ if(bUseFrameLimit) FrameCap();
+ calcfps();
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUsetframelimit(unsigned long option) // new EPSXE interface func: main emu can enable/disable fps limitation this way
+{
+ bInitCap = TRUE;
+
+ if(option==1) // emu says: limit
+ {
+ bUseFrameLimit=TRUE;bUseFrameSkip=FALSE;iFrameLimit=2;
+ SetAutoFrameCap();
+ }
+ else // emu says: no limit
+ {
+ bUseFrameLimit=FALSE;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
diff --git a/plugins/gpu-gles/gpuFps.h b/plugins/gpu-gles/gpuFps.h new file mode 100644 index 0000000..a44a05f --- /dev/null +++ b/plugins/gpu-gles/gpuFps.h @@ -0,0 +1,66 @@ +#ifndef __GPU_FPS__
+#define __GPU_FPS__
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/***************************************************************************
+ fps.h - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+
+extern BOOL bIsPerformanceCounter;
+extern float fFrameRateHz;
+extern DWORD dwFrameRateTicks;
+extern float fFrameRate;
+extern int iFrameLimit;
+extern BOOL bUseFrameLimit;
+extern BOOL bUseFrameSkip;
+extern DWORD dwLaceCnt;
+
+extern BOOL bInitCap;
+extern float fps_skip;
+extern float fps_cur;
+
+
+void InitFrameCap(void);
+void SetFrameRateConfig(void);
+void PCFrameCap(void);
+void PCcalcfps(void);
+void FrameSkip(void);
+void CheckFrameRate(void);
+void ReInitFrameCap(void);
+void SetAutoFrameCap(void);
+#ifndef _WINDOWS
+unsigned long timeGetTime();
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+
+#endif
diff --git a/plugins/gpu-gles/gpuPlugin.c b/plugins/gpu-gles/gpuPlugin.c new file mode 100644 index 0000000..07f158c --- /dev/null +++ b/plugins/gpu-gles/gpuPlugin.c @@ -0,0 +1,2960 @@ +/***************************************************************************
+ gpu.c - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ email : BlackDove@addcom.de
+ ***************************************************************************/
+
+/***************************************************************************
+ * *
+ * 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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+//#include "gpuStdafx.h"
+
+//#include <mmsystem.h>
+
+#define _IN_GPU
+
+#ifdef _WINDOWS
+#include "stdafx.h"
+#include <stdlib.h>
+#include <stdio.h>
+#include <stdarg.h>
+#include <string.h>
+#include <mmsystem.h>
+
+#include "externals.h"
+#include "gpu.h"
+#include "draw.h"
+#include "prim.h"
+#include "texture.h"
+#include "fps.h"
+#include "resource.h"
+#else
+#include <stdlib.h>
+#include <stdio.h>
+#include <stdarg.h>
+#include <string.h>
+#include "gpuExternals.h"
+#include "gpuPlugin.h"
+#include "gpuDraw.h"
+#include "gpuTexture.h"
+#include "gpuFps.h"
+#include "gpuPrim.h"
+
+//#include "NoPic.h"
+
+#include "gpuStdafx.h"
+#endif
+
+extern void ProcessEvents();
+
+short g_m1=255,g_m2=255,g_m3=255;
+short DrawSemiTrans=FALSE;
+short Ymin;
+short Ymax;
+
+short ly0,lx0,ly1,lx1,ly2,lx2,ly3,lx3; // global psx vertex coords
+long GlobalTextAddrX,GlobalTextAddrY,GlobalTextTP;
+long GlobalTextREST,GlobalTextABR,GlobalTextPAGE;
+
+unsigned long dwGPUVersion=0;
+int iGPUHeight=512;
+int iGPUHeightMask=511;
+int GlobalTextIL=0;
+int iTileCheat=0;
+
+////////////////////////////////////////////////////////////////////////
+// memory image of the PSX vram
+////////////////////////////////////////////////////////////////////////
+
+u8 *psxVSecure;
+u8 *psxVub;
+signed char *psxVsb;
+unsigned short *psxVuw;
+unsigned short *psxVuw_eom;
+signed short *psxVsw;
+unsigned long *psxVul;
+signed long *psxVsl;
+
+// macro for easy access to packet information
+#define GPUCOMMAND(x) ((x>>24) & 0xff)
+
+GLfloat gl_z=0.0f;
+BOOL bNeedInterlaceUpdate=FALSE;
+BOOL bNeedRGB24Update=FALSE;
+BOOL bChangeWinMode=FALSE;
+
+#ifdef _WINDOWS
+extern HGLRC GLCONTEXT;
+#endif
+
+unsigned long ulStatusControl[256];
+
+////////////////////////////////////////////////////////////////////////
+// global GPU vars
+////////////////////////////////////////////////////////////////////////
+
+static long GPUdataRet;
+long lGPUstatusRet;
+s8 szDispBuf[64];
+
+static unsigned long gpuDataM[256];
+static u8 gpuCommand = 0;
+static long gpuDataC = 0;
+static long gpuDataP = 0;
+
+VRAMLoad_t VRAMWrite;
+VRAMLoad_t VRAMRead;
+int iDataWriteMode;
+int iDataReadMode;
+
+long lClearOnSwap;
+long lClearOnSwapColor;
+BOOL bSkipNextFrame = FALSE;
+int iColDepth;
+BOOL bChangeRes;
+BOOL bWindowMode;
+int iWinSize;
+
+// possible psx display widths
+short dispWidths[8] = {256,320,512,640,368,384,512,640};
+
+PSXDisplay_t PSXDisplay;
+PSXDisplay_t PreviousPSXDisplay;
+TWin_t TWin;
+short imageX0,imageX1;
+short imageY0,imageY1;
+BOOL bDisplayNotSet = TRUE;
+GLuint uiScanLine=0;
+int iUseScanLines=0;
+long lSelectedSlot=0;
+u8 * pGfxCardScreen=0;
+int iBlurBuffer=0;
+int iScanBlend=0;
+int iRenderFVR=0;
+int iNoScreenSaver=0;
+unsigned long ulGPUInfoVals[16];
+int iFakePrimBusy = 0;
+int iRumbleVal = 0;
+int iRumbleTime = 0;
+
+////////////////////////////////////////////////////////////////////////
+// stuff to make this a true PDK module
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+s8 * CALLBACK PSEgetLibName(void)
+{
+ return "name";
+}
+
+unsigned long CALLBACK PSEgetLibType(void)
+{
+ return 1;
+}
+
+unsigned long CALLBACK PSEgetLibVersion(void)
+{
+ return 1<<16|1<<8|1;
+}
+#endif
+
+////////////////////////////////////////////////////////////////////////
+// snapshot funcs (saves screen to bitmap / text infos into file)
+////////////////////////////////////////////////////////////////////////
+
+void ResizeWindow()
+{
+ rRatioRect.left = rRatioRect.top=0;
+ rRatioRect.right = iResX;
+ rRatioRect.bottom = iResY;
+ glViewport(rRatioRect.left, // init viewport by ratio rect
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,
+ rRatioRect.bottom);
+
+ glScissor(0, 0, iResX, iResY); // init clipping (fullscreen)
+ glEnable(GL_SCISSOR_TEST);
+
+#ifndef OWNSCALE
+ glMatrixMode(GL_TEXTURE); // init psx tex sow and tow if not "ownscale"
+ glLoadIdentity();
+ glScalef(1.0f/255.99f,1.0f/255.99f,1.0f); // geforce precision hack
+#endif
+
+ glMatrixMode(GL_PROJECTION); // init projection with psx resolution
+ glLoadIdentity();
+ glOrtho(0,PSXDisplay.DisplayMode.x,
+ PSXDisplay.DisplayMode.y, 0, -1, 1);
+ if (bKeepRatio)
+ SetAspectRatio();
+}
+
+s8 * GetConfigInfos(int hW)
+{
+#ifdef _WINDOWS
+ HDC hdc;HGLRC hglrc;
+#endif
+ s8 szO[2][4]={"off","on "};
+ s8 szTxt[256];
+ s8 * pB=(s8 *)malloc(32767);
+/*
+ if(!pB) return NULL;
+ *pB=0;
+ //----------------------------------------------------//
+ strcat(pB,szTxt);
+ strcat(pB,szTxt);
+#ifdef _WINDOWS
+ if(hW)
+ {
+ hdc = GetDC(hW);
+ bSetupPixelFormat(hdc);
+ hglrc = wglCreateContext(hdc);
+ wglMakeCurrent(hdc, hglrc);
+ }
+#endif
+ sprintf(szTxt,"Card vendor: %s\r\n",(char *)glGetString(GL_VENDOR));
+ strcat(pB,szTxt);
+ sprintf(szTxt,"GFX card: %s\r\n",(char *)glGetString(GL_RENDERER));
+ strcat(pB,szTxt);
+ sprintf(szTxt,"OGL version: %s\r\n\r\n",(char *)glGetString(GL_VERSION));
+ strcat(pB,szTxt);
+ //strcat(pB,(s8 *)glGetString(GL_EXTENSIONS));
+ //strcat(pB,"\r\n\r\n");
+
+#ifdef _WINDOWS
+ if(hW)
+ {
+ wglMakeCurrent(NULL, NULL);
+ wglDeleteContext(hglrc);
+ ReleaseDC(hW,hdc);
+ }
+ //----------------------------------------------------//
+#endif
+ if(hW && bWindowMode)
+ sprintf(szTxt,"Resolution/Color:\r\n- %dx%d ",LOWORD(iWinSize),HIWORD(iWinSize));
+ else
+ sprintf(szTxt,"Resolution/Color:\r\n- %dx%d ",iResX,iResY);
+ strcat(pB,szTxt);
+ if(bWindowMode) sprintf(szTxt,"Window mode\r\n");
+ else
+ {
+ sprintf(szTxt,"Fullscreen ");
+ strcat(pB,szTxt);
+ if(bChangeRes) sprintf(szTxt,"- Desktop changing [%d Bit]\r\n",iColDepth);
+ else sprintf(szTxt,"- NO desktop changing\r\n");
+ }
+ strcat(pB,szTxt);
+
+// if(iForceVSync>=0) sprintf(szTxt,"- V-Sync: %s\r\n",szO[iForceVSync]);
+// else strcpy(szTxt,"- V-Sync: Driver\r\n");
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Keep psx aspect ratio: %s\r\n\r\n",szO[bKeepRatio]);
+ strcat(pB,szTxt);
+ //----------------------------------------------------//
+ strcpy(szTxt,"Textures:\r\n- ");
+/*! if(iTexQuality==0) strcat(szTxt,"Default");
+ else if(iTexQuality==1) strcat(szTxt,"R4G4B4A4");
+ else if(iTexQuality==2) strcat(szTxt,"R5G5B5A1");
+ else if(iTexQuality==3) strcat(szTxt,"R8G8A8A8");
+ else if(iTexQuality==4) strcat(szTxt,"B8G8R8A8");
+ if(!hW && bGLExt) strcat(szTxt," (packed pixels)\r\n");
+ else strcat(szTxt,"\r\n");
+ strcat(pB,szTxt);
+ if(!hW)
+ {
+ sprintf(szTxt,"- Filtering: %d - edge clamping ",iFilterType);
+ if(iClampType==GL_TO_EDGE_CLAMP) strcat(szTxt,"supported\r\n");
+ else strcat(szTxt,"NOT supported\r\n");
+ }
+ else sprintf(szTxt,"- iFiltering: %d\r\n",iFilterType);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Hi-Res textures: %d\r\n",iHiResTextures);
+ strcat(pB,szTxt);
+ if(!hW)
+ {
+ sprintf(szTxt,"- Palettized tex windows: %s\r\n",szO[iUsePalTextures]);
+ strcat(pB,szTxt);
+ }
+ !*/
+ /*sprintf(szTxt,"- VRam size: %d MBytes",iVRamSize);
+ if(!hW)
+ sprintf(szTxt+strlen(szTxt)," - %d textures usable\r\n\r\n",iSortTexCnt);
+ else strcat(szTxt,"\r\n\r\n");
+ strcat(pB,szTxt);
+ //----------------------------------------------------//
+ sprintf(szTxt,"Framerate:\r\n- FPS limitation: %s\r\n",szO[bUseFrameLimit]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Frame skipping: %s\r\n",szO[bUseFrameSkip]);
+ strcat(pB,szTxt);
+ if(iFrameLimit==2)
+ strcpy(szTxt,"- FPS limit: Auto\r\n\r\n");
+ else sprintf(szTxt,"- FPS limit: %.1f\r\n\r\n",fFrameRate);
+ strcat(pB,szTxt);
+ //----------------------------------------------------//
+ sprintf(szTxt,"Compatibility:\r\n- Offscreen drawing: %d\r\n",iOffscreenDrawing);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Framebuffer texture: %d",iFrameTexType);
+ if(!hW && iFrameTexType==2)
+ {
+ if(gTexFrameName) strcat(szTxt," - texture created\r\n");
+ else strcat(szTxt," - not used yet\r\n");
+ }
+ else strcat(szTxt,"\r\n");
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Framebuffer access: %d\r\n",iFrameReadType);
+ strcat(pB,szTxt);
+// sprintf(szTxt,"- Alpha multipass: %s\r\n",szO[bOpaquePass]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Mask bit: %s\r\n",szO[iUseMask]);
+ strcat(pB,szTxt);
+ //sprintf(szTxt,"- Advanced blending: %s",szO[bAdvancedBlend]);
+ //if(!hW && bAdvancedBlend)
+// {
+// if(bGLBlend) strcat(szTxt," (hardware)\r\n");
+// else strcat(szTxt," (software)\r\n");
+// }
+ strcat(szTxt,"\r\n");
+ strcat(pB,szTxt);
+
+ if(!hW)
+ {
+ strcpy(szTxt,"- Subtractive blending: ");
+// if(glBlendEquationEXTEx)
+// {
+// if(bUseMultiPass) strcat(szTxt,"supported, but not used!");
+// else strcat(szTxt,"activated");
+// }
+ strcat(szTxt," NOT supported!");
+ strcat(szTxt,"\r\n\r\n");
+ }
+ else strcpy(szTxt,"\r\n");
+
+ strcat(pB,szTxt);
+ //----------------------------------------------------//
+ sprintf(szTxt,"Misc:\r\n- Scanlines: %s",szO[iUseScanLines]);
+ strcat(pB,szTxt);
+ if(iUseScanLines) sprintf(szTxt," [%d]\r\n",iScanBlend);
+ else strcpy(szTxt,"\r\n");
+ strcat(pB,szTxt);
+// sprintf(szTxt,"- Line mode: %s\r\n",szO[bUseLines]);
+ strcat(pB,szTxt);
+// sprintf(szTxt,"- Line AA: %s\r\n",szO[bUseAntiAlias]);
+// fwrite(szTxt,lstrlen(szTxt),1,txtfile);
+ sprintf(szTxt,"- Unfiltered FB: %s\r\n",szO[bUseFastMdec]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- 15 bit FB: %s\r\n",szO[bUse15bitMdec]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Dithering: %s\r\n",szO[bDrawDither]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Screen smoothing: %s",szO[iBlurBuffer]);
+ strcat(pB,szTxt);
+ if(!hW && iBlurBuffer)
+ {
+ if(gTexBlurName) strcat(pB," - supported\r\n");
+ else strcat(pB," - not supported\r\n");
+ }
+ else strcat(pB,"\r\n");
+ sprintf(szTxt,"- Game fixes: %s [%08lx]\r\n",szO[bUseFixes],dwCfgFixes);
+ strcat(pB,szTxt);
+ //----------------------------------------------------//
+*/ return pB;
+}
+
+////////////////////////////////////////////////////////////////////////
+// save text infos to file
+////////////////////////////////////////////////////////////////////////
+
+void DoTextSnapShot(int iNum)
+{
+}
+
+////////////////////////////////////////////////////////////////////////
+// saves screen bitmap to file
+////////////////////////////////////////////////////////////////////////
+
+void DoSnapShot(void)
+{
+}
+
+#ifdef _WINDOWS
+void CALLBACK GPUmakeSnapshot(void)
+#else
+void CALLBACK GPU_makeSnapshot(void)
+#endif
+{
+ //bSnapShot = TRUE;
+}
+
+////////////////////////////////////////////////////////////////////////
+// GPU INIT... here starts it all (first func called by emu)
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+long CALLBACK GPUinit()
+#else
+long CALLBACK GPU_init()
+#endif
+{
+memset(ulStatusControl,0,256*sizeof(unsigned long));
+
+#ifdef _WINDOWS
+iResX=240;iResY=320;
+#endif
+bChangeRes=FALSE;
+#ifdef _WINDOWS
+bWindowMode=TRUE;
+#else
+bWindowMode=FALSE;
+#endif
+#ifdef _WINDOWS
+iWinSize=MAKELONG(iResX,iResY);
+#endif
+
+bKeepRatio = TRUE;
+// different ways of accessing PSX VRAM
+
+psxVSecure=(u8 *)malloc((iGPUHeight*2)*1024 + (1024*1024)); // always alloc one extra MB for soft drawing funcs security
+if(!psxVSecure) return -1;
+
+psxVub=psxVSecure+512*1024; // security offset into double sized psx vram!
+psxVsb=(signed char *)psxVub;
+psxVsw=(signed short *)psxVub;
+psxVsl=(signed long *)psxVub;
+psxVuw=(unsigned short *)psxVub;
+psxVul=(unsigned long *)psxVub;
+
+psxVuw_eom=psxVuw+1024*iGPUHeight; // pre-calc of end of vram
+
+memset(psxVSecure,0x00,(iGPUHeight*2)*1024 + (1024*1024));
+memset(ulGPUInfoVals,0x00,16*sizeof(unsigned long));
+
+InitFrameCap(); // init frame rate stuff
+
+PSXDisplay.RGB24 = 0; // init vars
+PreviousPSXDisplay.RGB24= 0;
+PSXDisplay.Interlaced = 0;
+PSXDisplay.InterlacedTest=0;
+PSXDisplay.DrawOffset.x = 0;
+PSXDisplay.DrawOffset.y = 0;
+PSXDisplay.DrawArea.x0 = 0;
+PSXDisplay.DrawArea.y0 = 0;
+PSXDisplay.DrawArea.x1 = 320;
+PSXDisplay.DrawArea.y1 = 240;
+PSXDisplay.DisplayMode.x= 320;
+PSXDisplay.DisplayMode.y= 240;
+PSXDisplay.Disabled = FALSE;
+PreviousPSXDisplay.Range.x0 =0;
+PreviousPSXDisplay.Range.x1 =0;
+PreviousPSXDisplay.Range.y0 =0;
+PreviousPSXDisplay.Range.y1 =0;
+PSXDisplay.Range.x0=0;
+PSXDisplay.Range.x1=0;
+PSXDisplay.Range.y0=0;
+PSXDisplay.Range.y1=0;
+PreviousPSXDisplay.DisplayPosition.x = 1;
+PreviousPSXDisplay.DisplayPosition.y = 1;
+PSXDisplay.DisplayPosition.x = 1;
+PSXDisplay.DisplayPosition.y = 1;
+PreviousPSXDisplay.DisplayModeNew.y=0;
+PSXDisplay.Double=1;
+GPUdataRet=0x400;
+
+PSXDisplay.DisplayModeNew.x=0;
+PSXDisplay.DisplayModeNew.y=0;
+
+//PreviousPSXDisplay.Height = PSXDisplay.Height = 239;
+
+iDataWriteMode = DR_NORMAL;
+
+// Reset transfer values, to prevent mis-transfer of data
+memset(&VRAMWrite,0,sizeof(VRAMLoad_t));
+memset(&VRAMRead,0,sizeof(VRAMLoad_t));
+
+// device initialised already !
+//lGPUstatusRet = 0x74000000;
+
+STATUSREG = 0x14802000;
+GPUIsIdle;
+GPUIsReadyForCommands;
+
+return 0;
+}
+
+
+////////////////////////////////////////////////////////////////////////
+// GPU OPEN: funcs to open up the gpu display (Windows)
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+
+void ChangeDesktop() // change destop resolution
+{
+ DEVMODE dv;long lRes,iTry=0;
+
+ while(iTry<10) // keep on hammering...
+ {
+ memset(&dv,0,sizeof(DEVMODE));
+ dv.dmSize=sizeof(DEVMODE);
+ dv.dmBitsPerPel=iColDepth;
+ dv.dmPelsWidth=iResX;
+ dv.dmPelsHeight=iResY;
+
+ dv.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
+
+ lRes=ChangeDisplaySettings(&dv,0); // ...hammering the anvil
+
+ if(lRes==DISP_CHANGE_SUCCESSFUL) return;
+ iTry++;Sleep(10);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// OPEN interface func: attention!
+// some emus are calling this func in their main Window thread,
+// but all other interface funcs (to draw stuff) in a different thread!
+// that's a problem, since OGL is thread safe! Therefore we cannot
+// initialize the OGL stuff right here, we simply set a "bIsFirstFrame = TRUE"
+// flag, to initialize OGL on the first real draw call.
+// btw, we also call this open func ourselfes, each time when the user
+// is changing between fullscreen/window mode (ENTER key)
+// btw part 2: in windows the plugin gets the window handle from the
+// main emu, and doesn't create it's own window (if it would do it,
+// some PAD or SPU plugins would not work anymore)
+////////////////////////////////////////////////////////////////////////
+
+HMENU hPSEMenu=NULL;
+
+long CALLBACK GPUopen(HWND hwndGPU)
+#else
+long CALLBACK GPU_open(int hwndGPU)
+#endif
+{
+ #ifdef _WINDOWS
+ HDC hdc;RECT r;DEVMODE dv;
+
+ hWWindow = hwndGPU; // store hwnd globally
+ #endif
+ // InitKeyHandler(); // init key handler (subclass window)
+
+
+
+
+
+ #ifdef _WINDOWS
+ iResX=240;iResY=320;
+ #endif
+ iColDepth=32;
+ bChangeRes=FALSE;
+ #ifdef _WINDOWS
+ bWindowMode=TRUE;
+ #else
+ bWindowMode=FALSE;
+ #endif
+ bFullVRam=FALSE;
+ iFilterType=0;
+ // bAdvancedBlend=FALSE;
+ bDrawDither=FALSE;
+ // bUseLines=FALSE;
+ bUseFrameLimit=FALSE;
+ bUseFrameSkip=FALSE;
+ iFrameLimit=0;
+ fFrameRate=50.0f;
+ iOffscreenDrawing=0;
+ //bOpaquePass=FALSE;
+ //bUseAntiAlias=FALSE;
+ //iTexQuality=0;
+ #ifdef _WINDOWS
+ iWinSize=MAKELONG(iResX,iResY);
+ #endif
+ iUseMask=0;
+ iZBufferDepth=0;
+ bUseFastMdec=FALSE;
+ bUse15bitMdec=FALSE;
+ dwCfgFixes=0;
+ bUseFixes=FALSE;
+ // iUseScanLines=0;
+ iFrameTexType=0;
+ iFrameReadType=0;
+ //iShowFPS=0;
+ bKeepRatio=TRUE;
+ iScanBlend=0;
+ iVRamSize=0;
+ iTexGarbageCollection=0;
+ iBlurBuffer=0;
+ //iHiResTextures=0;
+ iNoScreenSaver=0;
+ //iForceVSync=0;
+
+
+
+#ifdef _WINDOWS
+ memset(&dv,0,sizeof(DEVMODE));
+ dv.dmSize=sizeof(DEVMODE);
+ EnumDisplaySettings(NULL,ENUM_CURRENT_SETTINGS,&dv);
+#endif
+ bIsFirstFrame = TRUE; // flag: we have to init OGL later in windows!
+
+#ifdef _WINDOWS
+ if(bWindowMode) // win mode?
+ {
+ DWORD dw=GetWindowLong(hWWindow, GWL_STYLE); // -> adjust wnd style (owndc needed by some stupid ogl drivers)
+ dw&=~WS_THICKFRAME;
+ dw|=WS_BORDER|WS_CAPTION|CS_OWNDC;
+ SetWindowLong(hWWindow, GWL_STYLE, dw);
+
+ hPSEMenu=GetMenu(hWWindow); // -> hide emu menu (if any)
+ if(hPSEMenu!=NULL) SetMenu(hWWindow,NULL);
+
+ iResX=LOWORD(iWinSize);iResY=HIWORD(iWinSize);
+ ShowWindow(hWWindow,SW_SHOWNORMAL);
+
+ MoveWindow(hWWindow, // -> center wnd
+ GetSystemMetrics(SM_CXFULLSCREEN)/2-iResX/2,
+ GetSystemMetrics(SM_CYFULLSCREEN)/2-iResY/2,
+ iResX+GetSystemMetrics(SM_CXFIXEDFRAME)+3,
+ iResY+GetSystemMetrics(SM_CYFIXEDFRAME)+GetSystemMetrics(SM_CYCAPTION)+3,
+ TRUE);
+ UpdateWindow(hWWindow); // -> let windows do some update
+
+ if(dv.dmBitsPerPel==16 || dv.dmBitsPerPel==32) // -> overwrite user color info with desktop color info
+ iColDepth=dv.dmBitsPerPel;
+ }
+ else // fullscreen mode:
+ {
+ if(dv.dmBitsPerPel!=(unsigned int)iColDepth || // -> check, if we have to change resolution
+ dv.dmPelsWidth !=(unsigned int)iResX ||
+ dv.dmPelsHeight!=(unsigned int)iResY)
+ bChangeRes=TRUE; else bChangeRes=FALSE;
+
+ if(bChangeRes) ChangeDesktop(); // -> change the res (had to do an own func because of some MS 'optimizations')
+
+ SetWindowLong(hWWindow, GWL_STYLE, CS_OWNDC); // -> adjust wnd style as well (to be sure)
+
+ hPSEMenu=GetMenu(hWWindow); // -> hide menu
+ if(hPSEMenu!=NULL) SetMenu(hWWindow,NULL);
+ ShowWindow(hWWindow,SW_SHOWMAXIMIZED); // -> max mode
+ }
+#endif
+ rRatioRect.left = rRatioRect.top=0;
+ rRatioRect.right = iResX;
+ rRatioRect.bottom = iResY;
+
+#ifdef _WINDOWS
+ r.left=r.top=0;r.right=iResX;r.bottom=iResY; // hack for getting a clean black window until OGL gets initialized
+ hdc = GetDC(hWWindow);
+ FillRect(hdc,&r,(HBRUSH)GetStockObject(BLACK_BRUSH));
+ bSetupPixelFormat(hdc);
+ ReleaseDC(hWWindow,hdc);
+#endif
+ bDisplayNotSet = TRUE;
+ bSetClip=TRUE;
+
+ SetFixes(); // setup game fixes
+
+ InitializeTextureStore(); // init texture mem
+
+// lGPUstatusRet = 0x74000000;
+
+// with some emus, we could do the OGL init right here... oh my
+// if(bIsFirstFrame) GLinitialize();
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// close
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+long CALLBACK GPUclose() // WINDOWS CLOSE
+{
+// ExitKeyHandler();
+
+ GLcleanup(); // close OGL
+
+ if(bChangeRes) // change res back
+ ChangeDisplaySettings(NULL,0);
+
+ if(hPSEMenu) // set menu again
+ SetMenu(hWWindow,hPSEMenu);
+
+ if(pGfxCardScreen) free(pGfxCardScreen); // free helper memory
+ pGfxCardScreen=0;
+
+// if(iNoScreenSaver) EnableScreenSaver(TRUE); // enable screen saver again
+
+ return 0;
+}
+
+#else
+
+long GPU_close() // LINUX CLOSE
+{
+ GLcleanup(); // close OGL
+
+ if(pGfxCardScreen) free(pGfxCardScreen); // free helper memory
+ pGfxCardScreen=0;
+
+// osd_close_display(); // destroy display
+
+ return 0;
+}
+#endif
+
+////////////////////////////////////////////////////////////////////////
+// I shot the sheriff... last function called from emu
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+long CALLBACK GPUshutdown()
+#else
+long CALLBACK GPU_shutdown()
+#endif
+{
+ if(psxVSecure) free(psxVSecure); // kill emulated vram memory
+ psxVSecure=0;
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// paint it black: simple func to clean up optical border garbage
+////////////////////////////////////////////////////////////////////////
+
+void PaintBlackBorders(void)
+{
+ short s;
+
+ glDisable(GL_SCISSOR_TEST);
+ if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;}
+ if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}
+ if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}
+ glDisable(GL_ALPHA_TEST);
+
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_SCISSOR_TEST);
+}
+
+////////////////////////////////////////////////////////////////////////
+// helper to draw scanlines
+////////////////////////////////////////////////////////////////////////
+
+__inline void XPRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2,
+ OGLVertex* vertex3, OGLVertex* vertex4)
+{
+
+}
+
+////////////////////////////////////////////////////////////////////////
+// scanlines
+////////////////////////////////////////////////////////////////////////
+
+void SetScanLines(void)
+{
+}
+
+////////////////////////////////////////////////////////////////////////
+// blur, babe, blur (heavy performance hit for a so-so fullscreen effect)
+////////////////////////////////////////////////////////////////////////
+
+
+////////////////////////////////////////////////////////////////////////
+// Update display (swap buffers)... called in interlaced mode on
+// every emulated vsync, otherwise whenever the displayed screen region
+// has been changed
+////////////////////////////////////////////////////////////////////////
+
+int iLastRGB24=0; // special vars for checking when to skip two display updates
+int iSkipTwo=0;
+void GPU_vSinc(void){
+updateDisplay();
+}
+void updateDisplay(void) // UPDATE DISPLAY
+{
+BOOL bBlur=FALSE;
+
+#ifdef _WINDOWS
+HDC hdc=GetDC(hWWindow); // windows:
+wglMakeCurrent(hdc,GLCONTEXT); // -> make context current again
+#endif
+
+bFakeFrontBuffer=FALSE;
+bRenderFrontBuffer=FALSE;
+
+if(iRenderFVR) // frame buffer read fix mode still active?
+ {
+ iRenderFVR--; // -> if some frames in a row without read access: turn off mode
+ if(!iRenderFVR) bFullVRam=FALSE;
+ }
+
+if(iLastRGB24 && iLastRGB24!=PSXDisplay.RGB24+1) // (mdec) garbage check
+ {
+ iSkipTwo=2; // -> skip two frames to avoid garbage if color mode changes
+ }
+iLastRGB24=0;
+
+if(PSXDisplay.RGB24)// && !bNeedUploadAfter) // (mdec) upload wanted?
+ {
+ PrepareFullScreenUpload(-1);
+ UploadScreen(PSXDisplay.Interlaced); // -> upload whole screen from psx vram
+ bNeedUploadTest=FALSE;
+ bNeedInterlaceUpdate=FALSE;
+ bNeedUploadAfter=FALSE;
+ bNeedRGB24Update=FALSE;
+ }
+else
+if(bNeedInterlaceUpdate) // smaller upload?
+ {
+ bNeedInterlaceUpdate=FALSE;
+ xrUploadArea=xrUploadAreaIL; // -> upload this rect
+ UploadScreen(TRUE);
+ }
+
+if(dwActFixes&512) bCheckFF9G4(NULL); // special game fix for FF9
+
+if(PreviousPSXDisplay.Range.x0|| // paint black borders around display area, if needed
+ PreviousPSXDisplay.Range.y0)
+ PaintBlackBorders();
+
+if(PSXDisplay.Disabled) // display disabled?
+ {
+ // moved here
+ glDisable(GL_SCISSOR_TEST);
+ glClearColor(0,0,0,128); // -> clear whole backbuffer
+ glClear(uiBufferBits);
+ glEnable(GL_SCISSOR_TEST);
+ gl_z=0.0f;
+ bDisplayNotSet = TRUE;
+ }
+
+if(iSkipTwo) // we are in skipping mood?
+ {
+ iSkipTwo--;
+ iDrawnSomething=0; // -> simply lie about something drawn
+ }
+
+//if(iBlurBuffer && !bSkipNextFrame) // "blur display" activated?
+// {BlurBackBuffer();bBlur=TRUE;} // -> blur it
+
+// if(iUseScanLines) SetScanLines(); // "scan lines" activated? do it
+
+// if(usCursorActive) ShowGunCursor(); // "gun cursor" wanted? show 'em
+
+if(dwActFixes&128) // special FPS limitation mode?
+ {
+ if(bUseFrameLimit) PCFrameCap(); // -> ok, do it
+// if(bUseFrameSkip || ulKeybits&KEY_SHOWFPS)
+ PCcalcfps();
+ }
+
+// if(gTexPicName) DisplayPic(); // some gpu info picture active? display it
+
+// if(bSnapShot) DoSnapShot(); // snapshot key pressed? cheeeese :)
+
+// if(ulKeybits&KEY_SHOWFPS) // wanna see FPS?
+ {
+// sprintf(szDispBuf,"%06.1f",fps_cur);
+// DisplayText(); // -> show it
+ }
+
+//----------------------------------------------------//
+// main buffer swapping (well, or skip it)
+
+if(bUseFrameSkip) // frame skipping active ?
+ {
+ if(!bSkipNextFrame)
+ {
+ if(iDrawnSomething)
+#ifdef _WINDOWS
+ SwapBuffers(wglGetCurrentDC()); // -> to skip or not to skip
+#else
+ eglSwapBuffers(display,surface);
+#endif
+ }
+ if(dwActFixes&0x180) // -> special old frame skipping: skip max one in a row
+ {
+ if((fps_skip < fFrameRateHz) && !(bSkipNextFrame))
+ {bSkipNextFrame = TRUE; fps_skip=fFrameRateHz;}
+ else bSkipNextFrame = FALSE;
+ }
+ else FrameSkip();
+ }
+else // no skip ?
+ {
+ if(iDrawnSomething)
+#ifdef _WINDOWS
+ SwapBuffers(wglGetCurrentDC()); // -> swap
+#else
+ eglSwapBuffers(display,surface);
+#endif
+ }
+
+iDrawnSomething=0;
+
+//----------------------------------------------------//
+
+if(lClearOnSwap) // clear buffer after swap?
+ {
+ GLclampf g,b,r;
+
+ if(bDisplayNotSet) // -> set new vals
+ SetOGLDisplaySettings(1);
+
+ g=((GLclampf)GREEN(lClearOnSwapColor))/255.0f; // -> get col
+ b=((GLclampf)BLUE(lClearOnSwapColor))/255.0f;
+ r=((GLclampf)RED(lClearOnSwapColor))/255.0f;
+
+ glDisable(GL_SCISSOR_TEST);
+ glClearColor(r,g,b,128); // -> clear
+ glClear(uiBufferBits);
+ glEnable(GL_SCISSOR_TEST);
+ lClearOnSwap=0; // -> done
+ }
+else
+ {
+// if(bBlur) UnBlurBackBuffer(); // unblur buff, if blurred before
+
+ if(iZBufferDepth) // clear zbuffer as well (if activated)
+ {
+ glDisable(GL_SCISSOR_TEST);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_SCISSOR_TEST);
+ }
+ }
+gl_z=0.0f;
+
+//----------------------------------------------------//
+// additional uploads immediatly after swapping
+
+if(bNeedUploadAfter) // upload wanted?
+ {
+ bNeedUploadAfter=FALSE;
+ bNeedUploadTest=FALSE;
+ UploadScreen(-1); // -> upload
+ }
+
+if(bNeedUploadTest)
+ {
+ bNeedUploadTest=FALSE;
+ if(PSXDisplay.InterlacedTest &&
+ //iOffscreenDrawing>2 &&
+ PreviousPSXDisplay.DisplayPosition.x==PSXDisplay.DisplayPosition.x &&
+ PreviousPSXDisplay.DisplayEnd.x==PSXDisplay.DisplayEnd.x &&
+ PreviousPSXDisplay.DisplayPosition.y==PSXDisplay.DisplayPosition.y &&
+ PreviousPSXDisplay.DisplayEnd.y==PSXDisplay.DisplayEnd.y)
+ {
+ PrepareFullScreenUpload(TRUE);
+ UploadScreen(TRUE);
+ }
+ }
+
+//----------------------------------------------------//
+// rumbling (main emu pad effect)
+
+if(iRumbleTime) // shake screen by modifying view port
+ {
+ int i1=0,i2=0,i3=0,i4=0;
+
+ iRumbleTime--;
+ if(iRumbleTime)
+ {
+ i1=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2);
+ i2=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2);
+ i3=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2);
+ i4=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2);
+ }
+
+ glViewport(rRatioRect.left+i1,
+ iResY-(rRatioRect.top+rRatioRect.bottom)+i2,
+ rRatioRect.right+i3,
+ rRatioRect.bottom+i4);
+ }
+
+//----------------------------------------------------//
+
+
+
+// if(ulKeybits&KEY_RESETTEXSTORE) ResetStuff(); // reset on gpu mode changes? do it before next frame is filled
+}
+
+////////////////////////////////////////////////////////////////////////
+// update front display: smaller update func, if something has changed
+// in the frontbuffer... dirty, but hey... real men know no pain
+////////////////////////////////////////////////////////////////////////
+
+void updateFrontDisplay(void)
+{
+if(PreviousPSXDisplay.Range.x0||
+ PreviousPSXDisplay.Range.y0)
+ PaintBlackBorders();
+
+//if(iBlurBuffer) BlurBackBuffer();
+
+//if(iUseScanLines) SetScanLines();
+
+// if(usCursorActive) ShowGunCursor();
+
+bFakeFrontBuffer=FALSE;
+bRenderFrontBuffer=FALSE;
+
+// if(gTexPicName) DisplayPic();
+// if(ulKeybits&KEY_SHOWFPS) DisplayText();
+
+#ifdef _WINDOWS
+ { // windows:
+ HDC hdc=GetDC(hWWindow);
+ wglMakeCurrent(hdc,GLCONTEXT); // -> make current again
+ if(iDrawnSomething)
+ SwapBuffers(wglGetCurrentDC()); // -> swap
+ ReleaseDC(hWWindow,hdc); // -> ! important !
+ }
+#else
+if(iDrawnSomething) // linux:
+ eglSwapBuffers(display,surface);
+#endif
+
+//if(iBlurBuffer) UnBlurBackBuffer();
+}
+
+////////////////////////////////////////////////////////////////////////
+// check if update needed
+////////////////////////////////////////////////////////////////////////
+void ChangeDispOffsetsX(void) // CENTER X
+{
+long lx,l;short sO;
+
+if(!PSXDisplay.Range.x1) return; // some range given?
+
+l=PSXDisplay.DisplayMode.x;
+
+l*=(long)PSXDisplay.Range.x1; // some funky calculation
+l/=2560;lx=l;l&=0xfffffff8;
+
+if(l==PreviousPSXDisplay.Range.x1) return; // some change?
+
+sO=PreviousPSXDisplay.Range.x0; // store old
+
+if(lx>=PSXDisplay.DisplayMode.x) // range bigger?
+ {
+ PreviousPSXDisplay.Range.x1= // -> take display width
+ PSXDisplay.DisplayMode.x;
+ PreviousPSXDisplay.Range.x0=0; // -> start pos is 0
+ }
+else // range smaller? center it
+ {
+ PreviousPSXDisplay.Range.x1=l; // -> store width (8 pixel aligned)
+ PreviousPSXDisplay.Range.x0= // -> calc start pos
+ (PSXDisplay.Range.x0-500)/8;
+ if(PreviousPSXDisplay.Range.x0<0) // -> we don't support neg. values yet
+ PreviousPSXDisplay.Range.x0=0;
+
+ if((PreviousPSXDisplay.Range.x0+lx)> // -> uhuu... that's too much
+ PSXDisplay.DisplayMode.x)
+ {
+ PreviousPSXDisplay.Range.x0= // -> adjust start
+ PSXDisplay.DisplayMode.x-lx;
+ PreviousPSXDisplay.Range.x1+=lx-l; // -> adjust width
+ }
+ }
+
+if(sO!=PreviousPSXDisplay.Range.x0) // something changed?
+ {
+ bDisplayNotSet=TRUE; // -> recalc display stuff
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void ChangeDispOffsetsY(void) // CENTER Y
+{
+int iT;short sO; // store previous y size
+
+if(PSXDisplay.PAL) iT=48; else iT=28; // different offsets on PAL/NTSC
+
+if(PSXDisplay.Range.y0>=iT) // crossed the security line? :)
+ {
+ PreviousPSXDisplay.Range.y1= // -> store width
+ PSXDisplay.DisplayModeNew.y;
+
+ sO=(PSXDisplay.Range.y0-iT-4)*PSXDisplay.Double; // -> calc offset
+ if(sO<0) sO=0;
+
+ PSXDisplay.DisplayModeNew.y+=sO; // -> add offset to y size, too
+ }
+else sO=0; // else no offset
+
+if(sO!=PreviousPSXDisplay.Range.y0) // something changed?
+ {
+ PreviousPSXDisplay.Range.y0=sO;
+ bDisplayNotSet=TRUE; // -> recalc display stuff
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// Aspect ratio of ogl screen: simply adjusting ogl view port
+////////////////////////////////////////////////////////////////////////
+
+void SetAspectRatio(void)
+{
+float xs,ys,s;RECT r;
+
+if(!PSXDisplay.DisplayModeNew.x) return;
+if(!PSXDisplay.DisplayModeNew.y) return;
+
+xs=(float)iResX/(float)PSXDisplay.DisplayModeNew.x;
+ys=(float)iResY/(float)PSXDisplay.DisplayModeNew.y;
+
+s=min(xs,ys);
+r.right =(int)((float)PSXDisplay.DisplayModeNew.x*s);
+r.bottom=(int)((float)PSXDisplay.DisplayModeNew.y*s);
+if(r.right > iResX) r.right = iResX;
+if(r.bottom > iResY) r.bottom = iResY;
+if(r.right < 1) r.right = 1;
+if(r.bottom < 1) r.bottom = 1;
+
+r.left = (iResX-r.right)/2;
+r.top = (iResY-r.bottom)/2;
+
+if(r.bottom<rRatioRect.bottom ||
+ r.right <rRatioRect.right)
+ {
+ RECT rC;
+ glClearColor(0,0,0,128);
+
+ if(r.right <rRatioRect.right)
+ {
+ rC.left=0;
+ rC.top=0;
+ rC.right=r.left;
+ rC.bottom=iResY;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ glClear(uiBufferBits);
+ rC.left=iResX-rC.right;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ glClear(uiBufferBits);
+ }
+
+ if(r.bottom <rRatioRect.bottom)
+ {
+ rC.left=0;
+ rC.top=0;
+ rC.right=iResX;
+ rC.bottom=r.top;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ glClear(uiBufferBits);
+ rC.top=iResY-rC.bottom;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ glClear(uiBufferBits);
+ }
+
+ bSetClip=TRUE;
+ bDisplayNotSet=TRUE;
+ }
+
+rRatioRect=r;
+
+
+glViewport(rRatioRect.left,
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,
+ rRatioRect.bottom); // init viewport
+}
+
+////////////////////////////////////////////////////////////////////////
+// big ass check, if an ogl swap buffer is needed
+////////////////////////////////////////////////////////////////////////
+
+void updateDisplayIfChanged(void)
+{
+BOOL bUp;
+
+if ((PSXDisplay.DisplayMode.y == PSXDisplay.DisplayModeNew.y) &&
+ (PSXDisplay.DisplayMode.x == PSXDisplay.DisplayModeNew.x))
+ {
+ if((PSXDisplay.RGB24 == PSXDisplay.RGB24New) &&
+ (PSXDisplay.Interlaced == PSXDisplay.InterlacedNew))
+ return; // nothing has changed? fine, no swap buffer needed
+ }
+else // some res change?
+ {
+ glLoadIdentity();
+ glOrtho(0,PSXDisplay.DisplayModeNew.x, // -> new psx resolution
+ PSXDisplay.DisplayModeNew.y, 0, -1, 1);
+ if(bKeepRatio) SetAspectRatio();
+ }
+
+bDisplayNotSet = TRUE; // re-calc offsets/display area
+
+bUp=FALSE;
+if(PSXDisplay.RGB24!=PSXDisplay.RGB24New) // clean up textures, if rgb mode change (usually mdec on/off)
+ {
+ PreviousPSXDisplay.RGB24=0; // no full 24 frame uploaded yet
+ ResetTextureArea(FALSE);
+ bUp=TRUE;
+ }
+
+PSXDisplay.RGB24 = PSXDisplay.RGB24New; // get new infos
+PSXDisplay.DisplayMode.y = PSXDisplay.DisplayModeNew.y;
+PSXDisplay.DisplayMode.x = PSXDisplay.DisplayModeNew.x;
+PSXDisplay.Interlaced = PSXDisplay.InterlacedNew;
+
+PSXDisplay.DisplayEnd.x= // calc new ends
+ PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
+PSXDisplay.DisplayEnd.y=
+ PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
+PreviousPSXDisplay.DisplayEnd.x=
+ PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
+PreviousPSXDisplay.DisplayEnd.y=
+ PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
+
+ChangeDispOffsetsX();
+
+if(iFrameLimit==2) SetAutoFrameCap(); // set new fps limit vals (depends on interlace)
+
+if(bUp) updateDisplay(); // yeah, real update (swap buffer)
+}
+
+////////////////////////////////////////////////////////////////////////
+// window mode <-> fullscreen mode (windows)
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+void ChangeWindowMode(void)
+{
+ GPUclose();
+ bWindowMode=!bWindowMode;
+ GPUopen(hWWindow);
+ bChangeWinMode=FALSE;
+}
+#endif
+
+////////////////////////////////////////////////////////////////////////
+// swap update check (called by psx vsync function)
+////////////////////////////////////////////////////////////////////////
+
+BOOL bSwapCheck(void)
+{
+static int iPosCheck=0;
+static PSXPoint_t pO;
+static PSXPoint_t pD;
+static int iDoAgain=0;
+
+if(PSXDisplay.DisplayPosition.x==pO.x &&
+ PSXDisplay.DisplayPosition.y==pO.y &&
+ PSXDisplay.DisplayEnd.x==pD.x &&
+ PSXDisplay.DisplayEnd.y==pD.y)
+ iPosCheck++;
+else iPosCheck=0;
+
+pO=PSXDisplay.DisplayPosition;
+pD=PSXDisplay.DisplayEnd;
+
+if(iPosCheck<=4) return FALSE;
+
+iPosCheck=4;
+
+if(PSXDisplay.Interlaced) return FALSE;
+
+if (bNeedInterlaceUpdate||
+ bNeedRGB24Update ||
+ bNeedUploadAfter||
+ bNeedUploadTest ||
+ iDoAgain
+ )
+ {
+ iDoAgain=0;
+ if(bNeedUploadAfter)
+ iDoAgain=1;
+ if(bNeedUploadTest && PSXDisplay.InterlacedTest)
+ iDoAgain=1;
+
+ bDisplayNotSet = TRUE;
+ updateDisplay();
+
+ PreviousPSXDisplay.DisplayPosition.x=PSXDisplay.DisplayPosition.x;
+ PreviousPSXDisplay.DisplayPosition.y=PSXDisplay.DisplayPosition.y;
+ PreviousPSXDisplay.DisplayEnd.x=PSXDisplay.DisplayEnd.x;
+ PreviousPSXDisplay.DisplayEnd.y=PSXDisplay.DisplayEnd.y;
+ pO=PSXDisplay.DisplayPosition;
+ pD=PSXDisplay.DisplayEnd;
+
+ return TRUE;
+ }
+
+return FALSE;
+}
+////////////////////////////////////////////////////////////////////////
+// gun cursor func: player=0-7, x=0-511, y=0-255
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// update lace is called every VSync. Basically we limit frame rate
+// here, and in interlaced mode we swap ogl display buffers.
+////////////////////////////////////////////////////////////////////////
+
+static unsigned short usFirstPos=2;
+
+#ifdef _WINDOWS
+void CALLBACK GPUupdateLace(void)
+#else
+void CALLBACK GPU_updateLace(void)
+#endif
+{
+if(!(dwActFixes&0x1000))
+ STATUSREG^=0x80000000; // interlaced bit toggle, if the CC game fix is not active (see gpuReadStatus)
+
+if(!(dwActFixes&128)) // normal frame limit func
+ CheckFrameRate();
+
+if(iOffscreenDrawing==4) // special check if high offscreen drawing is on
+ {
+ if(bSwapCheck()) return;
+ }
+
+if(PSXDisplay.Interlaced) // interlaced mode?
+ {
+ if(PSXDisplay.DisplayMode.x>0 && PSXDisplay.DisplayMode.y>0)
+ {
+ updateDisplay(); // -> swap buffers (new frame)
+ }
+ }
+else if(bRenderFrontBuffer) // no interlace mode? and some stuff in front has changed?
+ {
+ updateFrontDisplay(); // -> update front buffer
+ }
+else if(usFirstPos==1) // initial updates (after startup)
+ {
+ updateDisplay();
+ }
+
+#ifdef _WINDOWS
+if(bChangeWinMode) ChangeWindowMode();
+#endif
+}
+
+////////////////////////////////////////////////////////////////////////
+// process read request from GPU status register
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+unsigned long CALLBACK GPUreadStatus(void)
+#else
+unsigned long CALLBACK GPU_readStatus(void)
+#endif
+{
+if(dwActFixes&0x1000) // CC game fix
+ {
+ static int iNumRead=0;
+ if((iNumRead++)==2)
+ {
+ iNumRead=0;
+ STATUSREG^=0x80000000; // interlaced bit toggle... we do it on every second read status... needed by some games (like ChronoCross)
+ }
+ }
+
+if(iFakePrimBusy) // 27.10.2007 - emulating some 'busy' while drawing... pfff... not perfect, but since our emulated dma is not done in an extra thread...
+ {
+ iFakePrimBusy--;
+
+ if(iFakePrimBusy&1) // we do a busy-idle-busy-idle sequence after/while drawing prims
+ {
+ GPUIsBusy;
+ GPUIsNotReadyForCommands;
+ }
+ else
+ {
+ GPUIsIdle;
+ GPUIsReadyForCommands;
+ }
+ }
+
+return STATUSREG;
+}
+
+////////////////////////////////////////////////////////////////////////
+// processes data send to GPU status register
+// these are always single packet commands.
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+void CALLBACK GPUwriteStatus(unsigned long gdata)
+#else
+void CALLBACK GPU_writeStatus(unsigned long gdata)
+#endif
+{
+unsigned long lCommand=(gdata>>24)&0xff;
+
+#ifdef _WINDOWS
+if(bIsFirstFrame) GLinitialize(); // real ogl startup (needed by some emus)
+#endif
+
+ulStatusControl[lCommand]=gdata;
+
+switch(lCommand)
+ {
+ //--------------------------------------------------//
+ // reset gpu
+ case 0x00:
+ memset(ulGPUInfoVals,0x00,16*sizeof(unsigned long));
+ lGPUstatusRet=0x14802000;
+ PSXDisplay.Disabled=1;
+ iDataWriteMode=iDataReadMode=DR_NORMAL;
+ PSXDisplay.DrawOffset.x=PSXDisplay.DrawOffset.y=0;
+ drawX=drawY=0;drawW=drawH=0;
+ sSetMask=0;lSetMask=0;bCheckMask=FALSE;iSetMask=0;
+ usMirror=0;
+ GlobalTextAddrX=0;GlobalTextAddrY=0;
+ GlobalTextTP=0;GlobalTextABR=0;
+ PSXDisplay.RGB24=FALSE;
+ PSXDisplay.Interlaced=FALSE;
+ bUsingTWin = FALSE;
+ return;
+
+ // dis/enable display
+ case 0x03:
+ PreviousPSXDisplay.Disabled = PSXDisplay.Disabled;
+ PSXDisplay.Disabled = (gdata & 1);
+
+ if(PSXDisplay.Disabled)
+ STATUSREG|=GPUSTATUS_DISPLAYDISABLED;
+ else STATUSREG&=~GPUSTATUS_DISPLAYDISABLED;
+
+ if (iOffscreenDrawing==4 &&
+ PreviousPSXDisplay.Disabled &&
+ !(PSXDisplay.Disabled))
+ {
+
+ if(!PSXDisplay.RGB24)
+ {
+ PrepareFullScreenUpload(TRUE);
+ UploadScreen(TRUE);
+ updateDisplay();
+ }
+ }
+
+ return;
+
+ // setting transfer mode
+ case 0x04:
+ gdata &= 0x03; // only want the lower two bits
+
+ iDataWriteMode=iDataReadMode=DR_NORMAL;
+ if(gdata==0x02) iDataWriteMode=DR_VRAMTRANSFER;
+ if(gdata==0x03) iDataReadMode =DR_VRAMTRANSFER;
+
+ STATUSREG&=~GPUSTATUS_DMABITS; // clear the current settings of the DMA bits
+ STATUSREG|=(gdata << 29); // set the DMA bits according to the received data
+
+ return;
+
+ // setting display position
+ case 0x05:
+ {
+ short sx=(short)(gdata & 0x3ff);
+ short sy;
+
+ if(iGPUHeight==1024)
+ {
+ if(dwGPUVersion==2)
+ sy = (short)((gdata>>12)&0x3ff);
+ else sy = (short)((gdata>>10)&0x3ff);
+ }
+ else sy = (short)((gdata>>10)&0x3ff); // really: 0x1ff, but we adjust it later
+
+ if (sy & 0x200)
+ {
+ sy|=0xfc00;
+ PreviousPSXDisplay.DisplayModeNew.y=sy/PSXDisplay.Double;
+ sy=0;
+ }
+ else PreviousPSXDisplay.DisplayModeNew.y=0;
+
+ if(sx>1000) sx=0;
+
+ if(usFirstPos)
+ {
+ usFirstPos--;
+ if(usFirstPos)
+ {
+ PreviousPSXDisplay.DisplayPosition.x = sx;
+ PreviousPSXDisplay.DisplayPosition.y = sy;
+ PSXDisplay.DisplayPosition.x = sx;
+ PSXDisplay.DisplayPosition.y = sy;
+ }
+ }
+
+ if(dwActFixes&8)
+ {
+ if((!PSXDisplay.Interlaced) &&
+ PreviousPSXDisplay.DisplayPosition.x == sx &&
+ PreviousPSXDisplay.DisplayPosition.y == sy)
+ return;
+
+ PSXDisplay.DisplayPosition.x = PreviousPSXDisplay.DisplayPosition.x;
+ PSXDisplay.DisplayPosition.y = PreviousPSXDisplay.DisplayPosition.y;
+ PreviousPSXDisplay.DisplayPosition.x = sx;
+ PreviousPSXDisplay.DisplayPosition.y = sy;
+ }
+ else
+ {
+ if((!PSXDisplay.Interlaced) &&
+ PSXDisplay.DisplayPosition.x == sx &&
+ PSXDisplay.DisplayPosition.y == sy)
+ return;
+ PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
+ PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
+ PSXDisplay.DisplayPosition.x = sx;
+ PSXDisplay.DisplayPosition.y = sy;
+ }
+
+ PSXDisplay.DisplayEnd.x=
+ PSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
+ PSXDisplay.DisplayEnd.y=
+ PSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
+
+ PreviousPSXDisplay.DisplayEnd.x=
+ PreviousPSXDisplay.DisplayPosition.x+ PSXDisplay.DisplayMode.x;
+ PreviousPSXDisplay.DisplayEnd.y=
+ PreviousPSXDisplay.DisplayPosition.y+ PSXDisplay.DisplayMode.y+PreviousPSXDisplay.DisplayModeNew.y;
+
+ bDisplayNotSet = TRUE;
+
+ if (!(PSXDisplay.Interlaced))
+ {
+ updateDisplay();
+ }
+ else
+ if(PSXDisplay.InterlacedTest &&
+ ((PreviousPSXDisplay.DisplayPosition.x != PSXDisplay.DisplayPosition.x)||
+ (PreviousPSXDisplay.DisplayPosition.y != PSXDisplay.DisplayPosition.y)))
+ PSXDisplay.InterlacedTest--;
+
+ return;
+ }
+
+ // setting width
+ case 0x06:
+
+ PSXDisplay.Range.x0=gdata & 0x7ff; //0x3ff;
+ PSXDisplay.Range.x1=(gdata>>12) & 0xfff;//0x7ff;
+
+ PSXDisplay.Range.x1-=PSXDisplay.Range.x0;
+
+ ChangeDispOffsetsX();
+
+ return;
+
+ // setting height
+ case 0x07:
+
+ PreviousPSXDisplay.Height = PSXDisplay.Height;
+
+ PSXDisplay.Range.y0=gdata & 0x3ff;
+ PSXDisplay.Range.y1=(gdata>>10) & 0x3ff;
+
+ PSXDisplay.Height = PSXDisplay.Range.y1 -
+ PSXDisplay.Range.y0 +
+ PreviousPSXDisplay.DisplayModeNew.y;
+
+ if (PreviousPSXDisplay.Height != PSXDisplay.Height)
+ {
+ PSXDisplay.DisplayModeNew.y=PSXDisplay.Height*PSXDisplay.Double;
+ ChangeDispOffsetsY();
+ updateDisplayIfChanged();
+ }
+ return;
+
+ // setting display infos
+ case 0x08:
+
+ PSXDisplay.DisplayModeNew.x = dispWidths[(gdata & 0x03) | ((gdata & 0x40) >> 4)];
+
+ if (gdata&0x04) PSXDisplay.Double=2;
+ else PSXDisplay.Double=1;
+ PSXDisplay.DisplayModeNew.y = PSXDisplay.Height*PSXDisplay.Double;
+
+ ChangeDispOffsetsY();
+
+ PSXDisplay.PAL = (gdata & 0x08)?TRUE:FALSE; // if 1 - PAL mode, else NTSC
+ PSXDisplay.RGB24New = (gdata & 0x10)?TRUE:FALSE; // if 1 - TrueColor
+ PSXDisplay.InterlacedNew = (gdata & 0x20)?TRUE:FALSE; // if 1 - Interlace
+
+ STATUSREG&=~GPUSTATUS_WIDTHBITS; // clear the width bits
+
+ STATUSREG|=
+ (((gdata & 0x03) << 17) |
+ ((gdata & 0x40) << 10)); // set the width bits
+
+ PreviousPSXDisplay.InterlacedNew=FALSE;
+ if (PSXDisplay.InterlacedNew)
+ {
+ if(!PSXDisplay.Interlaced)
+ {
+ PSXDisplay.InterlacedTest=2;
+ PreviousPSXDisplay.DisplayPosition.x = PSXDisplay.DisplayPosition.x;
+ PreviousPSXDisplay.DisplayPosition.y = PSXDisplay.DisplayPosition.y;
+ PreviousPSXDisplay.InterlacedNew=TRUE;
+ }
+
+ STATUSREG|=GPUSTATUS_INTERLACED;
+ }
+ else
+ {
+ PSXDisplay.InterlacedTest=0;
+ STATUSREG&=~GPUSTATUS_INTERLACED;
+ }
+
+ if (PSXDisplay.PAL)
+ STATUSREG|=GPUSTATUS_PAL;
+ else STATUSREG&=~GPUSTATUS_PAL;
+
+ if (PSXDisplay.Double==2)
+ STATUSREG|=GPUSTATUS_DOUBLEHEIGHT;
+ else STATUSREG&=~GPUSTATUS_DOUBLEHEIGHT;
+
+ if (PSXDisplay.RGB24New)
+ STATUSREG|=GPUSTATUS_RGB24;
+ else STATUSREG&=~GPUSTATUS_RGB24;
+
+ updateDisplayIfChanged();
+
+ return;
+
+ //--------------------------------------------------//
+ // ask about GPU version and other stuff
+ case 0x10:
+
+ gdata&=0xff;
+
+ switch(gdata)
+ {
+ case 0x02:
+ GPUdataRet=ulGPUInfoVals[INFO_TW]; // tw infos
+ return;
+ case 0x03:
+ GPUdataRet=ulGPUInfoVals[INFO_DRAWSTART]; // draw start
+ return;
+ case 0x04:
+ GPUdataRet=ulGPUInfoVals[INFO_DRAWEND]; // draw end
+ return;
+ case 0x05:
+ case 0x06:
+ GPUdataRet=ulGPUInfoVals[INFO_DRAWOFF]; // draw offset
+ return;
+ case 0x07:
+ if(dwGPUVersion==2)
+ GPUdataRet=0x01;
+ else GPUdataRet=0x02; // gpu type
+ return;
+ case 0x08:
+ case 0x0F: // some bios addr?
+ GPUdataRet=0xBFC03720;
+ return;
+ }
+ return;
+ //--------------------------------------------------//
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// vram read/write helpers
+////////////////////////////////////////////////////////////////////////
+
+BOOL bNeedWriteUpload=FALSE;
+
+__inline void FinishedVRAMWrite(void)
+{
+ if(bNeedWriteUpload)
+ {
+ bNeedWriteUpload=FALSE;
+ CheckWriteUpdate();
+ }
+
+ // set register to NORMAL operation
+ iDataWriteMode = DR_NORMAL;
+
+ // reset transfer values, to prevent mis-transfer of data
+ VRAMWrite.ColsRemaining = 0;
+ VRAMWrite.RowsRemaining = 0;
+}
+
+__inline void FinishedVRAMRead(void)
+{
+ // set register to NORMAL operation
+ iDataReadMode = DR_NORMAL;
+ // reset transfer values, to prevent mis-transfer of data
+ VRAMRead.x = 0;
+ VRAMRead.y = 0;
+ VRAMRead.Width = 0;
+ VRAMRead.Height = 0;
+ VRAMRead.ColsRemaining = 0;
+ VRAMRead.RowsRemaining = 0;
+
+ // indicate GPU is no longer ready for VRAM data in the STATUS REGISTER
+ STATUSREG&=~GPUSTATUS_READYFORVRAM;
+}
+
+////////////////////////////////////////////////////////////////////////
+// vram read check ex (reading from card's back/frontbuffer if needed...
+// slow!)
+////////////////////////////////////////////////////////////////////////
+
+void CheckVRamReadEx(int x, int y, int dx, int dy)
+{
+ unsigned short sArea;
+ int ux,uy,udx,udy,wx,wy;
+ unsigned short * p1, *p2;
+ float XS,YS;
+ u8 * ps;
+ u8 * px;
+ unsigned short s,sx;
+
+ if(STATUSREG&GPUSTATUS_RGB24) return;
+
+ if(((dx > PSXDisplay.DisplayPosition.x) &&
+ (x < PSXDisplay.DisplayEnd.x) &&
+ (dy > PSXDisplay.DisplayPosition.y) &&
+ (y < PSXDisplay.DisplayEnd.y)))
+ sArea=0;
+ else
+ if((!(PSXDisplay.InterlacedTest) &&
+ (dx > PreviousPSXDisplay.DisplayPosition.x) &&
+ (x < PreviousPSXDisplay.DisplayEnd.x) &&
+ (dy > PreviousPSXDisplay.DisplayPosition.y) &&
+ (y < PreviousPSXDisplay.DisplayEnd.y)))
+ sArea=1;
+ else
+ {
+ return;
+ }
+
+ //////////////
+
+ if(iRenderFVR)
+ {
+ bFullVRam=TRUE;iRenderFVR=2;return;
+ }
+ bFullVRam=TRUE;iRenderFVR=2;
+
+ //////////////
+
+ p2=0;
+
+ if(sArea==0)
+ {
+ ux=PSXDisplay.DisplayPosition.x;
+ uy=PSXDisplay.DisplayPosition.y;
+ udx=PSXDisplay.DisplayEnd.x-ux;
+ udy=PSXDisplay.DisplayEnd.y-uy;
+ if((PreviousPSXDisplay.DisplayEnd.x-
+ PreviousPSXDisplay.DisplayPosition.x)==udx &&
+ (PreviousPSXDisplay.DisplayEnd.y-
+ PreviousPSXDisplay.DisplayPosition.y)==udy)
+ p2=(psxVuw + (1024*PreviousPSXDisplay.DisplayPosition.y) +
+ PreviousPSXDisplay.DisplayPosition.x);
+ }
+ else
+ {
+ ux=PreviousPSXDisplay.DisplayPosition.x;
+ uy=PreviousPSXDisplay.DisplayPosition.y;
+ udx=PreviousPSXDisplay.DisplayEnd.x-ux;
+ udy=PreviousPSXDisplay.DisplayEnd.y-uy;
+ if((PSXDisplay.DisplayEnd.x-
+ PSXDisplay.DisplayPosition.x)==udx &&
+ (PSXDisplay.DisplayEnd.y-
+ PSXDisplay.DisplayPosition.y)==udy)
+ p2=(psxVuw + (1024*PSXDisplay.DisplayPosition.y) +
+ PSXDisplay.DisplayPosition.x);
+ }
+
+ p1=(psxVuw + (1024*uy) + ux);
+ if(p1==p2) p2=0;
+
+ x=0;y=0;
+ wx=dx=udx;wy=dy=udy;
+
+ if(udx<=0) return;
+ if(udy<=0) return;
+ if(dx<=0) return;
+ if(dy<=0) return;
+ if(wx<=0) return;
+ if(wy<=0) return;
+
+ XS=(float)rRatioRect.right/(float)wx;
+ YS=(float)rRatioRect.bottom/(float)wy;
+
+ dx=(int)((float)(dx)*XS);
+ dy=(int)((float)(dy)*YS);
+
+ if(dx>iResX) dx=iResX;
+ if(dy>iResY) dy=iResY;
+
+ if(dx<=0) return;
+ if(dy<=0) return;
+
+ // ogl y adjust
+ y=iResY-y-dy;
+
+ x+=rRatioRect.left;
+ y-=rRatioRect.top;
+
+ if(y<0) y=0; if((y+dy)>iResY) dy=iResY-y;
+
+ if(!pGfxCardScreen)
+ {
+ glPixelStorei(GL_PACK_ALIGNMENT,1);
+ pGfxCardScreen=(u8 *)malloc(iResX*iResY*4);
+ }
+
+ ps=pGfxCardScreen;
+
+ //if(!sArea) glReadBuffer(GL_FRONT);
+
+ glReadPixels(x,y,dx,dy,GL_RGB,GL_UNSIGNED_BYTE,ps);
+
+ //if(!sArea) glReadBuffer(GL_BACK);
+
+ s=0;
+
+ XS=(float)dx/(float)(udx);
+ YS=(float)dy/(float)(udy+1);
+
+ for(y=udy;y>0;y--)
+ {
+ for(x=0;x<udx;x++)
+ {
+ if(p1>=psxVuw && p1<psxVuw_eom)
+ {
+ px=ps+(3*((int)((float)x * XS))+
+ (3*dx)*((int)((float)y*YS)));
+ sx=(*px)>>3;px++;
+ s=sx;
+ sx=(*px)>>3;px++;
+ s|=sx<<5;
+ sx=(*px)>>3;
+ s|=sx<<10;
+ s&=~0x8000;
+ *p1=s;
+ }
+ if(p2>=psxVuw && p2<psxVuw_eom) *p2=s;
+
+ p1++;
+ if(p2) p2++;
+ }
+
+ p1 += 1024 - udx;
+ if(p2) p2 += 1024 - udx;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// vram read check (reading from card's back/frontbuffer if needed...
+// slow!)
+////////////////////////////////////////////////////////////////////////
+
+void CheckVRamRead(int x, int y, int dx, int dy, bool bFront)
+{
+ unsigned short sArea;unsigned short * p;
+ int ux,uy,udx,udy,wx,wy;float XS,YS;
+ u8 * ps, * px;
+ unsigned short s=0,sx;
+
+ if(STATUSREG&GPUSTATUS_RGB24) return;
+
+ if(((dx > PSXDisplay.DisplayPosition.x) &&
+ (x < PSXDisplay.DisplayEnd.x) &&
+ (dy > PSXDisplay.DisplayPosition.y) &&
+ (y < PSXDisplay.DisplayEnd.y)))
+ sArea=0;
+ else
+ if((!(PSXDisplay.InterlacedTest) &&
+ (dx > PreviousPSXDisplay.DisplayPosition.x) &&
+ (x < PreviousPSXDisplay.DisplayEnd.x) &&
+ (dy > PreviousPSXDisplay.DisplayPosition.y) &&
+ (y < PreviousPSXDisplay.DisplayEnd.y)))
+ sArea=1;
+ else
+ {
+ return;
+ }
+
+ if(dwActFixes&0x40)
+ {
+ if(iRenderFVR)
+ {
+ bFullVRam=TRUE;iRenderFVR=2;return;
+ }
+ bFullVRam=TRUE;iRenderFVR=2;
+ }
+
+ ux=x;uy=y;udx=dx;udy=dy;
+
+ if(sArea==0)
+ {
+ x -=PSXDisplay.DisplayPosition.x;
+ dx-=PSXDisplay.DisplayPosition.x;
+ y -=PSXDisplay.DisplayPosition.y;
+ dy-=PSXDisplay.DisplayPosition.y;
+ wx=PSXDisplay.DisplayEnd.x-PSXDisplay.DisplayPosition.x;
+ wy=PSXDisplay.DisplayEnd.y-PSXDisplay.DisplayPosition.y;
+ }
+ else
+ {
+ x -=PreviousPSXDisplay.DisplayPosition.x;
+ dx-=PreviousPSXDisplay.DisplayPosition.x;
+ y -=PreviousPSXDisplay.DisplayPosition.y;
+ dy-=PreviousPSXDisplay.DisplayPosition.y;
+ wx=PreviousPSXDisplay.DisplayEnd.x-PreviousPSXDisplay.DisplayPosition.x;
+ wy=PreviousPSXDisplay.DisplayEnd.y-PreviousPSXDisplay.DisplayPosition.y;
+ }
+ if(x<0) {ux-=x;x=0;}
+ if(y<0) {uy-=y;y=0;}
+ if(dx>wx) {udx-=(dx-wx);dx=wx;}
+ if(dy>wy) {udy-=(dy-wy);dy=wy;}
+ udx-=ux;
+ udy-=uy;
+
+ p=(psxVuw + (1024*uy) + ux);
+
+ if(udx<=0) return;
+ if(udy<=0) return;
+ if(dx<=0) return;
+ if(dy<=0) return;
+ if(wx<=0) return;
+ if(wy<=0) return;
+
+ XS=(float)rRatioRect.right/(float)wx;
+ YS=(float)rRatioRect.bottom/(float)wy;
+
+ dx=(int)((float)(dx)*XS);
+ dy=(int)((float)(dy)*YS);
+ x=(int)((float)x*XS);
+ y=(int)((float)y*YS);
+
+ dx-=x;
+ dy-=y;
+
+ if(dx>iResX) dx=iResX;
+ if(dy>iResY) dy=iResY;
+
+ if(dx<=0) return;
+ if(dy<=0) return;
+
+ // ogl y adjust
+ y=iResY-y-dy;
+
+ x+=rRatioRect.left;
+ y-=rRatioRect.top;
+
+ if(y<0) y=0; if((y+dy)>iResY) dy=iResY-y;
+
+ if(!pGfxCardScreen)
+ {
+ glPixelStorei(GL_PACK_ALIGNMENT,1);
+ pGfxCardScreen=(u8 *)malloc(iResX*iResY*4);
+ }
+
+ ps=pGfxCardScreen;
+
+// if(bFront) glReadBuffer(GL_FRONT);
+
+ glReadPixels(x,y,dx,dy,GL_RGB,GL_UNSIGNED_BYTE,ps);
+
+// if(bFront) glReadBuffer(GL_BACK);
+
+ XS=(float)dx/(float)(udx);
+ YS=(float)dy/(float)(udy+1);
+
+ for(y=udy;y>0;y--)
+ {
+ for(x=0;x<udx;x++)
+ {
+ if(p>=psxVuw && p<psxVuw_eom)
+ {
+ px=ps+(3*((int)((float)x * XS))+
+ (3*dx)*((int)((float)y*YS)));
+ sx=(*px)>>3;px++;
+ s=sx;
+ sx=(*px)>>3;px++;
+ s|=sx<<5;
+ sx=(*px)>>3;
+ s|=sx<<10;
+ s&=~0x8000;
+ *p=s;
+ }
+ p++;
+ }
+ p += 1024 - udx;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// core read from vram
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+void CALLBACK GPUreadDataMem(unsigned int * pMem, int iSize)
+#else
+void CALLBACK GPU_readDataMem(unsigned long * pMem, int iSize)
+#endif
+{
+int i;
+
+if(iDataReadMode!=DR_VRAMTRANSFER) return;
+
+GPUIsBusy;
+
+// adjust read ptr, if necessary
+while(VRAMRead.ImagePtr>=psxVuw_eom)
+ VRAMRead.ImagePtr-=iGPUHeight*1024;
+while(VRAMRead.ImagePtr<psxVuw)
+ VRAMRead.ImagePtr+=iGPUHeight*1024;
+
+if((iFrameReadType&1 && iSize>1) &&
+ !(iDrawnSomething==2 &&
+ VRAMRead.x == VRAMWrite.x &&
+ VRAMRead.y == VRAMWrite.y &&
+ VRAMRead.Width == VRAMWrite.Width &&
+ VRAMRead.Height == VRAMWrite.Height))
+ CheckVRamRead(VRAMRead.x,VRAMRead.y,
+ VRAMRead.x+VRAMRead.RowsRemaining,
+ VRAMRead.y+VRAMRead.ColsRemaining,
+ TRUE);
+
+for(i=0;i<iSize;i++)
+ {
+ // do 2 seperate 16bit reads for compatibility (wrap issues)
+ if ((VRAMRead.ColsRemaining > 0) && (VRAMRead.RowsRemaining > 0))
+ {
+ // lower 16 bit
+ GPUdataRet=(unsigned long)*VRAMRead.ImagePtr;
+
+ VRAMRead.ImagePtr++;
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
+ VRAMRead.RowsRemaining --;
+
+ if(VRAMRead.RowsRemaining<=0)
+ {
+ VRAMRead.RowsRemaining = VRAMRead.Width;
+ VRAMRead.ColsRemaining--;
+ VRAMRead.ImagePtr += 1024 - VRAMRead.Width;
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
+ }
+
+ // higher 16 bit (always, even if it's an odd width)
+ GPUdataRet|=(unsigned long)(*VRAMRead.ImagePtr)<<16;
+ *pMem++=GPUdataRet;
+
+ if(VRAMRead.ColsRemaining <= 0)
+ {FinishedVRAMRead();goto ENDREAD;}
+
+ VRAMRead.ImagePtr++;
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
+ VRAMRead.RowsRemaining--;
+ if(VRAMRead.RowsRemaining<=0)
+ {
+ VRAMRead.RowsRemaining = VRAMRead.Width;
+ VRAMRead.ColsRemaining--;
+ VRAMRead.ImagePtr += 1024 - VRAMRead.Width;
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
+ }
+ if(VRAMRead.ColsRemaining <= 0)
+ {FinishedVRAMRead();goto ENDREAD;}
+ }
+ else {FinishedVRAMRead();goto ENDREAD;}
+ }
+
+ENDREAD:
+GPUIsIdle;
+}
+
+#ifdef _WINDOWS
+unsigned long CALLBACK GPUreadData(void)
+#else
+unsigned long CALLBACK GPU_readData(void)
+#endif
+{
+ unsigned long l;
+#ifdef _WINDOWS
+ GPUreadDataMem(&l,1);
+#else
+ GPU_readDataMem(&l,1);
+#endif
+ return GPUdataRet;
+}
+
+////////////////////////////////////////////////////////////////////////
+// helper table to know how much data is used by drawing commands
+////////////////////////////////////////////////////////////////////////
+
+const u8 primTableCX[256] =
+{
+ // 00
+ 0,0,3,0,0,0,0,0,
+ // 08
+ 0,0,0,0,0,0,0,0,
+ // 10
+ 0,0,0,0,0,0,0,0,
+ // 18
+ 0,0,0,0,0,0,0,0,
+ // 20
+ 4,4,4,4,7,7,7,7,
+ // 28
+ 5,5,5,5,9,9,9,9,
+ // 30
+ 6,6,6,6,9,9,9,9,
+ // 38
+ 8,8,8,8,12,12,12,12,
+ // 40
+ 3,3,3,3,0,0,0,0,
+ // 48
+// 5,5,5,5,6,6,6,6, //FLINE
+ 254,254,254,254,254,254,254,254,
+ // 50
+ 4,4,4,4,0,0,0,0,
+ // 58
+// 7,7,7,7,9,9,9,9, // LINEG3 LINEG4
+ 255,255,255,255,255,255,255,255,
+ // 60
+ 3,3,3,3,4,4,4,4, // TILE SPRT
+ // 68
+ 2,2,2,2,3,3,3,3, // TILE1
+ // 70
+ 2,2,2,2,3,3,3,3,
+ // 78
+ 2,2,2,2,3,3,3,3,
+ // 80
+ 4,0,0,0,0,0,0,0,
+ // 88
+ 0,0,0,0,0,0,0,0,
+ // 90
+ 0,0,0,0,0,0,0,0,
+ // 98
+ 0,0,0,0,0,0,0,0,
+ // a0
+ 3,0,0,0,0,0,0,0,
+ // a8
+ 0,0,0,0,0,0,0,0,
+ // b0
+ 0,0,0,0,0,0,0,0,
+ // b8
+ 0,0,0,0,0,0,0,0,
+ // c0
+ 3,0,0,0,0,0,0,0,
+ // c8
+ 0,0,0,0,0,0,0,0,
+ // d0
+ 0,0,0,0,0,0,0,0,
+ // d8
+ 0,0,0,0,0,0,0,0,
+ // e0
+ 0,1,1,1,1,1,1,0,
+ // e8
+ 0,0,0,0,0,0,0,0,
+ // f0
+ 0,0,0,0,0,0,0,0,
+ // f8
+ 0,0,0,0,0,0,0,0
+};
+
+////////////////////////////////////////////////////////////////////////
+// processes data send to GPU data register
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+void CALLBACK GPUwriteDataMem(unsigned long * pMem, int iSize)
+#else
+void CALLBACK GPU_writeDataMem(unsigned long * pMem, int iSize)
+#endif
+{
+u8 command;
+unsigned long gdata=0;
+int i=0;
+GPUIsBusy;
+GPUIsNotReadyForCommands;
+
+STARTVRAM:
+
+if(iDataWriteMode==DR_VRAMTRANSFER)
+ {
+ // make sure we are in vram
+ while(VRAMWrite.ImagePtr>=psxVuw_eom)
+ VRAMWrite.ImagePtr-=iGPUHeight*1024;
+ while(VRAMWrite.ImagePtr<psxVuw)
+ VRAMWrite.ImagePtr+=iGPUHeight*1024;
+
+ // now do the loop
+ while(VRAMWrite.ColsRemaining>0)
+ {
+ while(VRAMWrite.RowsRemaining>0)
+ {
+ if(i>=iSize) {goto ENDVRAM;}
+ i++;
+
+ gdata=*pMem++;
+
+ *VRAMWrite.ImagePtr++ = (unsigned short)gdata;
+ if(VRAMWrite.ImagePtr>=psxVuw_eom) VRAMWrite.ImagePtr-=iGPUHeight*1024;
+ VRAMWrite.RowsRemaining --;
+
+ if(VRAMWrite.RowsRemaining <= 0)
+ {
+ VRAMWrite.ColsRemaining--;
+ if (VRAMWrite.ColsRemaining <= 0) // last pixel is odd width
+ {
+ gdata=(gdata&0xFFFF)|(((unsigned long)(*VRAMWrite.ImagePtr))<<16);
+ FinishedVRAMWrite();
+ goto ENDVRAM;
+ }
+ VRAMWrite.RowsRemaining = VRAMWrite.Width;
+ VRAMWrite.ImagePtr += 1024 - VRAMWrite.Width;
+ }
+
+ *VRAMWrite.ImagePtr++ = (unsigned short)(gdata>>16);
+ if(VRAMWrite.ImagePtr>=psxVuw_eom) VRAMWrite.ImagePtr-=iGPUHeight*1024;
+ VRAMWrite.RowsRemaining --;
+ }
+
+ VRAMWrite.RowsRemaining = VRAMWrite.Width;
+ VRAMWrite.ColsRemaining--;
+ VRAMWrite.ImagePtr += 1024 - VRAMWrite.Width;
+ }
+
+ FinishedVRAMWrite();
+ }
+
+ENDVRAM:
+
+if(iDataWriteMode==DR_NORMAL)
+ {
+ void (* *primFunc)(u8 *);
+ if(bSkipNextFrame) primFunc=primTableSkip;
+ else primFunc=primTableJ;
+
+ for(;i<iSize;)
+ {
+ if(iDataWriteMode==DR_VRAMTRANSFER) goto STARTVRAM;
+
+ gdata=*pMem++;i++;
+
+ if(gpuDataC == 0)
+ {
+ command = (u8)((gdata>>24) & 0xff);
+
+ if(primTableCX[command])
+ {
+ gpuDataC = primTableCX[command];
+ gpuCommand = command;
+ gpuDataM[0] = gdata;
+ gpuDataP = 1;
+ }
+ else continue;
+ }
+ else
+ {
+ gpuDataM[gpuDataP] = gdata;
+ if(gpuDataC>128)
+ {
+ if((gpuDataC==254 && gpuDataP>=3) ||
+ (gpuDataC==255 && gpuDataP>=4 && !(gpuDataP&1)))
+ {
+ if((gpuDataM[gpuDataP] & 0xF000F000) == 0x50005000)
+ gpuDataP=gpuDataC-1;
+ }
+ }
+ gpuDataP++;
+ }
+
+ if(gpuDataP == gpuDataC)
+ {
+ gpuDataC=gpuDataP=0;
+ primFunc[gpuCommand]((u8 *)gpuDataM);
+
+ if(dwEmuFixes&0x0001 || dwActFixes&0x20000) // hack for emulating "gpu busy" in some games
+ iFakePrimBusy=4;
+ }
+ }
+ }
+
+GPUdataRet=gdata;
+
+GPUIsReadyForCommands;
+GPUIsIdle;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+void CALLBACK GPUwriteData(unsigned long gdata)
+#else
+void CALLBACK GPU_writeData(unsigned long gdata)
+#endif
+{
+#ifdef _WINDOWS
+ GPUwriteDataMem(&gdata,1);
+#else
+ GPU_writeDataMem(&gdata,1);
+#endif
+}
+
+////////////////////////////////////////////////////////////////////////
+// this function will be removed soon (or 'soonish') (or never)
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUsetMode(unsigned int gdata)
+{
+ // ignore old psemu setmode:
+
+ // imageTransfer = gdata;
+ // iDataWriteMode=(gdata&1)?DR_VRAMTRANSFER:DR_NORMAL;
+ // iDataReadMode =(gdata&2)?DR_VRAMTRANSFER:DR_NORMAL;
+}
+
+// and this function will be removed soon as well, hehehe...
+long CALLBACK GPUgetMode(void)
+{
+ // ignore old psemu setmode
+ // return imageTransfer;
+
+long iT=0;
+
+if(iDataWriteMode==DR_VRAMTRANSFER) iT|=0x1;
+if(iDataReadMode ==DR_VRAMTRANSFER) iT|=0x2;
+
+return iT;
+}
+
+////////////////////////////////////////////////////////////////////////
+// call config dlg (Windows + Linux)
+////////////////////////////////////////////////////////////////////////
+
+#ifndef _WINDOWS
+
+/*#include <unistd.h>
+
+void StartCfgTool(s8 * pCmdLine) // linux: start external cfg tool
+{
+ FILE * cf;s8 filename[255],t[255];
+
+ strcpy(filename,"cfg/cfgPeopsMesaGL"); // look in cfg sub folder first
+ cf=fopen(filename,"rb");
+ if(cf!=NULL)
+ {
+ fclose(cf);
+ getcwd(t,255);
+ chdir("cfg");
+ sprintf(filename,"./cfgPeopsMesaGL %s",pCmdLine);
+ system(filename);
+ chdir(t);
+ }
+ else
+ {
+ strcpy(filename,"cfgPeopsMesaGL"); // look in current folder
+ cf=fopen(filename,"rb");
+ if(cf!=NULL)
+ {
+ fclose(cf);
+ sprintf(filename,"./cfgPeopsMesaGL %s",pCmdLine);
+ system(filename);
+ }
+ else
+ {
+ sprintf(filename,"%s/cfgPeopsMesaGL",getenv("HOME")); // look in home folder
+ cf=fopen(filename,"rb");
+ if(cf!=NULL)
+ {
+ fclose(cf);
+ getcwd(t,255);
+ chdir(getenv("HOME"));
+ sprintf(filename,"./cfgPeopsMesaGL %s",pCmdLine);
+ system(filename);
+ chdir(t);
+ }
+ else printf("cfgPeopsMesaGL not found!\n");
+ }
+ }
+}
+*/
+#endif
+
+
+#ifdef _WINDOWS
+long CALLBACK GPUconfigure(void)
+#else
+long CALLBACK GPU_configure(void)
+#endif
+{
+
+#ifdef _WINDOWS
+// HWND hWP=GetActiveWindow();
+// DialogBox(hInst,MAKEINTRESOURCE(IDD_CFGDLG),
+// hWP,(DLGPROC)CfgDlgProc);
+#else
+
+// StartCfgTool("CFG");
+
+#endif
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// sets all kind of act fixes
+////////////////////////////////////////////////////////////////////////
+
+void SetFixes(void)
+{
+ ReInitFrameCap();
+
+ if(dwActFixes & 0x2000)
+ dispWidths[4]=384;
+ else dispWidths[4]=368;
+}
+
+////////////////////////////////////////////////////////////////////////
+// Pete Special: make an 'intelligent' dma chain check (<-Tekken3)
+////////////////////////////////////////////////////////////////////////
+
+unsigned long lUsedAddr[3];
+
+__inline BOOL CheckForEndlessLoop(unsigned long laddr)
+{
+if(laddr==lUsedAddr[1]) return TRUE;
+if(laddr==lUsedAddr[2]) return TRUE;
+
+if(laddr<lUsedAddr[0]) lUsedAddr[1]=laddr;
+else lUsedAddr[2]=laddr;
+lUsedAddr[0]=laddr;
+return FALSE;
+}
+
+////////////////////////////////////////////////////////////////////////
+// core gives a dma chain to gpu: same as the gpuwrite interface funcs
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+long CALLBACK GPUdmaChain(unsigned long * baseAddrL, unsigned long addr)
+#else
+long CALLBACK GPU_dmaChain(unsigned long * baseAddrL, unsigned long addr)
+#endif
+{
+unsigned long dmaMem;
+u8 * baseAddrB;
+short count;unsigned int DMACommandCounter = 0;
+
+if(bIsFirstFrame) GLinitialize();
+
+GPUIsBusy;
+
+lUsedAddr[0]=lUsedAddr[1]=lUsedAddr[2]=0xffffff;
+
+baseAddrB = (u8*) baseAddrL;
+
+do
+ {
+ if(iGPUHeight==512) addr&=0x1FFFFC;
+
+ if(DMACommandCounter++ > 2000000) break;
+ if(CheckForEndlessLoop(addr)) break;
+
+ count = baseAddrB[addr+3];
+
+ dmaMem=addr+4;
+
+#ifdef _WINDOWS
+ if(count>0) GPUwriteDataMem(&baseAddrL[dmaMem>>2],count);
+#else
+ if(count>0) GPU_writeDataMem(&baseAddrL[dmaMem>>2],count);
+#endif
+
+ addr = baseAddrL[addr>>2]&0xffffff;
+ }
+while (addr != 0xffffff);
+
+GPUIsIdle;
+
+return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// show about dlg
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+void CALLBACK GPUabout(void)
+#else
+void CALLBACK GPU_about(void)
+#endif
+{
+
+}
+
+////////////////////////////////////////////////////////////////////////
+// We are ever fine ;)
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+long CALLBACK GPUtest(void)
+#else
+long CALLBACK GPU_test(void)
+#endif
+{
+ // if test fails this function should return negative value for error (unable to continue)
+ // and positive value for warning (can continue but output might be crappy)
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// save state funcs
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+long CALLBACK GPUfreeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF)
+#else
+long CALLBACK GPU_freeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF)
+#endif
+{
+if(ulGetFreezeData==2)
+ {
+ long lSlotNum=*((long *)pF);
+ if(lSlotNum<0) return 0;
+ if(lSlotNum>8) return 0;
+ lSelectedSlot=lSlotNum+1;
+ return 1;
+ }
+
+if(!pF) return 0;
+if(pF->ulFreezeVersion!=1) return 0;
+
+if(ulGetFreezeData==1)
+ {
+ pF->ulStatus=STATUSREG;
+ memcpy(pF->ulControl,ulStatusControl,256*sizeof(unsigned long));
+ memcpy(pF->psxVRam, psxVub, 1024*iGPUHeight*2);
+
+ return 1;
+ }
+
+if(ulGetFreezeData!=0) return 0;
+
+STATUSREG=pF->ulStatus;
+memcpy(ulStatusControl,pF->ulControl,256*sizeof(unsigned long));
+memcpy(psxVub, pF->psxVRam, 1024*iGPUHeight*2);
+
+ResetTextureArea(TRUE);
+
+#ifdef _WINDOWS
+ GPUwriteStatus(ulStatusControl[0]);
+ GPUwriteStatus(ulStatusControl[1]);
+ GPUwriteStatus(ulStatusControl[2]);
+ GPUwriteStatus(ulStatusControl[3]);
+ GPUwriteStatus(ulStatusControl[8]);
+ GPUwriteStatus(ulStatusControl[6]);
+ GPUwriteStatus(ulStatusControl[7]);
+ GPUwriteStatus(ulStatusControl[5]);
+ GPUwriteStatus(ulStatusControl[4]);
+#else
+ GPU_writeStatus(ulStatusControl[0]);
+ GPU_writeStatus(ulStatusControl[1]);
+ GPU_writeStatus(ulStatusControl[2]);
+ GPU_writeStatus(ulStatusControl[3]);
+ GPU_writeStatus(ulStatusControl[8]);
+ GPU_writeStatus(ulStatusControl[6]);
+ GPU_writeStatus(ulStatusControl[7]);
+ GPU_writeStatus(ulStatusControl[5]);
+ GPU_writeStatus(ulStatusControl[4]);
+#endif
+ return 1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// special "emu infos" / "emu effects" functions
+////////////////////////////////////////////////////////////////////////
+
+//00 = black
+//01 = white
+//10 = red
+//11 = transparent
+
+u8 cFont[10][120]=
+{
+// 0
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 1
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x05,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x05,0x55,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 2
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x01,0x40,0x00,0x00,
+ 0x80,0x00,0x05,0x00,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x15,0x55,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 3
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x01,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 4
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x54,0x00,0x00,
+ 0x80,0x00,0x01,0x54,0x00,0x00,
+ 0x80,0x00,0x01,0x54,0x00,0x00,
+ 0x80,0x00,0x05,0x14,0x00,0x00,
+ 0x80,0x00,0x14,0x14,0x00,0x00,
+ 0x80,0x00,0x15,0x55,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x55,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 5
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x15,0x55,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x15,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 6
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x01,0x54,0x00,0x00,
+ 0x80,0x00,0x05,0x00,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x15,0x54,0x00,0x00,
+ 0x80,0x00,0x15,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 7
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x15,0x55,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x01,0x40,0x00,0x00,
+ 0x80,0x00,0x01,0x40,0x00,0x00,
+ 0x80,0x00,0x05,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 8
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 9
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x15,0x00,0x00,
+ 0x80,0x00,0x05,0x55,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x05,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+}
+};
+
+////////////////////////////////////////////////////////////////////////
+
+void PaintPicDot(u8 * p,u8 c)
+{
+ if(c==0) {*p++=0x00;*p++=0x00;*p=0x00;return;}
+ if(c==1) {*p++=0xff;*p++=0xff;*p=0xff;return;}
+ if(c==2) {*p++=0x00;*p++=0x00;*p=0xff;return;}
+}
+
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+void CALLBACK GPUgetScreenPic(u8 * pMem)
+#else
+long CALLBACK GPU_getScreenPic(u8 * pMem)
+#endif
+{
+ float XS,YS;int x,y,v;
+ u8 * ps, * px, * pf;
+ u8 c;
+
+ if(!pGfxCardScreen)
+ {
+ glPixelStorei(GL_PACK_ALIGNMENT,1);
+ pGfxCardScreen=(u8 *)malloc(iResX*iResY*4);
+ }
+
+ ps=pGfxCardScreen;
+
+// glReadBuffer(GL_FRONT);
+
+ glReadPixels(0,0,iResX,iResY,GL_RGB,GL_UNSIGNED_BYTE,ps);
+
+// glReadBuffer(GL_BACK);
+
+ XS=(float)iResX/128;
+ YS=(float)iResY/96;
+ pf=pMem;
+
+ for(y=96;y>0;y--)
+ {
+ for(x=0;x<128;x++)
+ {
+ px=ps+(3*((int)((float)x * XS))+
+ (3*iResX)*((int)((float)y*YS)));
+ *(pf+0)=*(px+2);
+ *(pf+1)=*(px+1);
+ *(pf+2)=*(px+0);
+ pf+=3;
+ }
+ }
+
+ /////////////////////////////////////////////////////////////////////
+ // generic number/border painter
+
+ pf=pMem+(103*3);
+
+ for(y=0;y<20;y++)
+ {
+ for(x=0;x<6;x++)
+ {
+ c=cFont[lSelectedSlot][x+y*6];
+ v=(c&0xc0)>>6;
+ PaintPicDot(pf,(u8)v);pf+=3; // paint the dots into the rect
+ v=(c&0x30)>>4;
+ PaintPicDot(pf,(u8)v);pf+=3;
+ v=(c&0x0c)>>2;
+ PaintPicDot(pf,(u8)v);pf+=3;
+ v=c&0x03;
+ PaintPicDot(pf,(u8)v);pf+=3;
+ }
+ pf+=104*3;
+ }
+
+ pf=pMem;
+ for(x=0;x<128;x++)
+ {
+ *(pf+(95*128*3))=0x00;*pf++=0x00;
+ *(pf+(95*128*3))=0x00;*pf++=0x00;
+ *(pf+(95*128*3))=0xff;*pf++=0xff;
+ }
+ pf=pMem;
+ for(y=0;y<96;y++)
+ {
+ *(pf+(127*3))=0x00;*pf++=0x00;
+ *(pf+(127*3))=0x00;*pf++=0x00;
+ *(pf+(127*3))=0xff;*pf++=0xff;
+ pf+=127*3;
+ }
+
+}
+
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+void CALLBACK GPUshowScreenPic(u8 * pMem)
+#else
+long CALLBACK GPU_showScreenPic(u8 * pMem)
+#endif
+{
+// DestroyPic();
+// if(pMem==0) return;
+// CreatePic(pMem);
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUsetfix(unsigned long dwFixBits)
+{
+ dwEmuFixes=dwFixBits;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUvisualVibration(unsigned long iSmall, unsigned long iBig)
+{
+ int iVibVal;
+
+ if(PSXDisplay.DisplayModeNew.x) // calc min "shake pixel" from screen width
+ iVibVal=max(1,iResX/PSXDisplay.DisplayModeNew.x);
+ else iVibVal=1;
+ // big rumble: 4...15 sp ; small rumble 1...3 sp
+ if(iBig) iRumbleVal=max(4*iVibVal,min(15*iVibVal,((int)iBig *iVibVal)/10));
+ else iRumbleVal=max(1*iVibVal,min( 3*iVibVal,((int)iSmall*iVibVal)/10));
+
+ srand(timeGetTime()); // init rand (will be used in BufferSwap)
+
+ iRumbleTime=15; // let the rumble last 16 buffer swaps
+}
+
+////////////////////////////////////////////////////////////////////////
+// main emu can set display infos (A/M/G/D)
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUdisplayFlags(unsigned long dwFlags)
+{
+// dwCoreFlags=dwFlags;
+}
diff --git a/plugins/gpu-gles/gpuPlugin.h b/plugins/gpu-gles/gpuPlugin.h new file mode 100644 index 0000000..c452032 --- /dev/null +++ b/plugins/gpu-gles/gpuPlugin.h @@ -0,0 +1,134 @@ +/***************************************************************************
+ gpu.h - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+#ifndef _GPU_PLUGIN_H
+#define _GPU_PLUGIN_H
+
+/////////////////////////////////////////////////////////////////////////////
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#if !defined(_WINDOWS) && !defined(__NANOGL__)
+#define glOrtho(x,y,z,xx,yy,zz) glOrthof(x,y,z,xx,yy,zz)
+#endif
+
+#define PRED(x) ((x << 3) & 0xF8)
+#define PBLUE(x) ((x >> 2) & 0xF8)
+#define PGREEN(x) ((x >> 7) & 0xF8)
+
+#define RED(x) (x & 0xff)
+#define BLUE(x) ((x>>16) & 0xff)
+#define GREEN(x) ((x>>8) & 0xff)
+#define COLOR(x) (x & 0xffffff)
+
+#ifdef _WINDOWS
+#include "Externals.h"
+#include "plugin.h"
+#include <gl/gl.h>
+#else
+#ifndef MAEMO_CHANGES
+ #include "psxCommon.h"
+#else
+ #include "../psxCommon.h"
+#endif
+#include "gpuExternals.h"
+#ifdef __NANOGL__
+#include <gl/gl.h>
+#else
+#ifdef SOFT_LINKAGE
+#pragma softfp_linkage
+#endif
+#ifndef MAEMO_CHANGES
+ #include <gles/gl.h> // for opengl es types
+ #include <gles/egltypes.h>
+#else
+#include "gpuStdafx.h"
+#endif
+#ifdef SOFT_LINKAGE
+#pragma no_softfp_linkage
+#endif
+#endif
+#endif
+/////////////////////////////////////////////////////////////////////////////
+
+#define CALLBACK
+
+#define bool unsigned short
+
+typedef struct {
+ u32 ulFreezeVersion;
+ u32 ulStatus;
+ u32 ulControl[256];
+ u8 psxVRam[1024*1024*2];
+} GPUFreeze_t;
+
+long CALLBACK GPU_init();
+long CALLBACK GPU_shutdown();
+long CALLBACK GPU_open(int hwndGPU);
+long CALLBACK GPU_close();
+unsigned long CALLBACK GPU_readData(void);
+void CALLBACK GPU_readDataMem(unsigned long * pMem, int iSize);
+unsigned long CALLBACK GPU_readStatus(void);
+void CALLBACK GPU_writeData(unsigned long gdata);
+void CALLBACK GPU_writeDataMem(unsigned long * pMem, int iSize);
+void CALLBACK GPU_writeStatus(unsigned long gdata);
+long CALLBACK GPU_dmaChain(unsigned long * baseAddrL, unsigned long addr);
+void CALLBACK GPU_updateLace(void);
+void CALLBACK GPU_makeSnapshot(void);
+long CALLBACK GPU_freeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF);
+long CALLBACK GPU_getScreenPic(u8 * pMem);
+long CALLBACK GPU_showScreenPic(u8 * pMem);
+//void CALLBACK GPU_keypressed(int keycode);
+//void CALLBACK GPU_displayText(s8 * pText);
+//void CALLBACK GPU_clearDynarec(void (CALLBACK *callback)(void));
+long CALLBACK GPU_configure(void);
+long CALLBACK GPU_test(void);
+void CALLBACK GPU_about(void);
+
+
+void DoSnapShot(void);
+void GPU_vSinc(void);
+void updateDisplay(void);
+void updateFrontDisplay(void);
+void SetAutoFrameCap(void);
+void SetAspectRatio(void);
+void CheckVRamRead(int x, int y, int dx, int dy, bool bFront);
+void CheckVRamReadEx(int x, int y, int dx, int dy);
+void SetFixes(void);
+
+void PaintPicDot(u8 * p,u8 c);
+//void DrawNumBorPic(u8 *pMem, int lSelectedSlot);
+void ResizeWindow();
+
+////////////////////////////////////////////////////////////////////////////
+#ifdef __cplusplus
+}
+#endif
+
+
+#endif // _GPU_INTERNALS_H
diff --git a/plugins/gpu-gles/gpuPrim.c b/plugins/gpu-gles/gpuPrim.c new file mode 100644 index 0000000..9b718a5 --- /dev/null +++ b/plugins/gpu-gles/gpuPrim.c @@ -0,0 +1,5022 @@ +/***************************************************************************
+ prim.c - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+#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"
+#include "gpuDraw.h"
+#include "gpuTexture.h"
+#include "gpuPrim.h"
+
+#endif
+
+////////////////////////////////////////////////////////////////////////
+// defines
+////////////////////////////////////////////////////////////////////////
+
+#define DEFOPAQUEON glAlphaFunc(GL_EQUAL,0.0f);bBlendEnable=FALSE;glDisable(GL_BLEND);
+#define DEFOPAQUEOFF glAlphaFunc(GL_GREATER,0.49f);
+#define fpoint(x) x
+////////////////////////////////////////////////////////////////////////
+// globals
+////////////////////////////////////////////////////////////////////////
+
+#ifndef _WINDOWS
+EGLSurface surface;
+EGLDisplay display;
+#endif
+
+BOOL bDrawTextured; // current active drawing states
+BOOL bDrawSmoothShaded;
+BOOL bOldSmoothShaded;
+BOOL bDrawNonShaded;
+BOOL bDrawMultiPass;
+int iOffscreenDrawing;
+int iDrawnSomething=0;
+
+BOOL bRenderFrontBuffer=FALSE; // flag for front buffer rendering
+
+GLubyte ubGloAlpha; // texture alpha
+GLubyte ubGloColAlpha; // color alpha
+int iFilterType; // type of filter
+BOOL bFullVRam=FALSE; // sign for tex win
+BOOL bDrawDither; // sign for dither
+BOOL bUseMultiPass; // sign for multi pass
+GLuint gTexName; // binded texture
+BOOL bTexEnabled; // texture enable flag
+BOOL bBlendEnable; // blend enable flag
+PSXRect_t xrUploadArea; // rect to upload
+PSXRect_t xrUploadAreaIL; // rect to upload
+PSXRect_t xrUploadAreaRGB24; // rect to upload rgb24
+int iSpriteTex=0; // flag for "hey, it's a sprite"
+unsigned short usMirror; // mirror, mirror on the wall
+
+BOOL bNeedUploadAfter=FALSE; // sign for uploading in next frame
+BOOL bNeedUploadTest=FALSE; // sign for upload test
+BOOL bUsingTWin=FALSE; // tex win active flag
+BOOL bUsingMovie=FALSE; // movie active flag
+PSXRect_t xrMovieArea; // rect for movie upload
+short sSprite_ux2; // needed for sprire adjust
+short sSprite_vy2; //
+unsigned long ulOLDCOL=0; // active color
+unsigned long ulClutID; // clut
+
+unsigned long dwCfgFixes; // game fixes
+unsigned long dwActFixes=0;
+unsigned long dwEmuFixes=0;
+BOOL bUseFixes;
+
+long drawX,drawY,drawW,drawH; // offscreen drawing checkers
+short sxmin,sxmax,symin,symax;
+
+////////////////////////////////////////////////////////////////////////
+// Update global TP infos
+////////////////////////////////////////////////////////////////////////
+
+void UpdateGlobalTP(unsigned short gdata)
+{
+ GlobalTextAddrX = (gdata << 6) & 0x3c0;
+
+ if(iGPUHeight==1024) // ZN mode
+ {
+ if(dwGPUVersion==2) // very special zn gpu
+ {
+ GlobalTextAddrY =((gdata & 0x60 ) << 3);
+ GlobalTextIL =(gdata & 0x2000) >> 13;
+ GlobalTextABR = (unsigned short)((gdata >> 7) & 0x3);
+ GlobalTextTP = (gdata >> 9) & 0x3;
+ if(GlobalTextTP==3) GlobalTextTP=2;
+ GlobalTexturePage = (GlobalTextAddrX>>6)+(GlobalTextAddrY>>4);
+ usMirror =0;
+ STATUSREG = (STATUSREG & 0xffffe000 ) | (gdata & 0x1fff );
+ return;
+ }
+ else // "enhanced" psx gpu
+ {
+ GlobalTextAddrY = (unsigned short)(((gdata << 4) & 0x100) | ((gdata >> 2) & 0x200));
+ }
+ }
+ else GlobalTextAddrY = (gdata << 4) & 0x100; // "normal" psx gpu
+
+ usMirror=gdata&0x3000;
+
+ GlobalTextTP = (gdata >> 7) & 0x3; // tex mode (4,8,15)
+ if(GlobalTextTP==3) GlobalTextTP=2; // seen in Wild9 :(
+ GlobalTextABR = (gdata >> 5) & 0x3; // blend mode
+
+ GlobalTexturePage = (GlobalTextAddrX>>6)+(GlobalTextAddrY>>4);
+
+ STATUSREG&=~0x07ff; // Clear the necessary bits
+ STATUSREG|=(gdata & 0x07ff); // set the necessary bits
+}
+
+////////////////////////////////////////////////////////////////////////
+// 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)
+{
+ unsigned long ebx,eax,edx;
+
+ ebx=(BGR&0x000000ff)<<1;
+ if(ebx&0x00000100) ebx=0x000000ff;
+
+ eax=(BGR&0x0000ff00)<<1;
+ if(eax&0x00010000) eax=0x0000ff00;
+
+ edx=(BGR&0x00ff0000)<<1;
+ if(edx&0x01000000) edx=0x00ff0000;
+
+ return (ebx|eax|edx);
+}
+
+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,
+ OGLVertex* vertex3, OGLVertex* vertex4)
+{
+
+
+Vertex v[4];
+
+v[0].xyz.x = fpoint(vertex1->x);
+v[0].xyz.y = fpoint(vertex1->y);
+v[0].xyz.z = fpoint(vertex1->z);
+v[0].st.x = fpoint(vertex1->sow);
+v[0].st.y = fpoint(vertex1->tow);
+
+v[1].xyz.x = fpoint(vertex2->x);
+v[1].xyz.y = fpoint(vertex2->y);
+v[1].xyz.z = fpoint(vertex2->z);
+v[1].st.x = fpoint(vertex2->sow);
+v[1].st.y = fpoint(vertex2->tow);
+
+v[2].xyz.x = fpoint(vertex4->x);
+v[2].xyz.y = fpoint(vertex4->y);
+v[2].xyz.z = fpoint(vertex4->z);
+v[2].st.x = fpoint(vertex4->sow);
+v[2].st.y = fpoint(vertex4->tow);
+
+v[3].xyz.x = fpoint(vertex3->x);
+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);
+}
+
+/////////////////////////////////////////////////////////
+
+__inline void PRIMdrawTexturedTri(OGLVertex* vertex1, OGLVertex* vertex2,
+ OGLVertex* vertex3)
+{
+Vertex v[3];
+
+v[0].xyz.x = fpoint(vertex1->x);
+v[0].xyz.y = fpoint(vertex1->y);
+v[0].xyz.z = fpoint(vertex1->z);
+v[0].st.x = fpoint(vertex1->sow);
+v[0].st.y = fpoint(vertex1->tow);
+
+v[1].xyz.x = fpoint(vertex2->x);
+v[1].xyz.y = fpoint(vertex2->y);
+v[1].xyz.z = fpoint(vertex2->z);
+v[1].st.x = fpoint(vertex2->sow);
+v[1].st.y = fpoint(vertex2->tow);
+
+v[2].xyz.x = fpoint(vertex3->x);
+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);
+
+}
+
+/////////////////////////////////////////////////////////
+
+__inline void PRIMdrawTexGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2,
+ OGLVertex* vertex3)
+{
+
+Vertex2 v[3];
+
+v[0].xyz.x = fpoint(vertex1->x);
+v[0].xyz.y = fpoint(vertex1->y);
+v[0].xyz.z = fpoint(vertex1->z);
+v[0].st.x = fpoint(vertex1->sow);
+v[0].st.y = fpoint(vertex1->tow);
+v[0].rgba.r = vertex1->c.col[0];
+v[0].rgba.g = vertex1->c.col[1];
+v[0].rgba.b = vertex1->c.col[2];
+v[0].rgba.a = vertex1->c.col[3];
+
+v[1].xyz.x = fpoint(vertex2->x);
+v[1].xyz.y = fpoint(vertex2->y);
+v[1].xyz.z = fpoint(vertex2->z);
+v[1].st.x = fpoint(vertex2->sow);
+v[1].st.y = fpoint(vertex2->tow);
+v[1].rgba.r = vertex2->c.col[0];
+v[1].rgba.g = vertex2->c.col[1];
+v[1].rgba.b = vertex2->c.col[2];
+v[1].rgba.a = vertex2->c.col[3];
+
+v[2].xyz.x = fpoint(vertex3->x);
+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);
+v[2].rgba.r = vertex3->c.col[0];
+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);
+
+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);
+
+glDrawArrays(GL_TRIANGLES, 0, 3);
+glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+glDisableClientState(GL_VERTEX_ARRAY);
+glDisableClientState(GL_COLOR_ARRAY);
+}
+
+/////////////////////////////////////////////////////////
+
+__inline void PRIMdrawTexGouraudTriColorQuad(OGLVertex* vertex1, OGLVertex* vertex2,
+ OGLVertex* vertex3, OGLVertex* vertex4)
+{
+Vertex2 v[4];
+
+v[0].xyz.x = fpoint(vertex1->x);
+v[0].xyz.y = fpoint(vertex1->y);
+v[0].xyz.z = fpoint(vertex1->z);
+v[0].st.x = fpoint(vertex1->sow);
+v[0].st.y = fpoint(vertex1->tow);
+v[0].rgba.r = vertex1->c.col[0];
+v[0].rgba.g = vertex1->c.col[1];
+v[0].rgba.b = vertex1->c.col[2];
+v[0].rgba.a = vertex1->c.col[3];
+
+v[1].xyz.x = fpoint(vertex2->x);
+v[1].xyz.y = fpoint(vertex2->y);
+v[1].xyz.z = fpoint(vertex2->z);
+v[1].st.x = fpoint(vertex2->sow);
+v[1].st.y = fpoint(vertex2->tow);
+v[1].rgba.r = vertex2->c.col[0];
+v[1].rgba.g = vertex2->c.col[1];
+v[1].rgba.b = vertex2->c.col[2];
+v[1].rgba.a = vertex2->c.col[3];
+
+v[2].xyz.x = fpoint(vertex4->x);
+v[2].xyz.y = fpoint(vertex4->y);
+v[2].xyz.z = fpoint(vertex4->z);
+v[2].st.x = fpoint(vertex4->sow);
+v[2].st.y = fpoint(vertex4->tow);
+v[2].rgba.r = vertex4->c.col[0];
+v[2].rgba.g = vertex4->c.col[1];
+v[2].rgba.b = vertex4->c.col[2];
+v[2].rgba.a = vertex4->c.col[3];
+
+v[3].xyz.x = fpoint(vertex3->x);
+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);
+v[3].rgba.r = vertex3->c.col[0];
+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);
+
+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);
+
+glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+glDisableClientState(GL_VERTEX_ARRAY);
+glDisableClientState(GL_COLOR_ARRAY);
+}
+
+/////////////////////////////////////////////////////////
+
+__inline void PRIMdrawTri(OGLVertex* vertex1, OGLVertex* vertex2, OGLVertex* vertex3)
+{
+Vec3f v[3];
+
+v[0].x = fpoint(vertex1->x);
+v[0].y = fpoint(vertex1->y);
+v[0].z = fpoint(vertex1->z);
+
+v[1].x = fpoint(vertex2->x);
+v[1].y = fpoint(vertex2->y);
+v[1].z = fpoint(vertex2->z);
+
+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);
+}
+
+/////////////////////////////////////////////////////////
+
+__inline void PRIMdrawTri2(OGLVertex* vertex1, OGLVertex* vertex2,
+ OGLVertex* vertex3, OGLVertex* vertex4)
+{
+Vec3f v[4];
+
+v[0].x = fpoint(vertex1->x);
+v[0].y = fpoint(vertex1->y);
+v[0].z = fpoint(vertex1->z);
+
+v[1].x = fpoint(vertex3->x);
+v[1].y = fpoint(vertex3->y);
+v[1].z = fpoint(vertex3->z);
+
+v[2].x = fpoint(vertex2->x);
+v[2].y = fpoint(vertex2->y);
+v[2].z = fpoint(vertex2->z);
+
+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);
+}
+
+/////////////////////////////////////////////////////////
+
+__inline void PRIMdrawGouraudTriColor(OGLVertex* vertex1, OGLVertex* vertex2,
+ OGLVertex* vertex3)
+{
+Vertex2 v[3];
+
+v[0].xyz.x = fpoint(vertex1->x);
+v[0].xyz.y = fpoint(vertex1->y);
+v[0].xyz.z = fpoint(vertex1->z);
+v[0].rgba.r = vertex1->c.col[0];
+v[0].rgba.g = vertex1->c.col[1];
+v[0].rgba.b = vertex1->c.col[2];
+v[0].rgba.a = vertex1->c.col[3];
+
+v[1].xyz.x = fpoint(vertex2->x);
+v[1].xyz.y = fpoint(vertex2->y);
+v[1].xyz.z = fpoint(vertex2->z);
+v[1].rgba.r = vertex2->c.col[0];
+v[1].rgba.g = vertex2->c.col[1];
+v[1].rgba.b = vertex2->c.col[2];
+v[1].rgba.a = vertex2->c.col[3];
+
+v[2].xyz.x = fpoint(vertex3->x);
+v[2].xyz.y = fpoint(vertex3->y);
+v[2].xyz.z = fpoint(vertex3->z);
+v[2].rgba.r = vertex3->c.col[0];
+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);
+
+glVertexPointer(3, GL_FLOAT, sizeof(v[0]), &v[0].xyz);
+glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(v[0]), &v[0].rgba);
+
+glDrawArrays(GL_TRIANGLES, 0, 3);
+glDisableClientState(GL_VERTEX_ARRAY);
+glDisableClientState(GL_COLOR_ARRAY);
+}
+
+/////////////////////////////////////////////////////////
+
+__inline void PRIMdrawGouraudTri2Color(OGLVertex* vertex1, OGLVertex* vertex2,
+ OGLVertex* vertex3, OGLVertex* vertex4)
+{
+Vertex2 v[4];
+
+v[0].xyz.x = fpoint(vertex1->x);
+v[0].xyz.y = fpoint(vertex1->y);
+v[0].xyz.z = fpoint(vertex1->z);
+v[0].rgba.r = vertex1->c.col[0];
+v[0].rgba.g = vertex1->c.col[1];
+v[0].rgba.b = vertex1->c.col[2];
+v[0].rgba.a = vertex1->c.col[3];
+
+v[1].xyz.x = fpoint(vertex2->x);
+v[1].xyz.y = fpoint(vertex2->y);
+v[1].xyz.z = fpoint(vertex2->z);
+v[1].rgba.r = vertex2->c.col[0];
+v[1].rgba.g = vertex2->c.col[1];
+v[1].rgba.b = vertex2->c.col[2];
+v[1].rgba.a = vertex2->c.col[3];
+
+v[2].xyz.x = fpoint(vertex3->x);
+v[2].xyz.y = fpoint(vertex3->y);
+v[2].xyz.z = fpoint(vertex3->z);
+v[2].rgba.r = vertex3->c.col[0];
+v[2].rgba.g = vertex3->c.col[1];
+v[2].rgba.b = vertex3->c.col[2];
+v[2].rgba.a = vertex3->c.col[3];
+
+v[3].xyz.x = fpoint(vertex4->x);
+v[3].xyz.y = fpoint(vertex4->y);
+v[3].xyz.z = fpoint(vertex4->z);
+v[3].rgba.r = vertex4->c.col[0];
+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);
+
+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);
+glDisableClientState(GL_VERTEX_ARRAY);
+glDisableClientState(GL_COLOR_ARRAY);
+}
+
+/////////////////////////////////////////////////////////
+
+__inline void PRIMdrawFlatLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)
+{
+Vertex2 v[4];
+
+v[0].xyz.x = fpoint(vertex1->x);
+v[0].xyz.y = fpoint(vertex1->y);
+v[0].xyz.z = fpoint(vertex1->z);
+v[0].rgba.r = vertex1->c.col[0];
+v[0].rgba.g = vertex1->c.col[1];
+v[0].rgba.b = vertex1->c.col[2];
+v[0].rgba.a = vertex1->c.col[3];
+
+v[1].xyz.x = fpoint(vertex2->x);
+v[1].xyz.y = fpoint(vertex2->y);
+v[1].xyz.z = fpoint(vertex2->z);
+v[1].rgba.r = vertex1->c.col[0];
+v[1].rgba.g = vertex1->c.col[1];
+v[1].rgba.b = vertex1->c.col[2];
+v[1].rgba.a = vertex1->c.col[3];
+
+v[2].xyz.x = fpoint(vertex4->x);
+v[2].xyz.y = fpoint(vertex4->y);
+v[2].xyz.z = fpoint(vertex4->z);
+v[2].rgba.r = vertex1->c.col[0];
+v[2].rgba.g = vertex1->c.col[1];
+v[2].rgba.b = vertex1->c.col[2];
+v[2].rgba.a = vertex1->c.col[3];
+
+v[3].xyz.x = fpoint(vertex3->x);
+v[3].xyz.y = fpoint(vertex3->y);
+v[3].xyz.z = fpoint(vertex3->z);
+v[3].rgba.r = vertex1->c.col[0];
+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);
+
+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);
+glDisableClientState(GL_VERTEX_ARRAY);
+glDisableClientState(GL_COLOR_ARRAY);
+
+
+}
+
+/////////////////////////////////////////////////////////
+
+__inline void PRIMdrawGouraudLine(OGLVertex* vertex1, OGLVertex* vertex2,OGLVertex* vertex3, OGLVertex* vertex4)
+{
+ Vertex2 v[4];
+
+v[0].xyz.x = fpoint(vertex1->x);
+v[0].xyz.y = fpoint(vertex1->y);
+v[0].xyz.z = fpoint(vertex1->z);
+v[0].rgba.r = vertex1->c.col[0];
+v[0].rgba.g = vertex1->c.col[1];
+v[0].rgba.b = vertex1->c.col[2];
+v[0].rgba.a = vertex1->c.col[3];
+
+v[1].xyz.x = fpoint(vertex2->x);
+v[1].xyz.y = fpoint(vertex2->y);
+v[1].xyz.z = fpoint(vertex2->z);
+v[1].rgba.r = vertex2->c.col[0];
+v[1].rgba.g = vertex2->c.col[1];
+v[1].rgba.b = vertex2->c.col[2];
+v[1].rgba.a = vertex2->c.col[3];
+
+v[3].xyz.x = fpoint(vertex3->x);
+v[3].xyz.y = fpoint(vertex3->y);
+v[3].xyz.z = fpoint(vertex3->z);
+v[3].rgba.r = vertex3->c.col[0];
+v[3].rgba.g = vertex3->c.col[1];
+v[3].rgba.b = vertex3->c.col[2];
+v[3].rgba.a = vertex3->c.col[3];
+
+v[2].xyz.x = fpoint(vertex4->x);
+v[2].xyz.y = fpoint(vertex4->y);
+v[2].xyz.z = fpoint(vertex4->z);
+v[2].rgba.r = vertex4->c.col[0];
+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);
+
+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);
+glDisableClientState(GL_VERTEX_ARRAY);
+glDisableClientState(GL_COLOR_ARRAY);
+}
+
+/////////////////////////////////////////////////////////
+
+__inline void PRIMdrawQuad(OGLVertex* vertex1, OGLVertex* vertex2,
+ OGLVertex* vertex3, OGLVertex* vertex4)
+{
+Vec3f v[4];
+
+v[0].x = fpoint(vertex1->x);
+v[0].y = fpoint(vertex1->y);
+v[0].z = fpoint(vertex1->z);
+
+v[1].x = fpoint(vertex2->x);
+v[1].y = fpoint(vertex2->y);
+v[1].z = fpoint(vertex2->z);
+
+v[2].x = fpoint(vertex4->x);
+v[2].y = fpoint(vertex4->y);
+v[2].z = fpoint(vertex4->z);
+
+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);
+}
+
+////////////////////////////////////////////////////////////////////////
+// Transparent blending settings
+////////////////////////////////////////////////////////////////////////
+
+static GLenum obm1=GL_ZERO;
+static GLenum obm2=GL_ZERO;
+
+typedef struct SEMITRANSTAG
+{
+ GLenum srcFac;
+ GLenum dstFac;
+ GLubyte alpha;
+} SemiTransParams;
+
+SemiTransParams TransSets[4]=
+{
+ {GL_SRC_ALPHA,GL_SRC_ALPHA, 127},
+ {GL_ONE, GL_ONE, 255},
+ {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255},
+ {GL_ONE_MINUS_SRC_ALPHA,GL_ONE, 192}
+};
+
+////////////////////////////////////////////////////////////////////////
+
+void SetSemiTrans(void)
+{
+/*
+* 0.5 x B + 0.5 x F
+* 1.0 x B + 1.0 x F
+* 1.0 x B - 1.0 x F
+* 1.0 x B +0.25 x F
+*/
+
+ if(!DrawSemiTrans) // no semi trans at all?
+ {
+ if(bBlendEnable)
+ {glDisable(GL_BLEND);bBlendEnable=FALSE;} // -> don't wanna blend
+ ubGloAlpha=ubGloColAlpha=255; // -> full alpha
+ return; // -> and bye
+ }
+
+ ubGloAlpha=ubGloColAlpha=TransSets[GlobalTextABR].alpha;
+
+ if(!bBlendEnable)
+ {glEnable(GL_BLEND);bBlendEnable=TRUE;} // wanna blend
+
+ if(TransSets[GlobalTextABR].srcFac!=obm1 ||
+ TransSets[GlobalTextABR].dstFac!=obm2)
+ {
+ //if(glBlendEquationEXTEx==NULL)
+ {
+ obm1=TransSets[GlobalTextABR].srcFac;
+ obm2=TransSets[GlobalTextABR].dstFac;
+ glBlendFunc(obm1,obm2); // set blend func
+ }
+ /*else
+ if(TransSets[GlobalTextABR].dstFac !=GL_ONE_MINUS_SRC_COLOR)
+ {
+ if(obm2==GL_ONE_MINUS_SRC_COLOR)
+ glBlendEquationEXTEx(FUNC_ADD_EXT);
+ obm1=TransSets[GlobalTextABR].srcFac;
+ obm2=TransSets[GlobalTextABR].dstFac;
+ glBlendFunc(obm1,obm2); // set blend func
+ }
+ else
+ {
+ glBlendEquationEXTEx(FUNC_REVERSESUBTRACT_EXT);
+ obm1=TransSets[GlobalTextABR].srcFac;
+ obm2=TransSets[GlobalTextABR].dstFac;
+ glBlendFunc(GL_ONE,GL_ONE); // set blend func
+ }*/
+ }
+}
+
+void SetScanTrans(void) // blending for scan lines
+{
+/* if(glBlendEquationEXTEx!=NULL)
+ {
+ if(obm2==GL_ONE_MINUS_SRC_COLOR)
+ glBlendEquationEXTEx(FUNC_ADD_EXT);
+ }
+*/
+ obm1=TransSets[0].srcFac;
+ obm2=TransSets[0].dstFac;
+ glBlendFunc(obm1,obm2); // set blend func
+}
+
+void SetScanTexTrans(void) // blending for scan mask texture
+{
+/* if(glBlendEquationEXTEx!=NULL)
+ {
+ if(obm2==GL_ONE_MINUS_SRC_COLOR)
+ glBlendEquationEXTEx(FUNC_ADD_EXT);
+ }
+*/
+ obm1=TransSets[2].srcFac;
+ obm2=TransSets[2].dstFac;
+ glBlendFunc(obm1,obm2); // set blend func
+}
+
+////////////////////////////////////////////////////////////////////////
+// multi pass in old 'Advanced blending' mode... got it from Lewpy :)
+////////////////////////////////////////////////////////////////////////
+
+SemiTransParams MultiTexTransSets[4][2]=
+{
+ {
+ {GL_ONE ,GL_SRC_ALPHA, 127},
+ {GL_SRC_ALPHA,GL_ONE, 127}
+ },
+ {
+ {GL_ONE, GL_SRC_ALPHA, 255},
+ {GL_SRC_ALPHA,GL_ONE, 255}
+ },
+ {
+ {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255},
+ {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255}
+ },
+ {
+ {GL_SRC_ALPHA,GL_ONE, 127},
+ {GL_ONE_MINUS_SRC_ALPHA,GL_ONE, 255}
+ }
+};
+
+////////////////////////////////////////////////////////////////////////
+
+SemiTransParams MultiColTransSets[4]=
+{
+ {GL_ONE_MINUS_SRC_ALPHA,GL_SRC_ALPHA,127},
+ {GL_ONE, GL_ONE, 255},
+ {GL_ZERO, GL_ONE_MINUS_SRC_COLOR,255},
+ {GL_SRC_ALPHA,GL_ONE, 127}
+};
+
+////////////////////////////////////////////////////////////////////////
+
+void SetSemiTransMulti(int Pass)
+{
+ static GLenum bm1=GL_ZERO;
+ static GLenum bm2=GL_ONE;
+
+ ubGloAlpha=255;
+ ubGloColAlpha=255;
+
+ // are we enabling SemiTransparent mode?
+ if(DrawSemiTrans)
+ {
+ if(bDrawTextured)
+ {
+ bm1=MultiTexTransSets[GlobalTextABR][Pass].srcFac;
+ bm2=MultiTexTransSets[GlobalTextABR][Pass].dstFac;
+ ubGloAlpha=MultiTexTransSets[GlobalTextABR][Pass].alpha;
+ }
+ // no texture
+ else
+ {
+ bm1=MultiColTransSets[GlobalTextABR].srcFac;
+ bm2=MultiColTransSets[GlobalTextABR].dstFac;
+ ubGloColAlpha=MultiColTransSets[GlobalTextABR].alpha;
+ }
+ }
+ // no shading
+ else
+ {
+ if(Pass==0)
+ {
+ // disable blending
+ bm1=GL_ONE;bm2=GL_ZERO;
+ }
+ else
+ {
+ // disable blending, but add src col a second time
+ bm1=GL_ONE;bm2=GL_ONE;
+ }
+ }
+
+ if(!bBlendEnable)
+ {glEnable(GL_BLEND);bBlendEnable=TRUE;} // wanna blend
+
+ if(bm1!=obm1 || bm2!=obm2)
+ {
+ glBlendFunc(bm1,bm2); // set blend func
+ obm1=bm1;obm2=bm2;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// Set several rendering stuff including blending
+////////////////////////////////////////////////////////////////////////
+
+__inline void SetZMask3O(void)
+{
+ if(iUseMask && DrawSemiTrans && !iSetMask)
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=gl_z;
+ gl_z+=0.00004f;
+ }
+}
+
+__inline void SetZMask3(void)
+{
+ if(iUseMask)
+ {
+ if(iSetMask || DrawSemiTrans)
+ {vertex[0].z=vertex[1].z=vertex[2].z=0.95f;}
+ else
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=gl_z;
+ gl_z+=0.00004f;
+ }
+ }
+}
+
+__inline void SetZMask3NT(void)
+{
+ if(iUseMask)
+ {
+ if(iSetMask)
+ {vertex[0].z=vertex[1].z=vertex[2].z=0.95f;}
+ else
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=gl_z;
+ gl_z+=0.00004f;
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+__inline void SetZMask4O(void)
+{
+ if(iUseMask && DrawSemiTrans && !iSetMask)
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
+ gl_z+=0.00004f;
+ }
+}
+
+__inline void SetZMask4(void)
+{
+ if(iUseMask)
+ {
+ if(iSetMask || DrawSemiTrans)
+ {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;}
+ else
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
+ gl_z+=0.00004f;
+ }
+ }
+}
+
+__inline void SetZMask4NT(void)
+{
+ if(iUseMask)
+ {
+ if(iSetMask==1)
+ {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;}
+ else
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
+ gl_z+=0.00004f;
+ }
+ }
+}
+
+__inline void SetZMask4SP(void)
+{
+ if(iUseMask)
+ {
+ if(iSetMask==1)
+ {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;}
+ else
+ {
+ if(bCheckMask)
+ {
+ vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=gl_z;
+ gl_z+=0.00004f;
+ }
+ else
+ {vertex[0].z=vertex[1].z=vertex[2].z=vertex[3].z=0.95f;}
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+__inline void SetRenderState(unsigned long DrawAttributes)
+{
+ bDrawNonShaded = (SHADETEXBIT(DrawAttributes)) ? TRUE : FALSE;
+ DrawSemiTrans = (SEMITRANSBIT(DrawAttributes)) ? TRUE : FALSE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+__inline void SetRenderColor(unsigned long DrawAttributes)
+{
+ if(bDrawNonShaded) {g_m1=g_m2=g_m3=128;}
+ else
+ {
+ g_m1=DrawAttributes&0xff;
+ g_m2=(DrawAttributes>>8)&0xff;
+ g_m3=(DrawAttributes>>16)&0xff;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void SetRenderMode(unsigned long DrawAttributes,BOOL bSCol)
+{
+ if((bUseMultiPass) && (bDrawTextured) && !(bDrawNonShaded))
+ {bDrawMultiPass = TRUE; SetSemiTransMulti(0);}
+ else {bDrawMultiPass = FALSE;SetSemiTrans();}
+
+ if(bDrawTextured) // texture ? build it/get it from cache
+ {
+ GLuint currTex;
+ if(bUsingTWin) currTex=LoadTextureWnd(GlobalTexturePage,GlobalTextTP, ulClutID);
+ else if(bUsingMovie) currTex=LoadTextureMovie();
+ else currTex=SelectSubTextureS(GlobalTextTP,ulClutID);
+
+ if(gTexName!=currTex)
+ {gTexName=currTex;glBindTexture(GL_TEXTURE_2D,currTex);}
+
+ if(!bTexEnabled) // -> turn texturing on
+ {bTexEnabled=TRUE;glEnable(GL_TEXTURE_2D);}
+ }
+ else // no texture ?
+ if(bTexEnabled)
+ {bTexEnabled=FALSE;glDisable(GL_TEXTURE_2D);} // -> turn texturing off
+
+ if(bSCol) // also set color ?
+ {
+ if((dwActFixes&4) && ((DrawAttributes&0x00ffffff)==0))
+ DrawAttributes|=0x007f7f7f;
+
+ if(bDrawNonShaded) // -> non shaded?
+ {
+/* if(bGLBlend) vertex[0].c.lcol=0x7f7f7f; // --> solid color...
+ else */vertex[0].c.lcol=0xffffff;
+ }
+ else // -> shaded?
+ {
+// if(!bUseMultiPass && !bGLBlend) // --> given color...
+ vertex[0].c.lcol=DoubleBGR2RGB(DrawAttributes);
+// else vertex[0].c.lcol=DrawAttributes;
+ }
+ vertex[0].c.col[3]=ubGloAlpha; // -> set color with
+ SETCOL(vertex[0]); // texture alpha
+ }
+
+ if(bDrawSmoothShaded!=bOldSmoothShaded) // shading changed?
+ {
+ if(bDrawSmoothShaded) glShadeModel(GL_SMOOTH); // -> set actual shading
+ else glShadeModel(GL_FLAT);
+ bOldSmoothShaded=bDrawSmoothShaded;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// Set Opaque multipass color
+////////////////////////////////////////////////////////////////////////
+
+void SetOpaqueColor(unsigned long DrawAttributes)
+{
+ if(bDrawNonShaded) return; // no shading? bye
+
+ DrawAttributes=DoubleBGR2RGB(DrawAttributes); // multipass is just half color, so double it on opaque pass
+ vertex[0].c.lcol=DrawAttributes|0xff000000;
+ SETCOL(vertex[0]); // set color
+}
+
+////////////////////////////////////////////////////////////////////////
+// Fucking stupid screen coord checking
+////////////////////////////////////////////////////////////////////////
+
+BOOL ClipVertexListScreen(void)
+{
+ if (lx0 >= PSXDisplay.DisplayEnd.x) goto NEXTSCRTEST;
+ if (ly0 >= PSXDisplay.DisplayEnd.y) goto NEXTSCRTEST;
+ if (lx2 < PSXDisplay.DisplayPosition.x) goto NEXTSCRTEST;
+ if (ly2 < PSXDisplay.DisplayPosition.y) goto NEXTSCRTEST;
+
+ return TRUE;
+
+NEXTSCRTEST:
+ if(PSXDisplay.InterlacedTest) return FALSE;
+
+ if (lx0 >= PreviousPSXDisplay.DisplayEnd.x) return FALSE;
+ if (ly0 >= PreviousPSXDisplay.DisplayEnd.y) return FALSE;
+ if (lx2 < PreviousPSXDisplay.DisplayPosition.x) return FALSE;
+ if (ly2 < PreviousPSXDisplay.DisplayPosition.y) return FALSE;
+
+ return TRUE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+BOOL bDrawOffscreenFront(void)
+{
+ if(sxmin < PSXDisplay.DisplayPosition.x) return FALSE; // must be complete in front
+ if(symin < PSXDisplay.DisplayPosition.y) return FALSE;
+ if(sxmax > PSXDisplay.DisplayEnd.x) return FALSE;
+ if(symax > PSXDisplay.DisplayEnd.y) return FALSE;
+ return TRUE;
+}
+
+BOOL bOnePointInFront(void)
+{
+ if(sxmax< PSXDisplay.DisplayPosition.x)
+ return FALSE;
+
+ if(symax< PSXDisplay.DisplayPosition.y)
+ return FALSE;
+
+ if(sxmin>=PSXDisplay.DisplayEnd.x)
+ return FALSE;
+
+ if(symin>=PSXDisplay.DisplayEnd.y)
+ return FALSE;
+
+ return TRUE;
+}
+
+
+BOOL bOnePointInBack(void)
+{
+ if(sxmax< PreviousPSXDisplay.DisplayPosition.x)
+ return FALSE;
+
+ if(symax< PreviousPSXDisplay.DisplayPosition.y)
+ return FALSE;
+
+ if(sxmin>=PreviousPSXDisplay.DisplayEnd.x)
+ return FALSE;
+
+ if(symin>=PreviousPSXDisplay.DisplayEnd.y)
+ return FALSE;
+
+ return TRUE;
+}
+
+BOOL bDrawOffscreen4(void)
+{
+ BOOL bFront;short sW,sH;
+
+ sxmax=max(lx0,max(lx1,max(lx2,lx3)));
+ if(sxmax<drawX) return FALSE;
+ sxmin=min(lx0,min(lx1,min(lx2,lx3)));
+ if(sxmin>drawW) return FALSE;
+ symax=max(ly0,max(ly1,max(ly2,ly3)));
+ if(symax<drawY) return FALSE;
+ symin=min(ly0,min(ly1,min(ly2,ly3)));
+ if(symin>drawH) return FALSE;
+
+ if(PSXDisplay.Disabled) return TRUE; // disabled? ever
+
+ if(iOffscreenDrawing==1) return bFullVRam;
+
+ if(dwActFixes&1 && iOffscreenDrawing==4)
+ {
+ if(PreviousPSXDisplay.DisplayPosition.x==PSXDisplay.DisplayPosition.x &&
+ PreviousPSXDisplay.DisplayPosition.y==PSXDisplay.DisplayPosition.y &&
+ PreviousPSXDisplay.DisplayEnd.x==PSXDisplay.DisplayEnd.x &&
+ PreviousPSXDisplay.DisplayEnd.y==PSXDisplay.DisplayEnd.y)
+ {
+ bRenderFrontBuffer=TRUE;
+ return FALSE;
+ }
+ }
+
+ sW=drawW-1;sH=drawH-1;
+
+ sxmin=min(sW,max(sxmin,drawX));
+ sxmax=max(drawX,min(sxmax,sW));
+ symin=min(sH,max(symin,drawY));
+ symax=max(drawY,min(symax,sH));
+
+ if(bOnePointInBack()) return bFullVRam;
+
+ if(iOffscreenDrawing==2)
+ bFront=bDrawOffscreenFront();
+ else bFront=bOnePointInFront();
+
+ if(bFront)
+ {
+ if(PSXDisplay.InterlacedTest) return bFullVRam; // -> ok, no need for adjust
+
+ vertex[0].x=lx0 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;
+ vertex[1].x=lx1 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;
+ vertex[2].x=lx2 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;
+ vertex[3].x=lx3 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;
+ vertex[0].y=ly0 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;
+ vertex[1].y=ly1 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;
+ vertex[2].y=ly2 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;
+ vertex[3].y=ly3 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;
+
+ if(iOffscreenDrawing==4 && !(dwActFixes&1)) // -> frontbuffer wanted
+ {
+ bRenderFrontBuffer=TRUE;
+ //return TRUE;
+ }
+ return bFullVRam; // -> but no od
+ }
+
+ return TRUE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+BOOL bDrawOffscreen3(void)
+{
+ BOOL bFront;short sW,sH;
+
+ sxmax=max(lx0,max(lx1,lx2));
+ if(sxmax<drawX) return FALSE;
+ sxmin=min(lx0,min(lx1,lx2));
+ if(sxmin>drawW) return FALSE;
+ symax=max(ly0,max(ly1,ly2));
+ if(symax<drawY) return FALSE;
+ symin=min(ly0,min(ly1,ly2));
+ if(symin>drawH) return FALSE;
+
+ if(PSXDisplay.Disabled) return TRUE; // disabled? ever
+
+ if(iOffscreenDrawing==1) return bFullVRam;
+
+ sW=drawW-1;sH=drawH-1;
+ sxmin=min(sW,max(sxmin,drawX));
+ sxmax=max(drawX,min(sxmax,sW));
+ symin=min(sH,max(symin,drawY));
+ symax=max(drawY,min(symax,sH));
+
+ if(bOnePointInBack()) return bFullVRam;
+
+ if(iOffscreenDrawing==2)
+ bFront=bDrawOffscreenFront();
+ else bFront=bOnePointInFront();
+
+ if(bFront)
+ {
+ if(PSXDisplay.InterlacedTest) return bFullVRam; // -> ok, no need for adjust
+
+ vertex[0].x=lx0 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;
+ vertex[1].x=lx1 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;
+ vertex[2].x=lx2 - PSXDisplay.DisplayPosition.x+PreviousPSXDisplay.Range.x0;
+ vertex[0].y=ly0 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;
+ vertex[1].y=ly1 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;
+ vertex[2].y=ly2 - PSXDisplay.DisplayPosition.y+PreviousPSXDisplay.Range.y0;
+
+ if(iOffscreenDrawing==4) // -> frontbuffer wanted
+ {
+ bRenderFrontBuffer=TRUE;
+ // return TRUE;
+ }
+
+ return bFullVRam; // -> but no od
+ }
+
+ return TRUE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+BOOL FastCheckAgainstScreen(short imageX0,short imageY0,short imageX1,short imageY1)
+{
+ PSXRect_t xUploadArea;
+
+ imageX1 += imageX0;
+ imageY1 += imageY0;
+
+ if (imageX0 < PreviousPSXDisplay.DisplayPosition.x)
+ xUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x;
+ else
+ if (imageX0 > PreviousPSXDisplay.DisplayEnd.x)
+ xUploadArea.x0 = PreviousPSXDisplay.DisplayEnd.x;
+ else
+ xUploadArea.x0 = imageX0;
+
+ if(imageX1 < PreviousPSXDisplay.DisplayPosition.x)
+ xUploadArea.x1 = PreviousPSXDisplay.DisplayPosition.x;
+ else
+ if (imageX1 > PreviousPSXDisplay.DisplayEnd.x)
+ xUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x;
+ else
+ xUploadArea.x1 = imageX1;
+
+ if (imageY0 < PreviousPSXDisplay.DisplayPosition.y)
+ xUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y;
+ else
+ if (imageY0 > PreviousPSXDisplay.DisplayEnd.y)
+ xUploadArea.y0 = PreviousPSXDisplay.DisplayEnd.y;
+ else
+ xUploadArea.y0 = imageY0;
+
+ if (imageY1 < PreviousPSXDisplay.DisplayPosition.y)
+ xUploadArea.y1 = PreviousPSXDisplay.DisplayPosition.y;
+ else
+ if (imageY1 > PreviousPSXDisplay.DisplayEnd.y)
+ xUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y;
+ else
+ xUploadArea.y1 = imageY1;
+
+ if ((xUploadArea.x0 != xUploadArea.x1) && (xUploadArea.y0 != xUploadArea.y1))
+ return TRUE;
+ else return FALSE;
+}
+
+BOOL CheckAgainstScreen(short imageX0,short imageY0,short imageX1,short imageY1)
+{
+ imageX1 += imageX0;
+ imageY1 += imageY0;
+
+ if (imageX0 < PreviousPSXDisplay.DisplayPosition.x)
+ xrUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x;
+ else
+ if (imageX0 > PreviousPSXDisplay.DisplayEnd.x)
+ xrUploadArea.x0 = PreviousPSXDisplay.DisplayEnd.x;
+ else
+ xrUploadArea.x0 = imageX0;
+
+ if(imageX1 < PreviousPSXDisplay.DisplayPosition.x)
+ xrUploadArea.x1 = PreviousPSXDisplay.DisplayPosition.x;
+ else
+ if (imageX1 > PreviousPSXDisplay.DisplayEnd.x)
+ xrUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x;
+ else
+ xrUploadArea.x1 = imageX1;
+
+ if (imageY0 < PreviousPSXDisplay.DisplayPosition.y)
+ xrUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y;
+ else
+ if (imageY0 > PreviousPSXDisplay.DisplayEnd.y)
+ xrUploadArea.y0 = PreviousPSXDisplay.DisplayEnd.y;
+ else
+ xrUploadArea.y0 = imageY0;
+
+ if (imageY1 < PreviousPSXDisplay.DisplayPosition.y)
+ xrUploadArea.y1 = PreviousPSXDisplay.DisplayPosition.y;
+ else
+ if (imageY1 > PreviousPSXDisplay.DisplayEnd.y)
+ xrUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y;
+ else
+ xrUploadArea.y1 = imageY1;
+
+ if ((xrUploadArea.x0 != xrUploadArea.x1) && (xrUploadArea.y0 != xrUploadArea.y1))
+ return TRUE;
+ else return FALSE;
+}
+
+BOOL FastCheckAgainstFrontScreen(short imageX0,short imageY0,short imageX1,short imageY1)
+{
+ PSXRect_t xUploadArea;
+
+ imageX1 += imageX0;
+ imageY1 += imageY0;
+
+ if (imageX0 < PSXDisplay.DisplayPosition.x)
+ xUploadArea.x0 = PSXDisplay.DisplayPosition.x;
+ else
+ if (imageX0 > PSXDisplay.DisplayEnd.x)
+ xUploadArea.x0 = PSXDisplay.DisplayEnd.x;
+ else
+ xUploadArea.x0 = imageX0;
+
+ if(imageX1 < PSXDisplay.DisplayPosition.x)
+ xUploadArea.x1 = PSXDisplay.DisplayPosition.x;
+ else
+ if (imageX1 > PSXDisplay.DisplayEnd.x)
+ xUploadArea.x1 = PSXDisplay.DisplayEnd.x;
+ else
+ xUploadArea.x1 = imageX1;
+
+ if (imageY0 < PSXDisplay.DisplayPosition.y)
+ xUploadArea.y0 = PSXDisplay.DisplayPosition.y;
+ else
+ if (imageY0 > PSXDisplay.DisplayEnd.y)
+ xUploadArea.y0 = PSXDisplay.DisplayEnd.y;
+ else
+ xUploadArea.y0 = imageY0;
+
+ if (imageY1 < PSXDisplay.DisplayPosition.y)
+ xUploadArea.y1 = PSXDisplay.DisplayPosition.y;
+ else
+ if (imageY1 > PSXDisplay.DisplayEnd.y)
+ xUploadArea.y1 = PSXDisplay.DisplayEnd.y;
+ else
+ xUploadArea.y1 = imageY1;
+
+ if ((xUploadArea.x0 != xUploadArea.x1) && (xUploadArea.y0 != xUploadArea.y1))
+ return TRUE;
+ else return FALSE;
+}
+
+BOOL CheckAgainstFrontScreen(short imageX0,short imageY0,short imageX1,short imageY1)
+{
+ imageX1 += imageX0;
+ imageY1 += imageY0;
+
+ if (imageX0 < PSXDisplay.DisplayPosition.x)
+ xrUploadArea.x0 = PSXDisplay.DisplayPosition.x;
+ else
+ if (imageX0 > PSXDisplay.DisplayEnd.x)
+ xrUploadArea.x0 = PSXDisplay.DisplayEnd.x;
+ else
+ xrUploadArea.x0 = imageX0;
+
+ if(imageX1 < PSXDisplay.DisplayPosition.x)
+ xrUploadArea.x1 = PSXDisplay.DisplayPosition.x;
+ else
+ if (imageX1 > PSXDisplay.DisplayEnd.x)
+ xrUploadArea.x1 = PSXDisplay.DisplayEnd.x;
+ else
+ xrUploadArea.x1 = imageX1;
+
+ if (imageY0 < PSXDisplay.DisplayPosition.y)
+ xrUploadArea.y0 = PSXDisplay.DisplayPosition.y;
+ else
+ if (imageY0 > PSXDisplay.DisplayEnd.y)
+ xrUploadArea.y0 = PSXDisplay.DisplayEnd.y;
+ else
+ xrUploadArea.y0 = imageY0;
+
+ if (imageY1 < PSXDisplay.DisplayPosition.y)
+ xrUploadArea.y1 = PSXDisplay.DisplayPosition.y;
+ else
+ if (imageY1 > PSXDisplay.DisplayEnd.y)
+ xrUploadArea.y1 = PSXDisplay.DisplayEnd.y;
+ else
+ xrUploadArea.y1 = imageY1;
+
+ if ((xrUploadArea.x0 != xrUploadArea.x1) && (xrUploadArea.y0 != xrUploadArea.y1))
+ return TRUE;
+ else return FALSE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void PrepareFullScreenUpload (long Position)
+{
+ if (Position==-1) // rgb24
+ {
+ if(PSXDisplay.Interlaced)
+ {
+ xrUploadArea.x0 = PSXDisplay.DisplayPosition.x;
+ xrUploadArea.x1 = PSXDisplay.DisplayEnd.x;
+ xrUploadArea.y0 = PSXDisplay.DisplayPosition.y;
+ xrUploadArea.y1 = PSXDisplay.DisplayEnd.y;
+ }
+ else
+ {
+ xrUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x;
+ xrUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x;
+ xrUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y;
+ xrUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y;
+ }
+
+ if(bNeedRGB24Update)
+ {
+ if(lClearOnSwap)
+ {
+// lClearOnSwap=0;
+ }
+ else
+ if(PSXDisplay.Interlaced && PreviousPSXDisplay.RGB24<2) // in interlaced mode we upload at least two full frames (GT1 menu)
+ {
+ PreviousPSXDisplay.RGB24++;
+ }
+ else
+ {
+ xrUploadArea.y1 = min(xrUploadArea.y0+xrUploadAreaRGB24.y1,xrUploadArea.y1);
+ xrUploadArea.y0+=xrUploadAreaRGB24.y0;
+ }
+ }
+ }
+ else
+ if (Position)
+ {
+ xrUploadArea.x0 = PSXDisplay.DisplayPosition.x;
+ xrUploadArea.x1 = PSXDisplay.DisplayEnd.x;
+ xrUploadArea.y0 = PSXDisplay.DisplayPosition.y;
+ xrUploadArea.y1 = PSXDisplay.DisplayEnd.y;
+ }
+ else
+ {
+ xrUploadArea.x0 = PreviousPSXDisplay.DisplayPosition.x;
+ xrUploadArea.x1 = PreviousPSXDisplay.DisplayEnd.x;
+ xrUploadArea.y0 = PreviousPSXDisplay.DisplayPosition.y;
+ xrUploadArea.y1 = PreviousPSXDisplay.DisplayEnd.y;
+ }
+
+ if (xrUploadArea.x0 < 0) xrUploadArea.x0 = 0;
+ else
+ if (xrUploadArea.x0 > 1023) xrUploadArea.x0 = 1023;
+
+ if (xrUploadArea.x1 < 0) xrUploadArea.x1 = 0;
+ else
+ if (xrUploadArea.x1 > 1024) xrUploadArea.x1 = 1024;
+
+ if (xrUploadArea.y0 < 0) xrUploadArea.y0 = 0;
+ else
+ if (xrUploadArea.y0 > iGPUHeightMask) xrUploadArea.y0 = iGPUHeightMask;
+
+ if (xrUploadArea.y1 < 0) xrUploadArea.y1 = 0;
+ else
+ if (xrUploadArea.y1 > iGPUHeight) xrUploadArea.y1 = iGPUHeight;
+
+ if (PSXDisplay.RGB24)
+ {
+ InvalidateTextureArea(xrUploadArea.x0,xrUploadArea.y0,xrUploadArea.x1-xrUploadArea.x0,xrUploadArea.y1-xrUploadArea.y0);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// Upload screen (MDEC and such)
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+u8 * LoadDirectMovieFast(void);
+
+void UploadScreenEx(long Position)
+{
+ short ya,yb,xa,xb,x, y, YStep, XStep, U, UStep,ux[4],vy[4];
+
+ if(!PSXDisplay.DisplayMode.x) return;
+ if(!PSXDisplay.DisplayMode.y) return;
+
+ glDisable(GL_SCISSOR_TEST);
+ glShadeModel(GL_FLAT);
+ bOldSmoothShaded=FALSE;
+ glDisable(GL_BLEND);
+ bBlendEnable=FALSE;
+ glDisable(GL_TEXTURE_2D);
+ bTexEnabled=FALSE;
+ glDisable(GL_ALPHA_TEST);
+
+ //glPixelZoom(((float)rRatioRect.right)/((float)PSXDisplay.DisplayMode.x),
+ // -1.0f*(((float)rRatioRect.bottom)/((float)PSXDisplay.DisplayMode.y)));
+
+ //----------------------------------------------------//
+
+ YStep = 256; // max texture size
+ XStep = 256;
+ UStep = (PSXDisplay.RGB24 ? 128 : 0);
+ ya = xrUploadArea.y0;
+ yb = xrUploadArea.y1;
+ xa = xrUploadArea.x0;
+ xb = xrUploadArea.x1;
+
+ for(y=ya;y<=yb;y+=YStep) // loop y
+ {
+ U = 0;
+ for(x=xa;x<=xb;x+=XStep) // loop x
+ {
+ ly0 = ly1 = y; // -> get y coords
+ ly2 = y + YStep;
+ if (ly2 > yb) ly2 = yb;
+ ly3 = ly2;
+
+ lx0 = lx3 = x; // -> get x coords
+ lx1 = x + XStep;
+ if (lx1 > xb) lx1 = xb;
+
+ lx2 = lx1;
+
+ ux[0]=ux[3]=(xa - x); // -> set tex x coords
+ if (ux[0] < 0) ux[0]=ux[3]=0;
+ ux[2]=ux[1]=(xb - x);
+ if (ux[2] > 256) ux[2]=ux[1]=256;
+
+ vy[0]=vy[1]=(ya - y); // -> set tex y coords
+ if (vy[0] < 0) vy[0]=vy[1]=0;
+ vy[2]=vy[3]=(yb - y);
+ if (vy[2] > 256) vy[2]=vy[3]=256;
+
+ if ((ux[0] >= ux[2]) || // -> cheaters never win...
+ (vy[0] >= vy[2])) continue; // (but winners always cheat...)
+
+ xrMovieArea.x0=lx0+U; xrMovieArea.y0=ly0;
+ xrMovieArea.x1=lx2+U; xrMovieArea.y1=ly2;
+
+ offsetScreenUpload(Position);
+
+ //glRasterPos2f(vertex[0].x,vertex[0].y);
+
+ //glDrawPixels(xrMovieArea.x1-xrMovieArea.x0,
+ // xrMovieArea.y1-xrMovieArea.y0,
+ // GL_RGBA,GL_UNSIGNED_BYTE,
+ LoadDirectMovieFast();//);
+
+ U+=UStep;
+ }
+ }
+
+ //----------------------------------------------------//
+
+// glPixelZoom(1.0F,1.0F);
+
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_SCISSOR_TEST);
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void UploadScreen(long Position)
+{
+ short x, y, YStep, XStep, U, s, UStep,ux[4],vy[4];
+ short xa,xb,ya,yb;
+
+ if(xrUploadArea.x0>1023) xrUploadArea.x0=1023;
+ if(xrUploadArea.x1>1024) xrUploadArea.x1=1024;
+ if(xrUploadArea.y0>iGPUHeightMask) xrUploadArea.y0=iGPUHeightMask;
+ if(xrUploadArea.y1>iGPUHeight) xrUploadArea.y1=iGPUHeight;
+
+ if(xrUploadArea.x0==xrUploadArea.x1) return;
+ if(xrUploadArea.y0==xrUploadArea.y1) return;
+
+ if(PSXDisplay.Disabled && iOffscreenDrawing<4) return;
+
+ iDrawnSomething = 2;
+ iLastRGB24=PSXDisplay.RGB24+1;
+
+ if(bSkipNextFrame) return;
+
+ if(dwActFixes & 2) {UploadScreenEx(Position);return;}
+
+ bUsingMovie = TRUE;
+ bDrawTextured = TRUE; // just doing textures
+ bDrawSmoothShaded = FALSE;
+
+/* if(bGLBlend) vertex[0].c.lcol=0xff7f7f7f; // set solid col
+ else */vertex[0].c.lcol=0xffffffff;
+ SETCOL(vertex[0]);
+
+ SetOGLDisplaySettings(0);
+
+ YStep = 256; // max texture size
+ XStep = 256;
+
+ UStep = (PSXDisplay.RGB24 ? 128 : 0);
+
+ ya=xrUploadArea.y0;
+ yb=xrUploadArea.y1;
+ xa=xrUploadArea.x0;
+ xb=xrUploadArea.x1;
+
+ for(y=ya;y<=yb;y+=YStep) // loop y
+ {
+ U = 0;
+ for(x=xa;x<=xb;x+=XStep) // loop x
+ {
+ ly0 = ly1 = y; // -> get y coords
+ ly2 = y + YStep;
+ if (ly2 > yb) ly2 = yb;
+ ly3 = ly2;
+
+ lx0 = lx3 = x; // -> get x coords
+ lx1 = x + XStep;
+ if (lx1 > xb) lx1 = xb;
+
+ lx2 = lx1;
+
+ ux[0]=ux[3]=(xa - x); // -> set tex x coords
+ if (ux[0] < 0) ux[0]=ux[3]=0;
+ ux[2]=ux[1]=(xb - x);
+ if (ux[2] > 256) ux[2]=ux[1]=256;
+
+ vy[0]=vy[1]=(ya - y); // -> set tex y coords
+ if (vy[0] < 0) vy[0]=vy[1]=0;
+ vy[2]=vy[3]=(yb - y);
+ if (vy[2] > 256) vy[2]=vy[3]=256;
+
+ if ((ux[0] >= ux[2]) || // -> cheaters never win...
+ (vy[0] >= vy[2])) continue; // (but winners always cheat...)
+
+ xrMovieArea.x0=lx0+U; xrMovieArea.y0=ly0;
+ xrMovieArea.x1=lx2+U; xrMovieArea.y1=ly2;
+
+ s=ux[2] - ux[0]; if(s>255) s=255;
+
+ gl_ux[2] = gl_ux[1] = s;
+ s=vy[2] - vy[0]; if(s>255) s=255;
+ gl_vy[2] = gl_vy[3] = s;
+ gl_ux[0] = gl_ux[3] = gl_vy[0] = gl_vy[1] = 0;
+
+ SetRenderState((unsigned long)0x01000000);
+ SetRenderMode((unsigned long)0x01000000, FALSE); // upload texture data
+ offsetScreenUpload(Position);
+ assignTextureVRAMWrite();
+
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ U+=UStep;
+ }
+ }
+
+ bUsingMovie=FALSE; // done...
+ bDisplayNotSet = TRUE;
+}
+
+////////////////////////////////////////////////////////////////////////
+// Detect next screen
+////////////////////////////////////////////////////////////////////////
+
+BOOL IsCompleteInsideNextScreen(short x, short y, short xoff, short yoff)
+{
+ if (x > PSXDisplay.DisplayPosition.x+1) return FALSE;
+ if ((x + xoff) < PSXDisplay.DisplayEnd.x-1) return FALSE;
+ yoff+=y;
+ if (y >= PSXDisplay.DisplayPosition.y &&
+ y <= PSXDisplay.DisplayEnd.y )
+ {
+ if ((yoff) >= PSXDisplay.DisplayPosition.y &&
+ (yoff) <= PSXDisplay.DisplayEnd.y ) return TRUE;
+ }
+ if (y > PSXDisplay.DisplayPosition.y+1) return FALSE;
+ if (yoff < PSXDisplay.DisplayEnd.y-1) return FALSE;
+ return TRUE;
+}
+
+BOOL IsPrimCompleteInsideNextScreen(short x, short y, short xoff, short yoff)
+{
+ x+=PSXDisplay.DrawOffset.x;
+ if (x > PSXDisplay.DisplayPosition.x+1) return FALSE;
+ y+=PSXDisplay.DrawOffset.y;
+ if (y > PSXDisplay.DisplayPosition.y+1) return FALSE;
+ xoff+=PSXDisplay.DrawOffset.x;
+ if (xoff < PSXDisplay.DisplayEnd.x-1) return FALSE;
+ yoff+=PSXDisplay.DrawOffset.y;
+ if (yoff < PSXDisplay.DisplayEnd.y-1) return FALSE;
+ return TRUE;
+}
+
+BOOL IsInsideNextScreen(short x, short y, short xoff, short yoff)
+{
+ if (x > PSXDisplay.DisplayEnd.x) return FALSE;
+ if (y > PSXDisplay.DisplayEnd.y) return FALSE;
+ if ((x + xoff) < PSXDisplay.DisplayPosition.x) return FALSE;
+ if ((y + yoff) < PSXDisplay.DisplayPosition.y) return FALSE;
+ return TRUE;
+}
+
+////////////////////////////////////////////////////////////////////////
+// mask stuff...
+////////////////////////////////////////////////////////////////////////
+
+//Mask1 Set mask bit while drawing. 1 = on
+//Mask2 Do not draw to mask areas. 1= on
+
+void cmdSTP(u8 * baseAddr)
+{
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];
+
+ STATUSREG&=~0x1800; // clear the necessary bits
+ STATUSREG|=((gdata & 0x03) << 11); // set the current bits
+
+ if(!iUseMask) return;
+
+ if(gdata&1) {sSetMask=0x8000;lSetMask=0x80008000;iSetMask=1;}
+ else {sSetMask=0; lSetMask=0; iSetMask=0;}
+
+ if(gdata&2)
+ {
+ if(!(gdata&1)) iSetMask=2;
+ bCheckMask=TRUE;
+ if(iDepthFunc==0) return;
+ iDepthFunc=0;
+ glDepthFunc(GL_LESS);
+ }
+ else
+ {
+ bCheckMask=FALSE;
+ if(iDepthFunc==1) return;
+ glDepthFunc(GL_ALWAYS);
+ iDepthFunc=1;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: Set texture page infos
+////////////////////////////////////////////////////////////////////////
+
+void cmdTexturePage(u8 * baseAddr)
+{
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];
+ UpdateGlobalTP((unsigned short)gdata);
+ GlobalTextREST = (gdata&0x00ffffff)>>9;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: turn on/off texture window
+////////////////////////////////////////////////////////////////////////
+
+void cmdTextureWindow(u8 *baseAddr)
+{
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];
+
+ unsigned long YAlign,XAlign;
+
+ ulGPUInfoVals[INFO_TW]=gdata&0xFFFFF;
+
+ if(gdata & 0x020)
+ TWin.Position.y1 = 8; // xxxx1
+ else if (gdata & 0x040)
+ TWin.Position.y1 = 16; // xxx10
+ else if (gdata & 0x080)
+ TWin.Position.y1 = 32; // xx100
+ else if (gdata & 0x100)
+ TWin.Position.y1 = 64; // x1000
+ else if (gdata & 0x200)
+ TWin.Position.y1 = 128; // 10000
+ else
+ TWin.Position.y1 = 256; // 00000
+
+ // Texture window size is determined by the least bit set of the relevant 5 bits
+
+ if (gdata & 0x001)
+ TWin.Position.x1 = 8; // xxxx1
+ else if (gdata & 0x002)
+ TWin.Position.x1 = 16; // xxx10
+ else if (gdata & 0x004)
+ TWin.Position.x1 = 32; // xx100
+ else if (gdata & 0x008)
+ TWin.Position.x1 = 64; // x1000
+ else if (gdata & 0x010)
+ TWin.Position.x1 = 128; // 10000
+ else
+ TWin.Position.x1 = 256; // 00000
+
+ // Re-calculate the bit field, because we can't trust what is passed in the data
+
+ YAlign = (unsigned long)(32 - (TWin.Position.y1 >> 3));
+ XAlign = (unsigned long)(32 - (TWin.Position.x1 >> 3));
+
+ // Absolute position of the start of the texture window
+
+ TWin.Position.y0 = (short)(((gdata >> 15) & YAlign) << 3);
+ TWin.Position.x0 = (short)(((gdata >> 10) & XAlign) << 3);
+
+ if((TWin.Position.x0 == 0 && // tw turned off
+ TWin.Position.y0 == 0 &&
+ TWin.Position.x1 == 0 &&
+ TWin.Position.y1 == 0) ||
+ (TWin.Position.x1 == 256 &&
+ TWin.Position.y1 == 256))
+ {
+ bUsingTWin = FALSE; // -> just do it
+
+#ifdef OWNSCALE
+ TWin.UScaleFactor = 1.0f;
+ TWin.VScaleFactor = 1.0f;
+#else
+ TWin.UScaleFactor =
+ TWin.VScaleFactor = 1.0f/256.0f;
+#endif
+ }
+ else // tw turned on
+ {
+ bUsingTWin = TRUE;
+
+ TWin.OPosition.y1 = TWin.Position.y1; // -> get psx sizes
+ TWin.OPosition.x1 = TWin.Position.x1;
+
+ if(TWin.Position.x1<=2) TWin.Position.x1=2; // -> set OGL sizes
+ else
+ if(TWin.Position.x1<=4) TWin.Position.x1=4;
+ else
+ if(TWin.Position.x1<=8) TWin.Position.x1=8;
+ else
+ if(TWin.Position.x1<=16) TWin.Position.x1=16;
+ else
+ if(TWin.Position.x1<=32) TWin.Position.x1=32;
+ else
+ if(TWin.Position.x1<=64) TWin.Position.x1=64;
+ else
+ if(TWin.Position.x1<=128) TWin.Position.x1=128;
+ else
+ if(TWin.Position.x1<=256) TWin.Position.x1=256;
+
+ if(TWin.Position.y1<=2) TWin.Position.y1=2;
+ else
+ if(TWin.Position.y1<=4) TWin.Position.y1=4;
+ else
+ if(TWin.Position.y1<=8) TWin.Position.y1=8;
+ else
+ if(TWin.Position.y1<=16) TWin.Position.y1=16;
+ else
+ if(TWin.Position.y1<=32) TWin.Position.y1=32;
+ else
+ if(TWin.Position.y1<=64) TWin.Position.y1=64;
+ else
+ if(TWin.Position.y1<=128) TWin.Position.y1=128;
+ else
+ if(TWin.Position.y1<=256) TWin.Position.y1=256;
+
+#ifdef OWNSCALE
+ TWin.UScaleFactor = (float)TWin.Position.x1;
+ TWin.VScaleFactor = (float)TWin.Position.y1;
+#else
+ TWin.UScaleFactor = ((float)TWin.Position.x1)/256.0f; // -> set scale factor
+ TWin.VScaleFactor = ((float)TWin.Position.y1)/256.0f;
+#endif
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// mmm, Lewpy uses that in TileS ... I don't ;)
+////////////////////////////////////////////////////////////////////////
+
+/*
+void ClampToPSXDrawAreaOffset(short *x0, short *y0, short *x1, short *y1)
+{
+ if (*x0 < PSXDisplay.DrawArea.x0)
+ {
+ *x1 -= (PSXDisplay.DrawArea.x0 - *x0);
+ *x0 = PSXDisplay.DrawArea.x0;
+ }
+ else
+ if (*x0 > PSXDisplay.DrawArea.x1)
+ {
+ *x0 = PSXDisplay.DrawArea.x1;
+ *x1 = 0;
+ }
+
+ if (*y0 < PSXDisplay.DrawArea.y0)
+ {
+ *y1 -= (PSXDisplay.DrawArea.y0 - *y0);
+ *y0 = PSXDisplay.DrawArea.y0;
+ }
+ else
+ if (*y0 > PSXDisplay.DrawArea.y1)
+ {
+ *y0 = PSXDisplay.DrawArea.y1;
+ *y1 = 0;
+ }
+
+ if (*x1 < 0) *x1 = 0;
+
+ if ((*x1 + *x0) > PSXDisplay.DrawArea.x1)
+ *x1 = (PSXDisplay.DrawArea.x1 - *x0 + 1);
+
+ if (*y1 < 0) *y1 = 0;
+
+ if ((*y1 + *y0) > PSXDisplay.DrawArea.y1)
+ *y1 = (PSXDisplay.DrawArea.y1 - *y0 + 1);
+}
+*/
+
+////////////////////////////////////////////////////////////////////////
+// Check draw area dimensions
+////////////////////////////////////////////////////////////////////////
+
+void ClampToPSXScreen(short *x0, short *y0, short *x1, short *y1)
+{
+ if (*x0 < 0) *x0 = 0;
+ else
+ if (*x0 > 1023) *x0 = 1023;
+
+ if (*x1 < 0) *x1 = 0;
+ else
+ if (*x1 > 1023) *x1 = 1023;
+
+ if (*y0 < 0) *y0 = 0;
+ else
+ if (*y0 > iGPUHeightMask) *y0 = iGPUHeightMask;
+
+ if (*y1 < 0) *y1 = 0;
+ else
+ if (*y1 > iGPUHeightMask) *y1 = iGPUHeightMask;
+}
+
+////////////////////////////////////////////////////////////////////////
+// Used in Load Image and Blk Fill
+////////////////////////////////////////////////////////////////////////
+
+void ClampToPSXScreenOffset(short *x0, short *y0, short *x1, short *y1)
+{
+ if (*x0 < 0)
+ { *x1 += *x0; *x0 = 0; }
+ else
+ if (*x0 > 1023)
+ { *x0 = 1023; *x1 = 0; }
+
+ if (*y0 < 0)
+ { *y1 += *y0; *y0 = 0; }
+ else
+ if (*y0 > iGPUHeightMask)
+ { *y0 = iGPUHeightMask; *y1 = 0; }
+
+ if (*x1 < 0) *x1 = 0;
+
+ if ((*x1 + *x0) > 1024) *x1 = (1024 - *x0);
+
+ if (*y1 < 0) *y1 = 0;
+
+ if ((*y1 + *y0) > iGPUHeight) *y1 = (iGPUHeight - *y0);
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: start of drawing area... primitives will be clipped inside
+////////////////////////////////////////////////////////////////////////
+
+void cmdDrawAreaStart(u8 * baseAddr)
+{
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];
+
+ drawX = gdata & 0x3ff; // for soft drawing
+ if(drawX>=1024) drawX=1023;
+
+ if(dwGPUVersion==2)
+ {
+ ulGPUInfoVals[INFO_DRAWSTART]=gdata&0x3FFFFF;
+ drawY = (gdata>>12)&0x3ff;
+ }
+ else
+ {
+ ulGPUInfoVals[INFO_DRAWSTART]=gdata&0xFFFFF;
+ drawY = (gdata>>10)&0x3ff;
+ }
+
+ if(drawY>=iGPUHeight) drawY=iGPUHeightMask;
+
+ PreviousPSXDisplay.DrawArea.y0=PSXDisplay.DrawArea.y0;
+ PreviousPSXDisplay.DrawArea.x0=PSXDisplay.DrawArea.x0;
+
+ PSXDisplay.DrawArea.y0 = (short)drawY; // for OGL drawing
+ PSXDisplay.DrawArea.x0 = (short)drawX;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: end of drawing area... primitives will be clipped inside
+////////////////////////////////////////////////////////////////////////
+
+void cmdDrawAreaEnd(u8 * baseAddr)
+{
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];
+
+ drawW = gdata & 0x3ff; // for soft drawing
+ if(drawW>=1024) drawW=1023;
+
+ if(dwGPUVersion==2)
+ {
+ ulGPUInfoVals[INFO_DRAWEND]=gdata&0x3FFFFF;
+ drawH = (gdata>>12)&0x3ff;
+ }
+ else
+ {
+ ulGPUInfoVals[INFO_DRAWEND]=gdata&0xFFFFF;
+ drawH = (gdata>>10)&0x3ff;
+ }
+
+ if(drawH>=iGPUHeight) drawH=iGPUHeightMask;
+
+ PSXDisplay.DrawArea.y1 = (short)drawH; // for OGL drawing
+ PSXDisplay.DrawArea.x1 = (short)drawW;
+
+ ClampToPSXScreen(&PSXDisplay.DrawArea.x0, // clamp
+ &PSXDisplay.DrawArea.y0,
+ &PSXDisplay.DrawArea.x1,
+ &PSXDisplay.DrawArea.y1);
+
+ bDisplayNotSet = TRUE;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: draw offset... will be added to prim coords
+////////////////////////////////////////////////////////////////////////
+
+void cmdDrawOffset(u8 * baseAddr)
+{
+ unsigned long gdata = ((unsigned long*)baseAddr)[0];
+
+ PreviousPSXDisplay.DrawOffset.x =
+ PSXDisplay.DrawOffset.x = (short)(gdata & 0x7ff);
+
+ if(dwGPUVersion==2)
+ {
+ ulGPUInfoVals[INFO_DRAWOFF]=gdata&0x7FFFFF;
+ PSXDisplay.DrawOffset.y = (short)((gdata>>12) & 0x7ff);
+ }
+ else
+ {
+ ulGPUInfoVals[INFO_DRAWOFF]=gdata&0x3FFFFF;
+ PSXDisplay.DrawOffset.y = (short)((gdata>>11) & 0x7ff);
+ }
+
+ PSXDisplay.DrawOffset.x=(short)(((int)PSXDisplay.DrawOffset.x<<21)>>21);
+ PSXDisplay.DrawOffset.y=(short)(((int)PSXDisplay.DrawOffset.y<<21)>>21);
+
+ PSXDisplay.CumulOffset.x = // new OGL prim offsets
+ PSXDisplay.DrawOffset.x - PSXDisplay.GDrawOffset.x + PreviousPSXDisplay.Range.x0;
+ PSXDisplay.CumulOffset.y =
+ PSXDisplay.DrawOffset.y - PSXDisplay.GDrawOffset.y + PreviousPSXDisplay.Range.y0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: load image to vram
+////////////////////////////////////////////////////////////////////////
+
+void primLoadImage(u8 * baseAddr)
+{
+ unsigned short *sgpuData = ((unsigned short *) baseAddr);
+
+ VRAMWrite.x = sgpuData[2]&0x03ff;
+ VRAMWrite.y = sgpuData[3]&iGPUHeightMask;
+ VRAMWrite.Width = sgpuData[4];
+ VRAMWrite.Height = sgpuData[5];
+
+ iDataWriteMode = DR_VRAMTRANSFER;
+ VRAMWrite.ImagePtr = psxVuw + (VRAMWrite.y<<10) + VRAMWrite.x;
+ VRAMWrite.RowsRemaining = VRAMWrite.Width;
+ VRAMWrite.ColsRemaining = VRAMWrite.Height;
+
+ bNeedWriteUpload=TRUE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void PrepareRGB24Upload(void)
+{
+ VRAMWrite.x=(VRAMWrite.x*2)/3;
+ VRAMWrite.Width=(VRAMWrite.Width*2)/3;
+
+ if(!PSXDisplay.InterlacedTest && // NEW
+ CheckAgainstScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height))
+ {
+ xrUploadArea.x0-=PreviousPSXDisplay.DisplayPosition.x;
+ xrUploadArea.x1-=PreviousPSXDisplay.DisplayPosition.x;
+ xrUploadArea.y0-=PreviousPSXDisplay.DisplayPosition.y;
+ xrUploadArea.y1-=PreviousPSXDisplay.DisplayPosition.y;
+ }
+ else
+ if(CheckAgainstFrontScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height))
+ {
+ xrUploadArea.x0-=PSXDisplay.DisplayPosition.x;
+ xrUploadArea.x1-=PSXDisplay.DisplayPosition.x;
+ xrUploadArea.y0-=PSXDisplay.DisplayPosition.y;
+ xrUploadArea.y1-=PSXDisplay.DisplayPosition.y;
+ }
+ else return;
+
+ if(bRenderFrontBuffer)
+ {
+ updateFrontDisplay();
+ }
+
+ if(bNeedRGB24Update==FALSE)
+ {
+ xrUploadAreaRGB24=xrUploadArea;
+ bNeedRGB24Update=TRUE;
+ }
+ else
+ {
+ xrUploadAreaRGB24.x0=min(xrUploadAreaRGB24.x0,xrUploadArea.x0);
+ xrUploadAreaRGB24.x1=max(xrUploadAreaRGB24.x1,xrUploadArea.x1);
+ xrUploadAreaRGB24.y0=min(xrUploadAreaRGB24.y0,xrUploadArea.y0);
+ xrUploadAreaRGB24.y1=max(xrUploadAreaRGB24.y1,xrUploadArea.y1);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void CheckWriteUpdate()
+{
+ int iX=0,iY=0;
+
+ if(VRAMWrite.Width) iX=1;
+ if(VRAMWrite.Height) iY=1;
+
+ InvalidateTextureArea(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width-iX, VRAMWrite.Height-iY);
+
+ if(PSXDisplay.Interlaced && !iOffscreenDrawing) return;
+
+ if(PSXDisplay.RGB24) {PrepareRGB24Upload();return;}
+
+ if(!PSXDisplay.InterlacedTest &&
+ CheckAgainstScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height))
+ {
+ if(dwActFixes&0x800) return;
+
+ if(bRenderFrontBuffer)
+ {
+ updateFrontDisplay();
+ }
+
+ UploadScreen(FALSE);
+
+ bNeedUploadTest=TRUE;
+ }
+ else
+ if(iOffscreenDrawing)
+ {
+ if (CheckAgainstFrontScreen(VRAMWrite.x, VRAMWrite.y, VRAMWrite.Width, VRAMWrite.Height))
+ {
+ if(PSXDisplay.InterlacedTest)
+ {
+ if(PreviousPSXDisplay.InterlacedNew)
+ {
+ PreviousPSXDisplay.InterlacedNew=FALSE;
+ bNeedInterlaceUpdate=TRUE;
+ xrUploadAreaIL.x0=PSXDisplay.DisplayPosition.x;
+ xrUploadAreaIL.y0=PSXDisplay.DisplayPosition.y;
+ xrUploadAreaIL.x1=PSXDisplay.DisplayPosition.x+PSXDisplay.DisplayModeNew.x;
+ xrUploadAreaIL.y1=PSXDisplay.DisplayPosition.y+PSXDisplay.DisplayModeNew.y;
+ if(xrUploadAreaIL.x1>1023) xrUploadAreaIL.x1=1023;
+ if(xrUploadAreaIL.y1>511) xrUploadAreaIL.y1=511;
+ }
+
+ if(bNeedInterlaceUpdate==FALSE)
+ {
+ xrUploadAreaIL=xrUploadArea;
+ bNeedInterlaceUpdate=TRUE;
+ }
+ else
+ {
+ xrUploadAreaIL.x0=min(xrUploadAreaIL.x0,xrUploadArea.x0);
+ xrUploadAreaIL.x1=max(xrUploadAreaIL.x1,xrUploadArea.x1);
+ xrUploadAreaIL.y0=min(xrUploadAreaIL.y0,xrUploadArea.y0);
+ xrUploadAreaIL.y1=max(xrUploadAreaIL.y1,xrUploadArea.y1);
+ }
+ return;
+ }
+
+ if(!bNeedUploadAfter)
+ {
+ bNeedUploadAfter = TRUE;
+ xrUploadArea.x0=VRAMWrite.x;
+ xrUploadArea.x1=VRAMWrite.x+VRAMWrite.Width;
+ xrUploadArea.y0=VRAMWrite.y;
+ xrUploadArea.y1=VRAMWrite.y+VRAMWrite.Height;
+ }
+ else
+ {
+ xrUploadArea.x0=min(xrUploadArea.x0,VRAMWrite.x);
+ xrUploadArea.x1=max(xrUploadArea.x1,VRAMWrite.x+VRAMWrite.Width);
+ xrUploadArea.y0=min(xrUploadArea.y0,VRAMWrite.y);
+ xrUploadArea.y1=max(xrUploadArea.y1,VRAMWrite.y+VRAMWrite.Height);
+ }
+
+ if(dwActFixes&0x8000)
+ {
+ if((xrUploadArea.x1-xrUploadArea.x0)>=(PSXDisplay.DisplayMode.x-32) &&
+ (xrUploadArea.y1-xrUploadArea.y0)>=(PSXDisplay.DisplayMode.y-32))
+ {
+ UploadScreen(-1);
+ updateFrontDisplay();
+ }
+ }
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: vram -> psx mem
+////////////////////////////////////////////////////////////////////////
+
+void primStoreImage(u8 * baseAddr)
+{
+ unsigned short *sgpuData = ((unsigned short *) baseAddr);
+
+ VRAMRead.x = sgpuData[2]&0x03ff;
+ VRAMRead.y = sgpuData[3]&iGPUHeightMask;
+ VRAMRead.Width = sgpuData[4];
+ VRAMRead.Height = sgpuData[5];
+
+ VRAMRead.ImagePtr = psxVuw + (VRAMRead.y<<10) + VRAMRead.x;
+ VRAMRead.RowsRemaining = VRAMRead.Width;
+ VRAMRead.ColsRemaining = VRAMRead.Height;
+
+ iDataReadMode = DR_VRAMTRANSFER;
+
+ STATUSREG |= GPUSTATUS_READYFORVRAM;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: blkfill - NO primitive! Doesn't care about draw areas...
+////////////////////////////////////////////////////////////////////////
+
+void primBlkFill(u8 * baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ iDrawnSomething=1;
+
+ sprtX = sgpuData[2];
+ sprtY = sgpuData[3];
+ sprtW = sgpuData[4] & 0x3ff;
+ sprtH = sgpuData[5] & iGPUHeightMask;
+
+ sprtW = (sprtW+15) & ~15;
+
+ // Increase H & W if they are one short of full values, because they never can be full values
+ if (sprtH == iGPUHeightMask) sprtH=iGPUHeight;
+ if (sprtW == 1023) sprtW=1024;
+
+ // x and y of start
+ ly0 = ly1 = sprtY;
+ ly2 = ly3 = (sprtY+sprtH);
+ lx0 = lx3 = sprtX;
+ lx1 = lx2 = (sprtX+sprtW);
+
+ offsetBlk();
+
+ if(ClipVertexListScreen())
+ {
+ PSXDisplay_t * pd;
+ if(PSXDisplay.InterlacedTest) pd=&PSXDisplay;
+ else pd=&PreviousPSXDisplay;
+
+ if ((lx0 <= pd->DisplayPosition.x+16) &&
+ (ly0 <= pd->DisplayPosition.y+16) &&
+ (lx2 >= pd->DisplayEnd.x-16) &&
+ (ly2 >= pd->DisplayEnd.y-16))
+ {
+ GLclampf g,b,r;
+ g=((GLclampf)GREEN(gpuData[0]))/255.0f;
+ 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);
+ gl_z=0.0f;
+
+ if(gpuData[0]!=0x02000000 &&
+ (ly0>pd->DisplayPosition.y ||
+ ly2<pd->DisplayEnd.y))
+ {
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState((unsigned long)0x01000000);
+ SetRenderMode((unsigned long)0x01000000, FALSE);
+ vertex[0].c.lcol=0xff000000;
+ SETCOL(vertex[0]);
+ if(ly0>pd->DisplayPosition.y)
+ {
+ vertex[0].x=0;vertex[0].y=0;
+ vertex[1].x=pd->DisplayEnd.x-pd->DisplayPosition.x;vertex[1].y=0;
+ vertex[2].x=vertex[1].x;vertex[2].y=ly0-pd->DisplayPosition.y;
+ vertex[3].x=0;vertex[3].y=vertex[2].y;
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ }
+ if(ly2<pd->DisplayEnd.y)
+ {
+ vertex[0].x=0;vertex[0].y=(pd->DisplayEnd.y-pd->DisplayPosition.y)-(pd->DisplayEnd.y-ly2);
+ vertex[1].x=pd->DisplayEnd.x-pd->DisplayPosition.x;vertex[1].y=vertex[0].y;
+ vertex[2].x=vertex[1].x;vertex[2].y=pd->DisplayEnd.y;
+ vertex[3].x=0;vertex[3].y=vertex[2].y;
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ }
+ }
+
+ glEnable(GL_SCISSOR_TEST);
+ }
+ else
+ {
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState((unsigned long)0x01000000);
+ SetRenderMode((unsigned long)0x01000000, FALSE);
+ vertex[0].c.lcol=gpuData[0]|0xff000000;
+ SETCOL(vertex[0]);
+ glDisable(GL_SCISSOR_TEST);
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ glEnable(GL_SCISSOR_TEST);
+ }
+ }
+
+ //mmm... will clean all stuff, also if not all _should_ be cleaned...
+ //if (IsInsideNextScreen(sprtX, sprtY, sprtW, sprtH))
+ // try this:
+ if (IsCompleteInsideNextScreen(sprtX, sprtY, sprtW, sprtH))
+ {
+ lClearOnSwapColor = COLOR(gpuData[0]);
+ lClearOnSwap = 1;
+ }
+
+/* if(iOffscreenDrawing)
+ {
+ ClampToPSXScreenOffset( &sprtX, &sprtY, &sprtW, &sprtH);
+ if ((sprtW == 0) || (sprtH == 0)) return;
+ InvalidateTextureArea(sprtX, sprtY, sprtW-1, sprtH-1);
+
+ sprtW+=sprtX;
+ sprtH+=sprtY;
+
+ FillSoftwareArea(sprtX, sprtY, sprtW, sprtH, BGR24to16(gpuData[0]));
+ }*/
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: move image vram -> vram
+////////////////////////////////////////////////////////////////////////
+
+void MoveImageWrapped(short imageX0,short imageY0,
+ short imageX1,short imageY1,
+ short imageSX,short imageSY)
+{
+ int i,j,imageXE,imageYE;
+
+ if(iFrameReadType&2)
+ {
+ imageXE=imageX0+imageSX;
+ imageYE=imageY0+imageSY;
+
+ if(imageYE>iGPUHeight && imageXE>1024)
+ {
+ CheckVRamRead(0,0,
+ (imageXE&0x3ff),
+ (imageY0&iGPUHeightMask),
+ FALSE);
+ }
+
+ if(imageXE>1024)
+ {
+ CheckVRamRead(0,imageY0,
+ (imageXE&0x3ff),
+ (imageYE>iGPUHeight)?iGPUHeight:imageYE,
+ FALSE);
+ }
+
+ if(imageYE>iGPUHeight)
+ {
+ CheckVRamRead(imageX0,0,
+ (imageXE>1024)?1024:imageXE,
+ imageYE&iGPUHeightMask,
+ FALSE);
+ }
+
+ CheckVRamRead(imageX0,imageY0,
+ (imageXE>1024)?1024:imageXE,
+ (imageYE>iGPUHeight)?iGPUHeight:imageYE,
+ FALSE);
+ }
+
+ for(j=0;j<imageSY;j++)
+ for(i=0;i<imageSX;i++)
+ psxVuw [(1024*((imageY1+j)&iGPUHeightMask))+((imageX1+i)&0x3ff)]=
+ psxVuw[(1024*((imageY0+j)&iGPUHeightMask))+((imageX0+i)&0x3ff)];
+
+ if(!PSXDisplay.RGB24)
+ {
+ imageXE=imageX1+imageSX;
+ imageYE=imageY1+imageSY;
+
+ if(imageYE>iGPUHeight && imageXE>1024)
+ {
+ InvalidateTextureArea(0,0,
+ (imageXE&0x3ff)-1,
+ (imageYE&iGPUHeightMask)-1);
+ }
+
+ if(imageXE>1024)
+ {
+ InvalidateTextureArea(0,imageY1,
+ (imageXE&0x3ff)-1,
+ ((imageYE>iGPUHeight)?iGPUHeight:imageYE)-imageY1-1);
+ }
+
+ if(imageYE>iGPUHeight)
+ {
+ InvalidateTextureArea(imageX1,0,
+ ((imageXE>1024)?1024:imageXE)-imageX1-1,
+ (imageYE&iGPUHeightMask)-1);
+ }
+
+ InvalidateTextureArea(imageX1,imageY1,
+ ((imageXE>1024)?1024:imageXE)-imageX1-1,
+ ((imageYE>iGPUHeight)?iGPUHeight:imageYE)-imageY1-1);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void primMoveImage(u8 * baseAddr)
+{
+ short *sgpuData = ((short *) baseAddr);
+ short imageY0,imageX0,imageY1,imageX1,imageSX,imageSY,i,j;
+
+ imageX0 = sgpuData[2]&0x03ff;
+ imageY0 = sgpuData[3]&iGPUHeightMask;
+ imageX1 = sgpuData[4]&0x03ff;
+ imageY1 = sgpuData[5]&iGPUHeightMask;
+ imageSX = sgpuData[6];
+ imageSY = sgpuData[7];
+
+ if((imageX0 == imageX1) && (imageY0 == imageY1)) return;
+ if(imageSX<=0) return;
+ if(imageSY<=0) return;
+
+ if(iGPUHeight==1024 && sgpuData[7]>1024) return;
+
+ if((imageY0+imageSY)>iGPUHeight ||
+ (imageX0+imageSX)>1024 ||
+ (imageY1+imageSY)>iGPUHeight ||
+ (imageX1+imageSX)>1024)
+ {
+ MoveImageWrapped(imageX0,imageY0,imageX1,imageY1,imageSX,imageSY);
+ if((imageY0+imageSY)>iGPUHeight) imageSY=iGPUHeight-imageY0;
+ if((imageX0+imageSX)>1024) imageSX=1024-imageX0;
+ if((imageY1+imageSY)>iGPUHeight) imageSY=iGPUHeight-imageY1;
+ if((imageX1+imageSX)>1024) imageSX=1024-imageX1;
+ }
+
+ if(iFrameReadType&2)
+ CheckVRamRead(imageX0,imageY0,
+ imageX0+imageSX,
+ imageY0+imageSY,
+ FALSE);
+
+ if(imageSX&1)
+ {
+ unsigned short *SRCPtr, *DSTPtr;
+ unsigned short LineOffset;
+
+ SRCPtr = psxVuw + (1024*imageY0) + imageX0;
+ DSTPtr = psxVuw + (1024*imageY1) + imageX1;
+
+ LineOffset = 1024 - imageSX;
+
+ for(j=0;j<imageSY;j++)
+ {
+ for(i=0;i<imageSX;i++) *DSTPtr++ = *SRCPtr++;
+ SRCPtr += LineOffset;
+ DSTPtr += LineOffset;
+ }
+ }
+ else
+ {
+ unsigned long *SRCPtr, *DSTPtr;
+ unsigned short LineOffset;
+ int dx=imageSX>>1;
+
+ SRCPtr = (unsigned long *)(psxVuw + (1024*imageY0) + imageX0);
+ DSTPtr = (unsigned long *)(psxVuw + (1024*imageY1) + imageX1);
+
+ LineOffset = 512 - dx;
+
+ for(j=0;j<imageSY;j++)
+ {
+ for(i=0;i<dx;i++) *DSTPtr++ = *SRCPtr++;
+ SRCPtr += LineOffset;
+ DSTPtr += LineOffset;
+ }
+ }
+
+ if (!PSXDisplay.RGB24)
+ {
+ InvalidateTextureArea(imageX1,imageY1,imageSX-1,imageSY-1);
+
+ if (CheckAgainstScreen(imageX1,imageY1,imageSX,imageSY))
+ {
+ if(imageX1>=PreviousPSXDisplay.DisplayPosition.x &&
+ imageX1<PreviousPSXDisplay.DisplayEnd.x &&
+ imageY1>=PreviousPSXDisplay.DisplayPosition.y &&
+ imageY1<PreviousPSXDisplay.DisplayEnd.y)
+ {
+ imageX1 += imageSX;
+ imageY1 += imageSY;
+
+ if(imageX1>=PreviousPSXDisplay.DisplayPosition.x &&
+ imageX1<=PreviousPSXDisplay.DisplayEnd.x &&
+ imageY1>=PreviousPSXDisplay.DisplayPosition.y &&
+ imageY1<=PreviousPSXDisplay.DisplayEnd.y)
+ {
+ if(!(
+ imageX0>=PSXDisplay.DisplayPosition.x &&
+ imageX0<PSXDisplay.DisplayEnd.x &&
+ imageY0>=PSXDisplay.DisplayPosition.y &&
+ imageY0<PSXDisplay.DisplayEnd.y
+ ))
+ {
+ if(bRenderFrontBuffer)
+ {
+ updateFrontDisplay();
+ }
+
+ UploadScreen(FALSE);
+ }
+ else bFakeFrontBuffer=TRUE;
+ }
+ }
+
+ bNeedUploadTest=TRUE;
+ }
+ else
+ if(iOffscreenDrawing)
+ {
+ if (CheckAgainstFrontScreen(imageX1,imageY1,imageSX,imageSY))
+ {
+ if(!PSXDisplay.InterlacedTest &&
+// !bFullVRam &&
+ ((
+ imageX0>=PreviousPSXDisplay.DisplayPosition.x &&
+ imageX0<PreviousPSXDisplay.DisplayEnd.x &&
+ imageY0>=PreviousPSXDisplay.DisplayPosition.y &&
+ imageY0<PreviousPSXDisplay.DisplayEnd.y
+ ) ||
+ (
+ imageX0>=PSXDisplay.DisplayPosition.x &&
+ imageX0<PSXDisplay.DisplayEnd.x &&
+ imageY0>=PSXDisplay.DisplayPosition.y &&
+ imageY0<PSXDisplay.DisplayEnd.y
+ )))
+ return;
+
+ bNeedUploadTest=TRUE;
+
+ if(!bNeedUploadAfter)
+ {
+ bNeedUploadAfter = TRUE;
+ xrUploadArea.x0=imageX0;
+ xrUploadArea.x1=imageX0+imageSX;
+ xrUploadArea.y0=imageY0;
+ xrUploadArea.y1=imageY0+imageSY;
+ }
+ else
+ {
+ xrUploadArea.x0=min(xrUploadArea.x0,imageX0);
+ xrUploadArea.x1=max(xrUploadArea.x1,imageX0+imageSX);
+ xrUploadArea.y0=min(xrUploadArea.y0,imageY0);
+ xrUploadArea.y1=max(xrUploadArea.y1,imageY0+imageSY);
+ }
+ }
+ }
+ }
+}
+
+
+////////////////////////////////////////////////////////////////////////
+// cmd: draw free-size Tile
+////////////////////////////////////////////////////////////////////////
+
+void primTileS(u8 * baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long*)baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ sprtX = sgpuData[2];
+ sprtY = sgpuData[3];
+ sprtW = sgpuData[4] & 0x3ff;
+ sprtH = sgpuData[5] & iGPUHeightMask;
+
+ // x and y of start
+
+ lx0 = sprtX;
+ ly0 = sprtY;
+
+ offsetST();
+
+ if((dwActFixes&1) && // FF7 special game gix (battle cursor)
+ sprtX==0 && sprtY==0 && sprtW==24 && sprtH==16)
+ return;
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = FALSE;
+
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ if(IsPrimCompleteInsideNextScreen(lx0,ly0,lx2,ly2) ||
+ (ly0==-6 && ly2==10)) // OH MY GOD... I DIDN'T WANT TO DO IT... BUT I'VE FOUND NO OTHER WAY... HACK FOR GRADIUS SHOOTER :(
+ {
+ lClearOnSwapColor = COLOR(gpuData[0]);
+ lClearOnSwap = 1;
+ }
+
+ offsetPSX4();
+ if(bDrawOffscreen4())
+ {
+ if(!(iTileCheat && sprtH==32 && gpuData[0]==0x60ffffff)) // special cheat for certain ZiNc games
+ {
+ InvalidateTextureAreaEx();
+ FillSoftwareAreaTrans(lx0,ly0,lx2,ly2,
+ BGR24to16(gpuData[0]));
+ }
+ }
+ }*/
+
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4NT();
+
+ if(bIgnoreNextTile) {bIgnoreNextTile=FALSE;return;}
+
+ vertex[0].c.lcol=gpuData[0];
+ vertex[0].c.col[3]=ubGloColAlpha;
+ SETCOL(vertex[0]);
+
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: draw 1 dot Tile (point)
+////////////////////////////////////////////////////////////////////////
+
+void primTile1(u8 * baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long*)baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ sprtX = sgpuData[2];
+ sprtY = sgpuData[3];
+ sprtW = 1;
+ sprtH = 1;
+
+ lx0 = sprtX;
+ ly0 = sprtY;
+
+ offsetST();
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = FALSE;
+
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ FillSoftwareAreaTrans(lx0,ly0,lx2,ly2,
+ BGR24to16(gpuData[0]));
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4NT();
+
+ vertex[0].c.lcol=gpuData[0];vertex[0].c.col[3]=ubGloColAlpha;
+ SETCOL(vertex[0]);
+
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: draw 8 dot Tile (small rect)
+////////////////////////////////////////////////////////////////////////
+
+void primTile8(u8 * baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long*)baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ sprtX = sgpuData[2];
+ sprtY = sgpuData[3];
+ sprtW = 8;
+ sprtH = 8;
+
+ lx0 = sprtX;
+ ly0 = sprtY;
+
+ offsetST();
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ FillSoftwareAreaTrans(lx0,ly0,lx2,ly2,
+ BGR24to16(gpuData[0]));
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4NT();
+
+ vertex[0].c.lcol=gpuData[0];
+ vertex[0].c.col[3]=ubGloColAlpha;
+ SETCOL(vertex[0]);
+
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: draw 16 dot Tile (medium rect)
+////////////////////////////////////////////////////////////////////////
+
+void primTile16(u8 * baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long*)baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ sprtX = sgpuData[2];
+ sprtY = sgpuData[3];
+ sprtW = 16;
+ sprtH = 16;
+ // x and y of start
+ lx0 = sprtX;
+ ly0 = sprtY;
+
+ offsetST();
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ FillSoftwareAreaTrans(lx0,ly0,lx2,ly2,
+ BGR24to16(gpuData[0]));
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4NT();
+
+ vertex[0].c.lcol=gpuData[0];
+ vertex[0].c.col[3]=ubGloColAlpha;
+ SETCOL(vertex[0]);
+
+ PRIMdrawQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// helper: filter effect by multipass rendering
+////////////////////////////////////////////////////////////////////////
+
+/*void DrawMultiBlur(void)
+{
+ long lABR,lDST;float fx,fy;
+
+ lABR=GlobalTextABR;
+ lDST=DrawSemiTrans;
+
+ fx=(float)PSXDisplay.DisplayMode.x/(float)(iResX);
+ fy=(float)PSXDisplay.DisplayMode.y/(float)(iResY);
+
+ vertex[0].x+=fx;vertex[1].x+=fx;
+ vertex[2].x+=fx;vertex[3].x+=fx;
+
+ GlobalTextABR=0;
+ DrawSemiTrans=1;
+ SetSemiTrans();
+
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ vertex[0].y+=fy;vertex[1].y+=fy;
+ vertex[2].y+=fy;vertex[3].y+=fy;
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ if(bDrawMultiPass) {obm1=obm2=GL_SRC_ALPHA;}
+
+ GlobalTextABR=lABR;
+ DrawSemiTrans=lDST;
+}
+*/
+////////////////////////////////////////////////////////////////////////
+
+#define POFF 0.375f
+
+void DrawMultiFilterSprite(void)
+{
+ long lABR,lDST;
+
+ if(bUseMultiPass || DrawSemiTrans || ubOpaqueDraw)
+ {
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ return;
+ }
+
+ lABR=GlobalTextABR;
+ lDST=DrawSemiTrans;
+ vertex[0].c.col[3]=ubGloAlpha/2; // -> set color with
+ SETCOL(vertex[0]); // texture alpha
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ vertex[0].x+=POFF;vertex[1].x+=POFF;
+ vertex[2].x+=POFF;vertex[3].x+=POFF;
+ vertex[0].y+=POFF;vertex[1].y+=POFF;
+ vertex[2].y+=POFF;vertex[3].y+=POFF;
+ GlobalTextABR=0;
+ DrawSemiTrans=1;
+ SetSemiTrans();
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ GlobalTextABR=lABR;
+ DrawSemiTrans=lDST;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: small sprite (textured rect)
+////////////////////////////////////////////////////////////////////////
+
+void primSprt8(u8 * baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+ short s;
+
+ iSpriteTex=1;
+
+ sprtX = sgpuData[2];
+ sprtY = sgpuData[3];
+ sprtW = 8;
+ sprtH = 8;
+
+ lx0 = sprtX;
+ ly0 = sprtY;
+
+ offsetST();
+
+ // do texture stuff
+ gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff;
+
+ if(usMirror & 0x1000)
+ {
+ s=gl_ux[0];
+ s-=sprtW-1;
+ if(s<0) {s=0;}
+ gl_ux[0]=gl_ux[3]=s;
+ }
+
+ sSprite_ux2=s=gl_ux[0]+sprtW;
+ if(s) s--;
+ if(s>255) s=255;
+ gl_ux[1]=gl_ux[2]=s;
+ // Y coords
+ gl_vy[0]=gl_vy[1]=baseAddr[9];//(gpuData[2]>>8)&0xff;
+
+ if(usMirror & 0x2000)
+ {
+ s=gl_vy[0];
+ s-=sprtH-1;
+ if(s<0) {s=0;}
+ gl_vy[0]=gl_vy[1]=s;
+ }
+
+ sSprite_vy2=s=gl_vy[0]+sprtH;
+ if(s) s--;
+ if(s>255) s=255;
+ gl_vy[2]=gl_vy[3]=s;
+
+ ulClutID=(gpuData[2]>>16);
+
+ bDrawTextured = TRUE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ SetRenderColor(gpuData[0]);
+ lx0-=PSXDisplay.DrawOffset.x;
+ ly0-=PSXDisplay.DrawOffset.y;
+
+ if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,8,8);
+ else
+ if(usMirror) DrawSoftwareSpriteMirror(baseAddr,8,8);
+ else
+ DrawSoftwareSprite(baseAddr,8,8,baseAddr[8],baseAddr[9]);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], TRUE);
+ SetZMask4SP();
+
+ sSprite_ux2=gl_ux[0]+sprtW;
+ sSprite_vy2=gl_vy[0]+sprtH;
+
+ assignTextureSprite();
+
+ if(iFilterType>4)
+ DrawMultiFilterSprite();
+ else
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ if(bDrawMultiPass)
+ {
+ SetSemiTransMulti(1);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ }
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask4O();
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);
+ DEFOPAQUEON
+
+/* if(bSmallAlpha && iFilterType<=2)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ SetZMask4O();
+ }
+*/
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ DEFOPAQUEOFF
+ }
+
+ iSpriteTex=0;
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: medium sprite (textured rect)
+////////////////////////////////////////////////////////////////////////
+
+void primSprt16(u8 * baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+ short s;
+
+ iSpriteTex=1;
+
+ sprtX = sgpuData[2];
+ sprtY = sgpuData[3];
+ sprtW = 16;
+ sprtH = 16;
+
+ lx0 = sprtX;
+ ly0 = sprtY;
+
+ offsetST();
+
+ // do texture stuff
+ gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff;
+
+ if(usMirror & 0x1000)
+ {
+ s=gl_ux[0];
+ s-=sprtW-1;
+ if(s<0) {s=0;}
+ gl_ux[0]=gl_ux[3]=s;
+ }
+
+ sSprite_ux2=s=gl_ux[0]+sprtW;
+ if(s) s--;
+ if(s>255) s=255;
+ gl_ux[1]=gl_ux[2]=s;
+ // Y coords
+ gl_vy[0]=gl_vy[1]=baseAddr[9];//(gpuData[2]>>8)&0xff;
+
+ if(usMirror & 0x2000)
+ {
+ s=gl_vy[0];
+ s-=sprtH-1;
+ if(s<0) {s=0;}
+ gl_vy[0]=gl_vy[1]=s;
+ }
+
+ sSprite_vy2=s=gl_vy[0]+sprtH;
+ if(s) s--;
+ if(s>255) s=255;
+ gl_vy[2]=gl_vy[3]=s;
+
+ ulClutID=(gpuData[2]>>16);
+
+ bDrawTextured = TRUE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ SetRenderColor(gpuData[0]);
+ lx0-=PSXDisplay.DrawOffset.x;
+ ly0-=PSXDisplay.DrawOffset.y;
+ if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,16,16);
+ else
+ if(usMirror) DrawSoftwareSpriteMirror(baseAddr,16,16);
+ else
+ DrawSoftwareSprite(baseAddr,16,16,baseAddr[8],baseAddr[9]);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], TRUE);
+ SetZMask4SP();
+
+ sSprite_ux2=gl_ux[0]+sprtW;
+ sSprite_vy2=gl_vy[0]+sprtH;
+
+ assignTextureSprite();
+
+ if(iFilterType>4)
+ DrawMultiFilterSprite();
+ else
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ if(bDrawMultiPass)
+ {
+ SetSemiTransMulti(1);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ }
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask4O();
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);
+ DEFOPAQUEON
+
+/* if(bSmallAlpha && iFilterType<=2)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ SetZMask4O();
+ }
+*/
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ DEFOPAQUEOFF
+ }
+
+ iSpriteTex=0;
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: free-size sprite (textured rect)
+////////////////////////////////////////////////////////////////////////
+
+void primSprtSRest(u8 * baseAddr,unsigned short type)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+ short s;unsigned short sTypeRest=0;
+
+ sprtX = sgpuData[2];
+ sprtY = sgpuData[3];
+ sprtW = sgpuData[6] & 0x3ff;
+ sprtH = sgpuData[7] & 0x1ff;
+
+
+ // do texture stuff
+ switch(type)
+ {
+ case 1:
+ gl_vy[0]=gl_vy[1]=baseAddr[9];
+ s=256-baseAddr[8];
+ sprtW-=s;
+ sprtX+=s;
+ gl_ux[0]=gl_ux[3]=0;
+ break;
+ case 2:
+ gl_ux[0]=gl_ux[3]=baseAddr[8];
+ s=256-baseAddr[9];
+ sprtH-=s;
+ sprtY+=s;
+ gl_vy[0]=gl_vy[1]=0;
+ break;
+ case 3:
+ s=256-baseAddr[8];
+ sprtW-=s;
+ sprtX+=s;
+ gl_ux[0]=gl_ux[3]=0;
+ s=256-baseAddr[9];
+ sprtH-=s;
+ sprtY+=s;
+ gl_vy[0]=gl_vy[1]=0;
+ break;
+
+ case 4:
+ gl_vy[0]=gl_vy[1]=baseAddr[9];
+ s=512-baseAddr[8];
+ sprtW-=s;
+ sprtX+=s;
+ gl_ux[0]=gl_ux[3]=0;
+ break;
+ case 5:
+ gl_ux[0]=gl_ux[3]=baseAddr[8];
+ s=512-baseAddr[9];
+ sprtH-=s;
+ sprtY+=s;
+ gl_vy[0]=gl_vy[1]=0;
+ break;
+ case 6:
+ s=512-baseAddr[8];
+ sprtW-=s;
+ sprtX+=s;
+ gl_ux[0]=gl_ux[3]=0;
+ s=512-baseAddr[9];
+ sprtH-=s;
+ sprtY+=s;
+ gl_vy[0]=gl_vy[1]=0;
+ break;
+
+ }
+
+ if(usMirror & 0x1000)
+ {
+ s=gl_ux[0];
+ s-=sprtW-1;if(s<0) s=0;
+ gl_ux[0]=gl_ux[3]=s;
+ }
+ if(usMirror & 0x2000)
+ {
+ s=gl_vy[0];
+ s-=sprtH-1;if(s<0) {s=0;}
+ gl_vy[0]=gl_vy[1]=s;
+ }
+
+ sSprite_ux2=s=gl_ux[0]+sprtW;
+ if(s>255) s=255;
+ gl_ux[1]=gl_ux[2]=s;
+ sSprite_vy2=s=gl_vy[0]+sprtH;
+ if(s>255) s=255;
+ gl_vy[2]=gl_vy[3]=s;
+
+ if(!bUsingTWin)
+ {
+ if(sSprite_ux2>256)
+ {sprtW=256-gl_ux[0];sSprite_ux2=256;sTypeRest+=1;}
+ if(sSprite_vy2>256)
+ {sprtH=256-gl_vy[0];sSprite_vy2=256;sTypeRest+=2;}
+ }
+
+ lx0 = sprtX;
+ ly0 = sprtY;
+
+ offsetST();
+
+ ulClutID=(gpuData[2]>>16);
+
+ bDrawTextured = TRUE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ SetRenderColor(gpuData[0]);
+ lx0-=PSXDisplay.DrawOffset.x;
+ ly0-=PSXDisplay.DrawOffset.y;
+ if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,sprtW,sprtH);
+ else
+ if(usMirror) DrawSoftwareSpriteMirror(baseAddr,sprtW,sprtH);
+ else
+ DrawSoftwareSprite(baseAddr,sprtW,sprtH,baseAddr[8],baseAddr[9]);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], TRUE);
+ SetZMask4SP();
+
+ sSprite_ux2=gl_ux[0]+sprtW;
+ sSprite_vy2=gl_vy[0]+sprtH;
+
+ assignTextureSprite();
+
+ if(iFilterType>4)
+ DrawMultiFilterSprite();
+ else
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ if(bDrawMultiPass)
+ {
+ SetSemiTransMulti(1);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ }
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask4O();
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);
+ DEFOPAQUEON
+
+/* if(bSmallAlpha && iFilterType<=2)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ SetZMask4O();
+ }
+*/
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ DEFOPAQUEOFF
+ }
+
+ if(sTypeRest && type<4)
+ {
+ if(sTypeRest&1 && type==1) primSprtSRest(baseAddr,4);
+ if(sTypeRest&2 && type==2) primSprtSRest(baseAddr,5);
+ if(sTypeRest==3 && type==3) primSprtSRest(baseAddr,6);
+ }
+}
+
+void primSprtS(u8 * baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ short s;unsigned short sTypeRest=0;
+
+ sprtX = sgpuData[2];
+ sprtY = sgpuData[3];
+ sprtW = sgpuData[6] & 0x3ff;
+ sprtH = sgpuData[7] & 0x1ff;
+
+ if(!sprtH) return;
+ if(!sprtW) return;
+
+ iSpriteTex=1;
+
+ // do texture stuff
+ gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff;
+ gl_vy[0]=gl_vy[1]=baseAddr[9];//(gpuData[2]>>8)&0xff;
+
+ if(usMirror & 0x1000)
+ {
+ s=gl_ux[0];
+ s-=sprtW-1;
+ if(s<0) {s=0;}
+ gl_ux[0]=gl_ux[3]=s;
+ }
+ if(usMirror & 0x2000)
+ {
+ s=gl_vy[0];
+ s-=sprtH-1;
+ if(s<0) {s=0;}
+ gl_vy[0]=gl_vy[1]=s;
+ }
+
+ sSprite_ux2=s=gl_ux[0]+sprtW;
+ if(s) s--;
+ if(s>255) s=255;
+ gl_ux[1]=gl_ux[2]=s;
+ sSprite_vy2=s=gl_vy[0]+sprtH;
+ if(s) s--;
+ if(s>255) s=255;
+ gl_vy[2]=gl_vy[3]=s;
+
+ if(!bUsingTWin)
+ {
+ if(sSprite_ux2>256)
+ {sprtW=256-gl_ux[0];sSprite_ux2=256;sTypeRest+=1;}
+ if(sSprite_vy2>256)
+ {sprtH=256-gl_vy[0];sSprite_vy2=256;sTypeRest+=2;}
+ }
+
+ lx0 = sprtX;
+ ly0 = sprtY;
+
+ offsetST();
+
+ ulClutID=(gpuData[2]>>16);
+
+ bDrawTextured = TRUE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ SetRenderColor(gpuData[0]);
+ lx0-=PSXDisplay.DrawOffset.x;
+ ly0-=PSXDisplay.DrawOffset.y;
+ if(bUsingTWin) DrawSoftwareSpriteTWin(baseAddr,sprtW,sprtH);
+ else
+ if(usMirror) DrawSoftwareSpriteMirror(baseAddr,sprtW,sprtH);
+ else
+ DrawSoftwareSprite(baseAddr,sprtW,sprtH,baseAddr[8],baseAddr[9]);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], TRUE);
+ SetZMask4SP();
+
+ if((dwActFixes&1) && gTexFrameName && gTexName==gTexFrameName)
+ {iSpriteTex=0;return;}
+
+ sSprite_ux2=gl_ux[0]+sprtW;
+ sSprite_vy2=gl_vy[0]+sprtH;
+
+ assignTextureSprite();
+
+ if(iFilterType>4)
+ DrawMultiFilterSprite();
+ else
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ if(bDrawMultiPass)
+ {
+ SetSemiTransMulti(1);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ }
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask4O();
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);
+ DEFOPAQUEON
+
+/* if(bSmallAlpha && iFilterType<=2)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ SetZMask4O();
+ }
+*/
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ DEFOPAQUEOFF
+ }
+
+ if(sTypeRest)
+ {
+ if(sTypeRest&1) primSprtSRest(baseAddr,1);
+ if(sTypeRest&2) primSprtSRest(baseAddr,2);
+ if(sTypeRest==3) primSprtSRest(baseAddr,3);
+ }
+
+ iSpriteTex=0;
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: flat shaded Poly4
+////////////////////////////////////////////////////////////////////////
+
+void primPolyF4(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ lx0 = sgpuData[2];
+ ly0 = sgpuData[3];
+ lx1 = sgpuData[4];
+ ly1 = sgpuData[5];
+ lx2 = sgpuData[6];
+ ly2 = sgpuData[7];
+ lx3 = sgpuData[8];
+ ly3 = sgpuData[9];
+
+ if(offset4()) return;
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ drawPoly4F(gpuData[0]);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4NT();
+
+ vertex[0].c.lcol=gpuData[0];vertex[0].c.col[3]=ubGloColAlpha;
+ SETCOL(vertex[0]);
+
+ PRIMdrawTri2(&vertex[0], &vertex[1], &vertex[2],&vertex[3]);
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: smooth shaded Poly4
+////////////////////////////////////////////////////////////////////////
+
+void primPolyG4(u8 * baseAddr);
+
+BOOL bDrawOffscreenFrontFF9G4(void)
+{
+ if(lx0< PSXDisplay.DisplayPosition.x) return FALSE; // must be complete in front
+ if(lx0> PSXDisplay.DisplayEnd.x) return FALSE;
+ if(ly0< PSXDisplay.DisplayPosition.y) return FALSE;
+ if(ly0> PSXDisplay.DisplayEnd.y) return FALSE;
+ if(lx1< PSXDisplay.DisplayPosition.x) return FALSE;
+ if(lx1> PSXDisplay.DisplayEnd.x) return FALSE;
+ if(ly1< PSXDisplay.DisplayPosition.y) return FALSE;
+ if(ly1> PSXDisplay.DisplayEnd.y) return FALSE;
+ if(lx2< PSXDisplay.DisplayPosition.x) return FALSE;
+ if(lx2> PSXDisplay.DisplayEnd.x) return FALSE;
+ if(ly2< PSXDisplay.DisplayPosition.y) return FALSE;
+ if(ly2> PSXDisplay.DisplayEnd.y) return FALSE;
+ if(lx3< PSXDisplay.DisplayPosition.x) return FALSE;
+ if(lx3> PSXDisplay.DisplayEnd.x) return FALSE;
+ if(ly3< PSXDisplay.DisplayPosition.y) return FALSE;
+ if(ly3> PSXDisplay.DisplayEnd.y) return FALSE;
+ return TRUE;
+}
+
+BOOL bCheckFF9G4(u8 * baseAddr)
+{
+ static u8 pFF9G4Cache[32];
+ static int iFF9Fix=0;
+
+ if(baseAddr)
+ {
+ if(iFF9Fix==0)
+ {
+ if(bDrawOffscreenFrontFF9G4())
+ {
+ short *sgpuData = ((short *) pFF9G4Cache);
+ iFF9Fix=2;
+ memcpy(pFF9G4Cache,baseAddr,32);
+
+ if(sgpuData[2]==142)
+ {
+ sgpuData[2] +=65;
+ sgpuData[10]+=65;
+ }
+ return TRUE;
+ }
+ else iFF9Fix=1;
+ }
+ return FALSE;
+ }
+
+ if(iFF9Fix==2)
+ {
+ long labr=GlobalTextABR;
+ GlobalTextABR=1;
+ primPolyG4(pFF9G4Cache);
+ GlobalTextABR=labr;
+ }
+ iFF9Fix=0;
+
+ return FALSE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void primPolyG4(u8 * baseAddr)
+{
+ unsigned long *gpuData = (unsigned long *)baseAddr;
+ short *sgpuData = ((short *) baseAddr);
+
+ lx0 = sgpuData[2];
+ ly0 = sgpuData[3];
+ lx1 = sgpuData[6];
+ ly1 = sgpuData[7];
+ lx2 = sgpuData[10];
+ ly2 = sgpuData[11];
+ lx3 = sgpuData[14];
+ ly3 = sgpuData[15];
+
+ if(offset4()) return;
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = TRUE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+
+ if((dwActFixes&512) && bCheckFF9G4(baseAddr)) return;
+
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ drawPoly4G(gpuData[0], gpuData[2], gpuData[4], gpuData[6]);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4NT();
+
+ vertex[0].c.lcol=gpuData[0];
+ vertex[1].c.lcol=gpuData[2];
+ vertex[2].c.lcol=gpuData[4];
+ vertex[3].c.lcol=gpuData[6];
+
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloAlpha;
+
+
+ PRIMdrawGouraudTri2Color(&vertex[0],&vertex[1], &vertex[2], &vertex[3]);
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: flat shaded Texture3
+////////////////////////////////////////////////////////////////////////
+
+BOOL DoLineCheck(unsigned long * gpuData)
+{
+ BOOL bQuad=FALSE;short dx,dy;
+
+ if(lx0==lx1)
+ {
+ dx=lx0-lx2;if(dx<0) dx=-dx;
+
+ if(ly1==ly2)
+ {
+ dy=ly1-ly0;if(dy<0) dy=-dy;
+ if(dx<=1)
+ {
+ vertex[3]=vertex[2];
+ vertex[2]=vertex[0];
+ vertex[2].x=vertex[3].x;
+ }
+ else
+ if(dy<=1)
+ {
+ vertex[3]=vertex[2];
+ vertex[2].y=vertex[0].y;
+ }
+ else return FALSE;
+
+ bQuad=TRUE;
+ }
+ else
+ if(ly0==ly2)
+ {
+ dy=ly0-ly1;if(dy<0) dy=-dy;
+ if(dx<=1)
+ {
+ vertex[3]=vertex[1];
+ vertex[3].x=vertex[2].x;
+ }
+ else
+ if(dy<=1)
+ {
+ vertex[3]=vertex[2];
+ vertex[3].y=vertex[1].y;
+ }
+ else return FALSE;
+
+ bQuad=TRUE;
+ }
+ }
+
+ if(lx0==lx2)
+ {
+ dx=lx0-lx1;if(dx<0) dx=-dx;
+
+ if(ly2==ly1)
+ {
+ dy=ly2-ly0;if(dy<0) dy=-dy;
+ if(dx<=1)
+ {
+ vertex[3]=vertex[1];
+ vertex[1]=vertex[0];
+ vertex[1].x=vertex[3].x;
+ }
+ else
+ if(dy<=1)
+ {
+ vertex[3]=vertex[1];
+ vertex[1].y=vertex[0].y;
+ }
+ else return FALSE;
+
+ bQuad=TRUE;
+ }
+ else
+ if(ly0==ly1)
+ {
+ dy=ly2-ly0;if(dy<0) dy=-dy;
+ if(dx<=1)
+ {
+ vertex[3]=vertex[2];
+ vertex[3].x=vertex[1].x;
+ }
+ else
+ if(dy<=1)
+ {
+ vertex[3]=vertex[1];
+ vertex[3].y=vertex[2].y;
+ }
+ else return FALSE;
+
+ bQuad=TRUE;
+ }
+ }
+
+ if(lx1==lx2)
+ {
+ dx=lx1-lx0;if(dx<0) dx=-dx;
+
+ if(ly1==ly0)
+ {
+ dy=ly1-ly2;if(dy<0) dy=-dy;
+
+ if(dx<=1)
+ {
+ vertex[3]=vertex[2];
+ vertex[2].x=vertex[0].x;
+ }
+ else
+ if(dy<=1)
+ {
+ vertex[3]=vertex[2];
+ vertex[2]=vertex[0];
+ vertex[2].y=vertex[3].y;
+ }
+ else return FALSE;
+
+ bQuad=TRUE;
+ }
+ else
+ if(ly2==ly0)
+ {
+ dy=ly2-ly1;if(dy<0) dy=-dy;
+
+ if(dx<=1)
+ {
+ vertex[3]=vertex[1];
+ vertex[1].x=vertex[0].x;
+ }
+ else
+ if(dy<=1)
+ {
+ vertex[3]=vertex[1];
+ vertex[1]=vertex[0];
+ vertex[1].y=vertex[3].y;
+ }
+ else return FALSE;
+
+ bQuad=TRUE;
+ }
+ }
+
+ if(!bQuad) return FALSE;
+
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);
+
+ if(bDrawMultiPass)
+ {
+ SetSemiTransMulti(1);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);
+ }
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask4O();
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);
+ DEFOPAQUEON
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);
+ DEFOPAQUEOFF
+ }
+
+ iDrawnSomething=1;
+
+ return TRUE;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void primPolyFT3(u8 * baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ lx0 = sgpuData[2];
+ ly0 = sgpuData[3];
+ lx1 = sgpuData[6];
+ ly1 = sgpuData[7];
+ lx2 = sgpuData[10];
+ ly2 = sgpuData[11];
+
+ if(offset3()) return;
+
+ // do texture UV coordinates stuff
+ gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff;
+ gl_vy[0]=gl_vy[3]=baseAddr[9];//(gpuData[2]>>8)&0xff;
+ gl_ux[1]=baseAddr[16];//gpuData[4]&0xff;
+ gl_vy[1]=baseAddr[17];//(gpuData[4]>>8)&0xff;
+ gl_ux[2]=baseAddr[24];//gpuData[6]&0xff;
+ gl_vy[2]=baseAddr[25];//(gpuData[6]>>8)&0xff;
+
+ UpdateGlobalTP((unsigned short)(gpuData[4]>>16));
+ ulClutID=gpuData[2]>>16;
+
+ bDrawTextured = TRUE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX3();
+ if(bDrawOffscreen3())
+ {
+ InvalidateTextureAreaEx();
+ SetRenderColor(gpuData[0]);
+ drawPoly3FT(baseAddr);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], TRUE);
+ SetZMask3();
+
+ assignTexture3();
+
+ if(!(dwActFixes&0x10))
+ {
+ if(DoLineCheck(gpuData)) return;
+ }
+
+ PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]);
+
+ if(bDrawMultiPass)
+ {
+ SetSemiTransMulti(1);
+ PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]);
+ }
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask3O();
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);
+ DEFOPAQUEON
+ PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]);
+ DEFOPAQUEOFF
+ }
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: flat shaded Texture4
+////////////////////////////////////////////////////////////////////////
+
+#define ST_FAC 255.99f
+
+void RectTexAlign(void)
+{
+ int UFlipped = FALSE;
+ int VFlipped = FALSE;
+
+ if(gTexName==gTexFrameName) return;
+
+ if(ly0==ly1)
+ {
+ if(!((lx1==lx3 && ly3==ly2 && lx2==lx0) ||
+ (lx1==lx2 && ly2==ly3 && lx3==lx0)))
+ return;
+
+ if(ly0<ly2)
+ {
+ if (vertex[0].tow > vertex[2].tow)
+ VFlipped = 1;
+ }
+ else
+ {
+ if (vertex[0].tow < vertex[2].tow)
+ VFlipped = 2;
+ }
+ }
+ else
+ if(ly0==ly2)
+ {
+ if(!((lx2==lx3 && ly3==ly1 && lx1==lx0) ||
+ (lx2==lx1 && ly1==ly3 && lx3==lx0)))
+ return;
+
+ if(ly0<ly1)
+ {
+ if (vertex[0].tow > vertex[1].tow)
+ VFlipped = 3;
+ }
+ else
+ {
+ if (vertex[0].tow < vertex[1].tow)
+ VFlipped = 4;
+ }
+ }
+ else
+ if(ly0==ly3)
+ {
+ if(!((lx3==lx2 && ly2==ly1 && lx1==lx0) ||
+ (lx3==lx1 && ly1==ly2 && lx2==lx0)))
+ return;
+
+ if(ly0<ly1)
+ {
+ if (vertex[0].tow > vertex[1].tow)
+ VFlipped = 5;
+ }
+ else
+ {
+ if (vertex[0].tow < vertex[1].tow)
+ VFlipped = 6;
+ }
+ }
+ else return;
+
+ if(lx0==lx1)
+ {
+ if(lx0<lx2)
+ {
+ if (vertex[0].sow > vertex[2].sow)
+ UFlipped = 1;
+ }
+ else
+ {
+ if (vertex[0].sow < vertex[2].sow)
+ UFlipped = 2;
+ }
+ }
+ else
+ if(lx0==lx2)
+ {
+ if(lx0<lx1)
+ {
+ if (vertex[0].sow > vertex[1].sow)
+ UFlipped = 3;
+ }
+ else
+ {
+ if (vertex[0].sow < vertex[1].sow)
+ UFlipped = 4;
+ }
+ }
+ else
+ if(lx0==lx3)
+ {
+ if(lx0<lx1)
+ {
+ if (vertex[0].sow > vertex[1].sow)
+ UFlipped = 5;
+ }
+ else
+ {
+ if (vertex[0].sow < vertex[1].sow)
+ UFlipped = 6;
+ }
+ }
+
+ if (UFlipped)
+ {
+#ifdef OWNSCALE
+ if(bUsingTWin)
+ {
+ switch(UFlipped)
+ {
+ case 1:
+ vertex[2].sow+=0.95f/TWin.UScaleFactor;
+ vertex[3].sow+=0.95f/TWin.UScaleFactor;
+ break;
+ case 2:
+ vertex[0].sow+=0.95f/TWin.UScaleFactor;
+ vertex[1].sow+=0.95f/TWin.UScaleFactor;
+ break;
+ case 3:
+ vertex[1].sow+=0.95f/TWin.UScaleFactor;
+ vertex[3].sow+=0.95f/TWin.UScaleFactor;
+ break;
+ case 4:
+ vertex[0].sow+=0.95f/TWin.UScaleFactor;
+ vertex[2].sow+=0.95f/TWin.UScaleFactor;
+ break;
+ case 5:
+ vertex[1].sow+=0.95f/TWin.UScaleFactor;
+ vertex[2].sow+=0.95f/TWin.UScaleFactor;
+ break;
+ case 6:
+ vertex[0].sow+=0.95f/TWin.UScaleFactor;
+ vertex[3].sow+=0.95f/TWin.UScaleFactor;
+ break;
+ }
+ }
+ else
+ {
+ switch(UFlipped)
+ {
+ case 1:
+ vertex[2].sow+=1.0f/ST_FAC;
+ vertex[3].sow+=1.0f/ST_FAC;
+ break;
+ case 2:
+ vertex[0].sow+=1.0f/ST_FAC;
+ vertex[1].sow+=1.0f/ST_FAC;
+ break;
+ case 3:
+ vertex[1].sow+=1.0f/ST_FAC;
+ vertex[3].sow+=1.0f/ST_FAC;
+ break;
+ case 4:
+ vertex[0].sow+=1.0f/ST_FAC;
+ vertex[2].sow+=1.0f/ST_FAC;
+ break;
+ case 5:
+ vertex[1].sow+=1.0f/ST_FAC;
+ vertex[2].sow+=1.0f/ST_FAC;
+ break;
+ case 6:
+ vertex[0].sow+=1.0f/ST_FAC;
+ vertex[3].sow+=1.0f/ST_FAC;
+ break;
+ }
+ }
+#else
+ if(bUsingTWin)
+ {
+ switch(UFlipped)
+ {
+ case 1:
+ vertex[2].sow+=1.0f/TWin.UScaleFactor;
+ vertex[3].sow+=1.0f/TWin.UScaleFactor;
+ break;
+ case 2:
+ vertex[0].sow+=1.0f/TWin.UScaleFactor;
+ vertex[1].sow+=1.0f/TWin.UScaleFactor;
+ break;
+ case 3:
+ vertex[1].sow+=1.0f/TWin.UScaleFactor;
+ vertex[3].sow+=1.0f/TWin.UScaleFactor;
+ break;
+ case 4:
+ vertex[0].sow+=1.0f/TWin.UScaleFactor;
+ vertex[2].sow+=1.0f/TWin.UScaleFactor;
+ break;
+ case 5:
+ vertex[1].sow+=1.0f/TWin.UScaleFactor;
+ vertex[2].sow+=1.0f/TWin.UScaleFactor;
+ break;
+ case 6:
+ vertex[0].sow+=1.0f/TWin.UScaleFactor;
+ vertex[3].sow+=1.0f/TWin.UScaleFactor;
+ break;
+ }
+ }
+ else
+ {
+ switch(UFlipped)
+ {
+ case 1:
+ vertex[2].sow+=1.0f;
+ vertex[3].sow+=1.0f;
+ break;
+ case 2:
+ vertex[0].sow+=1.0f;
+ vertex[1].sow+=1.0f;
+ break;
+ case 3:
+ vertex[1].sow+=1.0f;
+ vertex[3].sow+=1.0f;
+ break;
+ case 4:
+ vertex[0].sow+=1.0f;
+ vertex[2].sow+=1.0f;
+ break;
+ case 5:
+ vertex[1].sow+=1.0f;
+ vertex[2].sow+=1.0f;
+ break;
+ case 6:
+ vertex[0].sow+=1.0f;
+ vertex[3].sow+=1.0f;
+ break;
+ }
+ }
+#endif
+ }
+
+ if (VFlipped)
+ {
+#ifdef OWNSCALE
+ if(bUsingTWin)
+ {
+ switch(VFlipped)
+ {
+ case 1:
+ vertex[2].tow+=0.95f/TWin.VScaleFactor;
+ vertex[3].tow+=0.95f/TWin.VScaleFactor;
+ break;
+ case 2:
+ vertex[0].tow+=0.95f/TWin.VScaleFactor;
+ vertex[1].tow+=0.95f/TWin.VScaleFactor;
+ break;
+ case 3:
+ vertex[1].tow+=0.95f/TWin.VScaleFactor;
+ vertex[3].tow+=0.95f/TWin.VScaleFactor;
+ break;
+ case 4:
+ vertex[0].tow+=0.95f/TWin.VScaleFactor;
+ vertex[2].tow+=0.95f/TWin.VScaleFactor;
+ break;
+ case 5:
+ vertex[1].tow+=0.95f/TWin.VScaleFactor;
+ vertex[2].tow+=0.95f/TWin.VScaleFactor;
+ break;
+ case 6:
+ vertex[0].tow+=0.95f/TWin.VScaleFactor;
+ vertex[3].tow+=0.95f/TWin.VScaleFactor;
+ break;
+ }
+ }
+ else
+ {
+ switch(VFlipped)
+ {
+ case 1:
+ vertex[2].tow+=1.0f/ST_FAC;
+ vertex[3].tow+=1.0f/ST_FAC;
+ break;
+ case 2:
+ vertex[0].tow+=1.0f/ST_FAC;
+ vertex[1].tow+=1.0f/ST_FAC;
+ break;
+ case 3:
+ vertex[1].tow+=1.0f/ST_FAC;
+ vertex[3].tow+=1.0f/ST_FAC;
+ break;
+ case 4:
+ vertex[0].tow+=1.0f/ST_FAC;
+ vertex[2].tow+=1.0f/ST_FAC;
+ break;
+ case 5:
+ vertex[1].tow+=1.0f/ST_FAC;
+ vertex[2].tow+=1.0f/ST_FAC;
+ break;
+ case 6:
+ vertex[0].tow+=1.0f/ST_FAC;
+ vertex[3].tow+=1.0f/ST_FAC;
+ break;
+ }
+ }
+#else
+ if(bUsingTWin)
+ {
+ switch(VFlipped)
+ {
+ case 1:
+ vertex[2].tow+=1.0f/TWin.VScaleFactor;
+ vertex[3].tow+=1.0f/TWin.VScaleFactor;
+ break;
+ case 2:
+ vertex[0].tow+=1.0f/TWin.VScaleFactor;
+ vertex[1].tow+=1.0f/TWin.VScaleFactor;
+ break;
+ case 3:
+ vertex[1].tow+=1.0f/TWin.VScaleFactor;
+ vertex[3].tow+=1.0f/TWin.VScaleFactor;
+ break;
+ case 4:
+ vertex[0].tow+=1.0f/TWin.VScaleFactor;
+ vertex[2].tow+=1.0f/TWin.VScaleFactor;
+ break;
+ case 5:
+ vertex[1].tow+=1.0f/TWin.VScaleFactor;
+ vertex[2].tow+=1.0f/TWin.VScaleFactor;
+ break;
+ case 6:
+ vertex[0].tow+=1.0f/TWin.VScaleFactor;
+ vertex[3].tow+=1.0f/TWin.VScaleFactor;
+ break;
+ }
+ }
+ else
+ {
+ switch(VFlipped)
+ {
+ case 1:
+ vertex[2].tow+=1.0f;
+ vertex[3].tow+=1.0f;
+ break;
+ case 2:
+ vertex[0].tow+=1.0f;
+ vertex[1].tow+=1.0f;
+ break;
+ case 3:
+ vertex[1].tow+=1.0f;
+ vertex[3].tow+=1.0f;
+ break;
+ case 4:
+ vertex[0].tow+=1.0f;
+ vertex[2].tow+=1.0f;
+ break;
+ case 5:
+ vertex[1].tow+=1.0f;
+ vertex[2].tow+=1.0f;
+ break;
+ case 6:
+ vertex[0].tow+=1.0f;
+ vertex[3].tow+=1.0f;
+ break;
+ }
+ }
+#endif
+ }
+
+}
+
+void primPolyFT4(u8 * baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ lx0 = sgpuData[2];
+ ly0 = sgpuData[3];
+ lx1 = sgpuData[6];
+ ly1 = sgpuData[7];
+ lx2 = sgpuData[10];
+ ly2 = sgpuData[11];
+ lx3 = sgpuData[14];
+ ly3 = sgpuData[15];
+
+ if(offset4()) return;
+
+ gl_vy[0]=baseAddr[9];//((gpuData[2]>>8)&0xff);
+ gl_vy[1]=baseAddr[17];//((gpuData[4]>>8)&0xff);
+ gl_vy[2]=baseAddr[25];//((gpuData[6]>>8)&0xff);
+ gl_vy[3]=baseAddr[33];//((gpuData[8]>>8)&0xff);
+
+ gl_ux[0]=baseAddr[8];//(gpuData[2]&0xff);
+ gl_ux[1]=baseAddr[16];//(gpuData[4]&0xff);
+ gl_ux[2]=baseAddr[24];//(gpuData[6]&0xff);
+ gl_ux[3]=baseAddr[32];//(gpuData[8]&0xff);
+
+ UpdateGlobalTP((unsigned short)(gpuData[4]>>16));
+ ulClutID=(gpuData[2]>>16);
+
+ bDrawTextured = TRUE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ SetRenderColor(gpuData[0]);
+ drawPoly4FT(baseAddr);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], TRUE);
+
+ SetZMask4();
+
+ assignTexture4();
+
+ RectTexAlign();
+
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);
+
+ if(bDrawMultiPass)
+ {
+ SetSemiTransMulti(1);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);
+ }
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask4O();
+ if(bUseMultiPass) SetOpaqueColor(gpuData[0]);
+ DEFOPAQUEON
+
+/* if(bSmallAlpha && iFilterType<=2)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ SetZMask4O();
+ }
+*/
+
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);
+ DEFOPAQUEOFF
+ }
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: smooth shaded Texture3
+////////////////////////////////////////////////////////////////////////
+
+void primPolyGT3(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ lx0 = sgpuData[2];
+ ly0 = sgpuData[3];
+ lx1 = sgpuData[8];
+ ly1 = sgpuData[9];
+ lx2 = sgpuData[14];
+ ly2 = sgpuData[15];
+
+ if(offset3()) return;
+
+ // do texture stuff
+ gl_ux[0]=gl_ux[3]=baseAddr[8];//gpuData[2]&0xff;
+ gl_vy[0]=gl_vy[3]=baseAddr[9];//(gpuData[2]>>8)&0xff;
+ gl_ux[1]=baseAddr[20];//gpuData[5]&0xff;
+ gl_vy[1]=baseAddr[21];//(gpuData[5]>>8)&0xff;
+ gl_ux[2]=baseAddr[32];//gpuData[8]&0xff;
+ gl_vy[2]=baseAddr[33];//(gpuData[8]>>8)&0xff;
+
+ UpdateGlobalTP((unsigned short)(gpuData[5]>>16));
+ ulClutID=(gpuData[2]>>16);
+
+ bDrawTextured = TRUE;
+ bDrawSmoothShaded = TRUE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX3();
+ if(bDrawOffscreen3())
+ {
+ InvalidateTextureAreaEx();
+ drawPoly3GT(baseAddr);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask3();
+
+ assignTexture3();
+
+ if(bDrawNonShaded)
+ {
+ //if(!bUseMultiPass) vertex[0].lcol=DoubleBGR2RGB(gpuData[0]); else vertex[0].lcol=gpuData[0];
+ // eat this...
+/* if(bGLBlend) vertex[0].c.lcol=0x7f7f7f;
+ else */vertex[0].c.lcol=0xffffff;
+ vertex[0].c.col[3]=ubGloAlpha;
+ SETCOL(vertex[0]);
+
+ PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]);
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask3O();
+ DEFOPAQUEON
+ PRIMdrawTexturedTri(&vertex[0], &vertex[1], &vertex[2]);
+ DEFOPAQUEOFF
+ }
+ return;
+ }
+
+/* if(!bUseMultiPass && !bGLBlend)
+ {
+ */ vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]);
+ vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]);
+ vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]);
+ /*}
+ else
+ {
+ vertex[0].c.lcol=gpuData[0];
+ vertex[1].c.lcol=gpuData[3];
+ vertex[2].c.lcol=gpuData[6];
+ }*/
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=ubGloAlpha;
+
+ PRIMdrawTexGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]);
+
+ if(bDrawMultiPass)
+ {
+ SetSemiTransMulti(1);
+ PRIMdrawTexGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]);
+ }
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask3O();
+ if(bUseMultiPass)
+ {
+ vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]);
+ vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]);
+ vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]);
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=ubGloAlpha;
+ }
+ DEFOPAQUEON
+ PRIMdrawTexGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]);
+ DEFOPAQUEOFF
+ }
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: smooth shaded Poly3
+////////////////////////////////////////////////////////////////////////
+
+void primPolyG3(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ lx0 = sgpuData[2];
+ ly0 = sgpuData[3];
+ lx1 = sgpuData[6];
+ ly1 = sgpuData[7];
+ lx2 = sgpuData[10];
+ ly2 = sgpuData[11];
+
+ if(offset3()) return;
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = TRUE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX3();
+ if(bDrawOffscreen3())
+ {
+ InvalidateTextureAreaEx();
+ drawPoly3G(gpuData[0], gpuData[2], gpuData[4]);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask3NT();
+
+ vertex[0].c.lcol=gpuData[0];
+ vertex[1].c.lcol=gpuData[2];
+ vertex[2].c.lcol=gpuData[4];
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=ubGloColAlpha;
+
+ PRIMdrawGouraudTriColor(&vertex[0], &vertex[1], &vertex[2]);
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: smooth shaded Texture4
+////////////////////////////////////////////////////////////////////////
+
+void primPolyGT4(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ lx0 = sgpuData[2];
+ ly0 = sgpuData[3];
+ lx1 = sgpuData[8];
+ ly1 = sgpuData[9];
+ lx2 = sgpuData[14];
+ ly2 = sgpuData[15];
+ lx3 = sgpuData[20];
+ ly3 = sgpuData[21];
+
+ if(offset4()) return;
+
+ // do texture stuff
+ gl_ux[0]=baseAddr[8];//gpuData[2]&0xff;
+ gl_vy[0]=baseAddr[9];//(gpuData[2]>>8)&0xff;
+ gl_ux[1]=baseAddr[20];//gpuData[5]&0xff;
+ gl_vy[1]=baseAddr[21];//(gpuData[5]>>8)&0xff;
+ gl_ux[2]=baseAddr[32];//gpuData[8]&0xff;
+ gl_vy[2]=baseAddr[33];//(gpuData[8]>>8)&0xff;
+ gl_ux[3]=baseAddr[44];//gpuData[11]&0xff;
+ gl_vy[3]=baseAddr[45];//(gpuData[11]>>8)&0xff;
+
+ UpdateGlobalTP((unsigned short)(gpuData[5]>>16));
+ ulClutID=(gpuData[2]>>16);
+
+ bDrawTextured = TRUE;
+ bDrawSmoothShaded = TRUE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX4();
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ drawPoly4GT(baseAddr);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4();
+
+ assignTexture4();
+
+ RectTexAlign();
+
+ if(bDrawNonShaded)
+ {
+ //if(!bUseMultiPass) vertex[0].lcol=DoubleBGR2RGB(gpuData[0]); else vertex[0].lcol=gpuData[0];
+/* if(bGLBlend) vertex[0].c.lcol=0x7f7f7f;
+ else */vertex[0].c.lcol=0xffffff;
+ vertex[0].c.col[3]=ubGloAlpha;
+ SETCOL(vertex[0]);
+
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask4O();
+ ubGloAlpha=ubGloColAlpha=0xff;
+ DEFOPAQUEON
+ PRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[3], &vertex[2]);
+ DEFOPAQUEOFF
+ }
+ return;
+ }
+
+// if(!bUseMultiPass && !bGLBlend)
+ {
+ vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]);
+ vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]);
+ vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]);
+ vertex[3].c.lcol=DoubleBGR2RGB(gpuData[9]);
+ }
+ /*else
+ {
+ vertex[0].c.lcol=gpuData[0];
+ vertex[1].c.lcol=gpuData[3];
+ vertex[2].c.lcol=gpuData[6];
+ vertex[3].c.lcol=gpuData[9];
+ }*/
+
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloAlpha;
+
+ PRIMdrawTexGouraudTriColorQuad(&vertex[0], &vertex[1], &vertex[3],&vertex[2]);
+
+ if(bDrawMultiPass)
+ {
+ SetSemiTransMulti(1);
+ PRIMdrawTexGouraudTriColorQuad(&vertex[0], &vertex[1], &vertex[3],&vertex[2]);
+ }
+
+ if(ubOpaqueDraw)
+ {
+ SetZMask4O();
+ if(bUseMultiPass)
+ {
+ vertex[0].c.lcol=DoubleBGR2RGB(gpuData[0]);
+ vertex[1].c.lcol=DoubleBGR2RGB(gpuData[3]);
+ vertex[2].c.lcol=DoubleBGR2RGB(gpuData[6]);
+ vertex[3].c.lcol=DoubleBGR2RGB(gpuData[9]);
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloAlpha;
+ }
+ ubGloAlpha=ubGloColAlpha=0xff;
+ DEFOPAQUEON
+ PRIMdrawTexGouraudTriColorQuad(&vertex[0], &vertex[1], &vertex[3],&vertex[2]);
+ DEFOPAQUEOFF
+ }
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: smooth shaded Poly3
+////////////////////////////////////////////////////////////////////////
+
+void primPolyF3(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ lx0 = sgpuData[2];
+ ly0 = sgpuData[3];
+ lx1 = sgpuData[4];
+ ly1 = sgpuData[5];
+ lx2 = sgpuData[6];
+ ly2 = sgpuData[7];
+
+ if(offset3()) return;
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSX3();
+ if(bDrawOffscreen3())
+ {
+ InvalidateTextureAreaEx();
+ drawPoly3F(gpuData[0]);
+ }
+ }
+*/
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask3NT();
+
+ vertex[0].c.lcol=gpuData[0];
+ vertex[0].c.col[3]=ubGloColAlpha;
+ SETCOL(vertex[0]);
+
+ PRIMdrawTri(&vertex[0], &vertex[1], &vertex[2]);
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: skipping shaded polylines
+////////////////////////////////////////////////////////////////////////
+
+void primLineGSkip(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+ int iMax=255;
+ int i=2;
+
+ lx1 = sgpuData[2];
+ ly1 = sgpuData[3];
+
+ while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=4))
+ {
+ i++;
+
+ ly1 = (short)((gpuData[i]>>16) & 0xffff);
+ lx1 = (short)(gpuData[i] & 0xffff);
+
+ i++;if(i>iMax) break;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: shaded polylines
+////////////////////////////////////////////////////////////////////////
+
+void primLineGEx(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ int iMax=255;
+ short cx0,cx1,cy0,cy1;int i;BOOL bDraw=TRUE;
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = TRUE;
+ SetRenderState(gpuData[0]);
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4NT();
+
+ vertex[0].c.lcol=vertex[3].c.lcol=gpuData[0];
+ vertex[0].c.col[3]=vertex[3].c.col[3]=ubGloColAlpha;
+ ly1 = (short)((gpuData[1]>>16) & 0xffff);
+ lx1 = (short)(gpuData[1] & 0xffff);
+
+ i=2;
+
+ //while((gpuData[i]>>24)!=0x55)
+ //while((gpuData[i]&0x50000000)!=0x50000000)
+ // currently best way to check for poly line end:
+ while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=4))
+ {
+ ly0 = ly1;lx0=lx1;
+ vertex[1].c.lcol=vertex[2].c.lcol=vertex[0].c.lcol;
+ vertex[0].c.lcol=vertex[3].c.lcol=gpuData[i];
+ vertex[0].c.col[3]=vertex[3].c.col[3]=ubGloColAlpha;
+
+ i++;
+
+ ly1 = (short)((gpuData[i]>>16) & 0xffff);
+ lx1 = (short)(gpuData[i] & 0xffff);
+
+ if(offsetline()) bDraw=FALSE; else bDraw=TRUE;
+
+ if (bDraw && ((lx0 != lx1) || (ly0 != ly1)))
+ {
+/* if(iOffscreenDrawing)
+ {
+ cx0=lx0;cx1=lx1;cy0=ly0;cy1=ly1;
+ offsetPSXLine();
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ drawPoly4G(gpuData[i-3],gpuData[i-1],gpuData[i-3],gpuData[i-1]);
+ }
+ lx0=cx0;lx1=cx1;ly0=cy0;ly1=cy1;
+ }*/
+
+ PRIMdrawGouraudLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ }
+ i++;
+
+ if(i>iMax) break;
+ }
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: shaded polyline2
+////////////////////////////////////////////////////////////////////////
+
+void primLineG2(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ lx0 = sgpuData[2];
+ ly0 = sgpuData[3];
+ lx1 = sgpuData[6];
+ ly1 = sgpuData[7];
+
+ vertex[0].c.lcol=vertex[3].c.lcol=gpuData[0];
+ vertex[1].c.lcol=vertex[2].c.lcol=gpuData[2];
+ vertex[0].c.col[3]=vertex[1].c.col[3]=vertex[2].c.col[3]=vertex[3].c.col[3]=ubGloColAlpha;
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = TRUE;
+
+ if((lx0 == lx1) && (ly0 == ly1)) return;
+
+ if(offsetline()) return;
+
+ SetRenderState(gpuData[0]);
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4NT();
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSXLine();
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ drawPoly4G(gpuData[0],gpuData[2],gpuData[0],gpuData[2]);
+ }
+ }
+*/
+ //if(ClipVertexList4())
+ PRIMdrawGouraudLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: skipping flat polylines
+////////////////////////////////////////////////////////////////////////
+
+void primLineFSkip(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ int i=2,iMax=255;
+
+ ly1 = (short)((gpuData[1]>>16) & 0xffff);
+ lx1 = (short)(gpuData[1] & 0xffff);
+
+ while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=3))
+ {
+ ly1 = (short)((gpuData[i]>>16) & 0xffff);
+ lx1 = (short)(gpuData[i] & 0xffff);
+ i++;if(i>iMax) break;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: drawing flat polylines
+////////////////////////////////////////////////////////////////////////
+
+void primLineFEx(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ int iMax;
+ short cx0,cx1,cy0,cy1;int i;
+
+ iMax=255;
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4NT();
+
+ vertex[0].c.lcol=gpuData[0];
+ vertex[0].c.col[3]=ubGloColAlpha;
+
+ ly1 = (short)((gpuData[1]>>16) & 0xffff);
+ lx1 = (short)(gpuData[1] & 0xffff);
+
+ i=2;
+
+// while(!(gpuData[i]&0x40000000))
+// while((gpuData[i]>>24)!=0x55)
+// while((gpuData[i]&0x50000000)!=0x50000000)
+// currently best way to check for poly line end:
+ while(!(((gpuData[i] & 0xF000F000) == 0x50005000) && i>=3))
+ {
+ ly0 = ly1;lx0=lx1;
+ ly1 = (short)((gpuData[i]>>16) & 0xffff);
+ lx1 = (short)(gpuData[i] & 0xffff);
+
+ if(!offsetline())
+ {
+/* if(iOffscreenDrawing)
+ {
+ cx0=lx0;cx1=lx1;cy0=ly0;cy1=ly1;
+ offsetPSXLine();
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ drawPoly4F(gpuData[0]);
+ }
+ lx0=cx0;lx1=cx1;ly0=cy0;ly1=cy1;
+ }*/
+ PRIMdrawFlatLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+ }
+
+ i++;if(i>iMax) break;
+ }
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: drawing flat polyline2
+////////////////////////////////////////////////////////////////////////
+
+void primLineF2(u8 *baseAddr)
+{
+ unsigned long *gpuData = ((unsigned long *) baseAddr);
+ short *sgpuData = ((short *) baseAddr);
+
+ lx0 = sgpuData[2];
+ ly0 = sgpuData[3];
+ lx1 = sgpuData[4];
+ ly1 = sgpuData[5];
+
+ if(offsetline()) return;
+
+ bDrawTextured = FALSE;
+ bDrawSmoothShaded = FALSE;
+ SetRenderState(gpuData[0]);
+ SetRenderMode(gpuData[0], FALSE);
+ SetZMask4NT();
+
+ vertex[0].c.lcol=gpuData[0];
+ vertex[0].c.col[3]=ubGloColAlpha;
+
+/* if(iOffscreenDrawing)
+ {
+ offsetPSXLine();
+ if(bDrawOffscreen4())
+ {
+ InvalidateTextureAreaEx();
+ drawPoly4F(gpuData[0]);
+ }
+ }
+*/
+ //if(ClipVertexList4())
+ PRIMdrawFlatLine(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ iDrawnSomething=1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd: well, easiest command... not implemented
+////////////////////////////////////////////////////////////////////////
+
+void primNI(u8 *bA)
+{
+}
+
+////////////////////////////////////////////////////////////////////////
+// cmd func ptr table
+////////////////////////////////////////////////////////////////////////
+
+void (*primTableJ[256])(u8 *) =
+{
+ // 00
+ primNI,primNI,primBlkFill,primNI,primNI,primNI,primNI,primNI,
+ // 08
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 10
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 18
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 20
+ primPolyF3,primPolyF3,primPolyF3,primPolyF3,primPolyFT3,primPolyFT3,primPolyFT3,primPolyFT3,
+ // 28
+ primPolyF4,primPolyF4,primPolyF4,primPolyF4,primPolyFT4,primPolyFT4,primPolyFT4,primPolyFT4,
+ // 30
+ primPolyG3,primPolyG3,primPolyG3,primPolyG3,primPolyGT3,primPolyGT3,primPolyGT3,primPolyGT3,
+ // 38
+ primPolyG4,primPolyG4,primPolyG4,primPolyG4,primPolyGT4,primPolyGT4,primPolyGT4,primPolyGT4,
+ // 40
+ primLineF2,primLineF2,primLineF2,primLineF2,primNI,primNI,primNI,primNI,
+ // 48
+ primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,primLineFEx,
+ // 50
+ primLineG2,primLineG2,primLineG2,primLineG2,primNI,primNI,primNI,primNI,
+ // 58
+ primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,primLineGEx,
+ // 60
+ primTileS,primTileS,primTileS,primTileS,primSprtS,primSprtS,primSprtS,primSprtS,
+ // 68
+ primTile1,primTile1,primTile1,primTile1,primNI,primNI,primNI,primNI,
+ // 70
+ primTile8,primTile8,primTile8,primTile8,primSprt8,primSprt8,primSprt8,primSprt8,
+ // 78
+ primTile16,primTile16,primTile16,primTile16,primSprt16,primSprt16,primSprt16,primSprt16,
+ // 80
+ primMoveImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 88
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 90
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 98
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // a0
+ primLoadImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // a8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // b0
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // b8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // c0
+ primStoreImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // c8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // d0
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // d8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // e0
+ primNI,cmdTexturePage,cmdTextureWindow,cmdDrawAreaStart,cmdDrawAreaEnd,cmdDrawOffset,cmdSTP,primNI,
+ // e8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // f0
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // f8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI
+};
+
+////////////////////////////////////////////////////////////////////////
+// cmd func ptr table for skipping
+////////////////////////////////////////////////////////////////////////
+
+void (*primTableSkip[256])(u8 *) =
+{
+ // 00
+ primNI,primNI,primBlkFill,primNI,primNI,primNI,primNI,primNI,
+ // 08
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 10
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 18
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 20
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 28
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 30
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 38
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 40
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 48
+ primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,primLineFSkip,
+ // 50
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 58
+ primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,primLineGSkip,
+ // 60
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 68
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 70
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 78
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 80
+ primMoveImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 88
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 90
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // 98
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // a0
+ primLoadImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // a8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // b0
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // b8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // c0
+ primStoreImage,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // c8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // d0
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // d8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // e0
+ primNI,cmdTexturePage,cmdTextureWindow,cmdDrawAreaStart,cmdDrawAreaEnd,cmdDrawOffset,cmdSTP,primNI,
+ // e8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // f0
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI,
+ // f8
+ primNI,primNI,primNI,primNI,primNI,primNI,primNI,primNI
+};
diff --git a/plugins/gpu-gles/gpuPrim.h b/plugins/gpu-gles/gpuPrim.h new file mode 100644 index 0000000..58d3311 --- /dev/null +++ b/plugins/gpu-gles/gpuPrim.h @@ -0,0 +1,58 @@ +/***************************************************************************
+ prim.h - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+#ifndef _PRIMDRAW_H_
+#define _PRIMDRAW_H_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include "gpuExternals.h"
+#include "gpuStdafx.h"
+
+#ifndef _WINDOWS
+extern EGLSurface surface;
+extern EGLDisplay display;
+#endif
+
+void UploadScreen (long Position);
+void PrepareFullScreenUpload (long Position);
+BOOL CheckAgainstScreen(short imageX0,short imageY0,short imageX1,short imageY1);
+BOOL CheckAgainstFrontScreen(short imageX0,short imageY0,short imageX1,short imageY1);
+BOOL FastCheckAgainstScreen(short imageX0,short imageY0,short imageX1,short imageY1);
+BOOL FastCheckAgainstFrontScreen(short imageX0,short imageY0,short imageX1,short imageY1);
+BOOL bCheckFF9G4(u8 * baseAddr);
+void SetScanTrans(void);
+void SetScanTexTrans(void);
+void DrawMultiBlur(void);
+void CheckWriteUpdate();
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // _PRIMDRAW_H_
diff --git a/plugins/gpu-gles/gpuStdafx.h b/plugins/gpu-gles/gpuStdafx.h new file mode 100644 index 0000000..fc7ee3d --- /dev/null +++ b/plugins/gpu-gles/gpuStdafx.h @@ -0,0 +1,99 @@ +/***************************************************************************
+ stdafx.h - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+#ifndef __GPU_STDAFX__
+#define __GPU_STDAFX__
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+
+
+
+ // maybe we should remove this?
+#ifdef _WINDOWS
+
+#define _CRT_SECURE_NO_WARNINGS
+
+#include <WINDOWS.H>
+#include <WINDOWSX.H>
+#include <Ts8.H>
+#include "resource.h"
+
+#pragma warning (disable:4244)
+
+#include <gl/gl.h>
+
+#else
+/*
+#define __X11_C_
+*/
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <sys/time.h>
+#ifdef __NANOGL__
+#include <gl/gl.h>
+#else
+#ifdef SOFT_LINKAGE
+#pragma softfp_linkage
+#endif
+#ifdef MAEMO_CHANGES
+ #include <GLES/glplatform.h>
+ #include <GLES/gl.h>
+ #include <GLES/glext.h>
+ #include <EGL/egl.h>
+#else
+ #include <gles/gl.h> // for opengl es types
+ #include <gles/egltypes.h>
+#endif
+#ifdef SOFT_LINKAGE
+#pragma no_softfp_linkage
+#endif
+#endif
+#include <math.h>
+
+#define __inline inline
+
+#endif
+
+#define SHADETEXBIT(x) ((x>>24) & 0x1)
+#define SEMITRANSBIT(x) ((x>>25) & 0x1)
+
+#ifndef _WINDOWS
+#ifndef GL_BGRA_EXT
+#define GL_BGRA_EXT GL_RGBA
+#endif
+#endif
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/plugins/gpu-gles/gpuTexture.c b/plugins/gpu-gles/gpuTexture.c new file mode 100644 index 0000000..d047a62 --- /dev/null +++ b/plugins/gpu-gles/gpuTexture.c @@ -0,0 +1,4226 @@ +/***************************************************************************
+ texture.c - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+
+////////////////////////////////////////////////////////////////////////////////////
+// Texture related functions are here !
+//
+// The texture handling is heart and soul of this gpu. The plugin was developed
+// 1999, by this time no shaders were available. Since the psx gpu is making
+// heavy use of CLUT (="color lookup tables", aka palettized textures), it was
+// an interesting task to get those emulated at good speed on NV TNT cards
+// (which was my major goal when I created the first "gpuPeteTNT"). Later cards
+// (Geforce256) supported texture palettes by an OGL extension, but at some point
+// this support was dropped again by gfx card vendors.
+// Well, at least there is a certain advatage, if no texture palettes extension can
+// be used: it is possible to modify the textures in any way, allowing "hi-res"
+// textures and other tweaks.
+//
+// My main texture caching is kinda complex: the plugin is allocating "n" 256x256 textures,
+// and it places small psx texture parts inside them. The plugin keeps track what
+// part (with what palette) it had placed in which texture, so it can re-use this
+// part again. The more ogl textures it can use, the better (of course the managing/
+// searching will be slower, but everything is faster than uploading textures again
+// and again to a gfx card). My first card (TNT1) had 16 MB Vram, and it worked
+// well with many games, but I recommend nowadays 64 MB Vram to get a good speed.
+//
+// Sadly, there is also a second kind of texture cache needed, for "psx texture windows".
+// Those are "repeated" textures, so a psx "texture window" needs to be put in
+// a whole texture to use the GL_TEXTURE_WRAP_ features. This cache can get full very
+// fast in games which are having an heavy "texture window" usage, like RRT4. As an
+// alternative, this plugin can use the OGL "palette" extension on texture windows,
+// if available. Nowadays also a fragment shader can easily be used to emulate
+// texture wrapping in a texture atlas, so the main cache could hold the texture
+// windows as well (that's what I am doing in the OGL2 plugin). But currently the
+// OGL1 plugin is a "shader-free" zone, so heavy "texture window" games will cause
+// much texture uploads.
+//
+// Some final advice: take care if you change things in here. I've removed my ASM
+// handlers (they didn't cause much speed gain anyway) for readability/portability,
+// but still the functions/data structures used here are easy to mess up. I guess it
+// can be a pain in the ass to port the plugin to another byte order :)
+//
+////////////////////////////////////////////////////////////////////////////////////
+
+#define _IN_TEXTURE
+
+#ifdef _WINDOWS
+#include "stdafx.h"
+
+#include "externals.h"
+#include "texture.h"
+#include "gpu.h"
+#include "prim.h"
+#else
+#include "gpuStdafx.h"
+#ifdef __NANOGL__
+#include <gl/gl.h>
+#include <gl/gl.h>
+#else
+#ifdef SOFT_LINKAGE
+#pragma softfp_linkage
+#endif
+#ifdef MAEMO_CHANGES
+ #include <GLES/glplatform.h>
+ #include <GLES/gl.h>
+ #include <GLES/glext.h>
+ #include <EGL/egl.h>
+#else
+ #include <gles/gl.h> // for opengl es types
+ #include <gles/egltypes.h>
+#endif
+#ifdef SOFT_LINKAGE
+#pragma no_softfp_linkage
+#endif
+#endif
+#include "gpuDraw.h"
+//#include "plugins.h"
+#include "gpuExternals.h"
+#include "gpuTexture.h"
+#include "gpuPlugin.h"
+#include "gpuPrim.h"
+#endif
+#define CLUTCHK 0x00060000
+#define CLUTSHIFT 17
+
+////////////////////////////////////////////////////////////////////////
+// texture conversion buffer ..
+////////////////////////////////////////////////////////////////////////
+
+GLubyte ubPaletteBuffer[256][4];
+GLuint gTexMovieName=0;
+GLuint gTexBlurName=0;
+GLuint gTexFrameName=0;
+int iTexGarbageCollection=1;
+unsigned long dwTexPageComp=0;
+int iVRamSize=0;
+#ifdef _WINDOWS
+int iClampType=GL_CLAMP;
+#else
+int iClampType=GL_CLAMP_TO_EDGE;
+#endif
+int iFilter = GL_LINEAR;
+void (*LoadSubTexFn) (int,int,short,short);
+unsigned long (*PalTexturedColourFn) (unsigned long);
+
+////////////////////////////////////////////////////////////////////////
+// defines
+////////////////////////////////////////////////////////////////////////
+
+#define PALCOL(x) PalTexturedColourFn (x)
+
+#define CSUBSIZE 2048
+#define CSUBSIZEA 8192
+#define CSUBSIZES 4096
+
+#define OFFA 0
+#define OFFB 2048
+#define OFFC 4096
+#define OFFD 6144
+
+#define XOFFA 0
+#define XOFFB 512
+#define XOFFC 1024
+#define XOFFD 1536
+
+#define SOFFA 0
+#define SOFFB 1024
+#define SOFFC 2048
+#define SOFFD 3072
+
+#define MAXWNDTEXCACHE 128
+
+#define XCHECK(pos1,pos2) ((pos1.c[0]>=pos2.c[1])&&(pos1.c[1]<=pos2.c[0])&&(pos1.c[2]>=pos2.c[3])&&(pos1.c[3]<=pos2.c[2]))
+#define INCHECK(pos2,pos1) ((pos1.c[0]<=pos2.c[0]) && (pos1.c[1]>=pos2.c[1]) && (pos1.c[2]<=pos2.c[2]) && (pos1.c[3]>=pos2.c[3]))
+
+////////////////////////////////////////////////////////////////////////
+
+u8 * CheckTextureInSubSCache(long TextureMode,unsigned long GivenClutId,unsigned short * pCache);
+void LoadSubTexturePageSort(int pageid, int mode, short cx, short cy);
+void LoadPackedSubTexturePageSort(int pageid, int mode, short cx, short cy);
+void DefineSubTextureSort(void);
+
+////////////////////////////////////////////////////////////////////////
+// some globals
+////////////////////////////////////////////////////////////////////////
+
+long GlobalTexturePage;
+GLint XTexS;
+GLint YTexS;
+GLint DXTexS;
+GLint DYTexS;
+int iSortTexCnt=32;
+BOOL bUseFastMdec=FALSE;
+BOOL bUse15bitMdec=FALSE;
+int iFrameTexType=0;
+int iFrameReadType=0;
+
+unsigned long (*TCF[2]) (unsigned long);
+unsigned short (*PTCF[2]) (unsigned short);
+
+////////////////////////////////////////////////////////////////////////
+// texture cache implementation
+////////////////////////////////////////////////////////////////////////
+
+#ifdef _WINDOWS
+#pragma pack(1)
+#endif
+
+// "texture window" cache entry
+
+typedef struct textureWndCacheEntryTag
+{
+ unsigned long ClutID;
+ short pageid;
+ short textureMode;
+ short Opaque;
+ short used;
+ EXLong pos;
+ GLuint texname;
+} textureWndCacheEntry;
+
+// "standard texture" cache entry (12 byte per entry, as small as possible... we need lots of them)
+
+typedef struct textureSubCacheEntryTagS
+{
+ unsigned long ClutID;
+ EXLong pos;
+ u8 posTX;
+ u8 posTY;
+ u8 cTexID;
+ u8 Opaque;
+} textureSubCacheEntryS;
+
+#ifdef _WINDOWS
+#pragma pack()
+#endif
+
+//---------------------------------------------
+
+#define MAXTPAGES_MAX 64
+#define MAXSORTTEX_MAX 196
+
+//---------------------------------------------
+
+textureWndCacheEntry wcWndtexStore[MAXWNDTEXCACHE];
+textureSubCacheEntryS * pscSubtexStore[3][MAXTPAGES_MAX];
+EXLong * pxSsubtexLeft [MAXSORTTEX_MAX];
+GLuint uiStexturePage[MAXSORTTEX_MAX];
+
+unsigned short usLRUTexPage=0;
+
+int iMaxTexWnds=0;
+int iTexWndTurn=0;
+int iTexWndLimit=MAXWNDTEXCACHE/2;
+
+GLubyte * texturepart=NULL;
+GLubyte * texturebuffer=NULL;
+unsigned long g_x1,g_y1,g_x2,g_y2;
+u8 ubOpaqueDraw=0;
+
+unsigned short MAXTPAGES = 32;
+unsigned short CLUTMASK = 0x7fff;
+unsigned short CLUTYMASK = 0x1ff;
+unsigned short MAXSORTTEX = 196;
+
+////////////////////////////////////////////////////////////////////////
+// Texture color conversions... all my ASM funcs are removed for easier
+// porting... and honestly: nowadays the speed gain would be pointless
+////////////////////////////////////////////////////////////////////////
+
+unsigned long XP8RGBA(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0x50000000;
+ if(DrawSemiTrans && !(BGR&0x8000))
+ {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long XP8RGBAEx(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0x03000000;
+ if(DrawSemiTrans && !(BGR&0x8000))
+ {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long CP8RGBA(unsigned long BGR)
+{
+ unsigned long l;
+ if(!(BGR&0xffff)) return 0x50000000;
+ if(DrawSemiTrans && !(BGR&0x8000))
+ {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
+ l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+ if(l==0xffffff00) l=0xff000000;
+ return l;
+}
+
+unsigned long CP8RGBAEx(unsigned long BGR)
+{
+ unsigned long l;
+ if(!(BGR&0xffff)) return 0x03000000;
+ if(DrawSemiTrans && !(BGR&0x8000))
+ {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
+ l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+ if(l==0xffffff00) l=0xff000000;
+ return l;
+}
+
+unsigned long XP8RGBA_0(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0x50000000;
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long XP8RGBAEx_0(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0x03000000;
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long XP8BGRA_0(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0x50000000;
+ return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long XP8BGRAEx_0(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0x03000000;
+ return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long CP8RGBA_0(unsigned long BGR)
+{
+ unsigned long l;
+
+ if(!(BGR&0xffff)) return 0x50000000;
+ l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+ if(l==0xfff8f800) l=0xff000000;
+ return l;
+}
+
+unsigned long CP8RGBAEx_0(unsigned long BGR)
+{
+ unsigned long l;
+
+ if(!(BGR&0xffff)) return 0x03000000;
+ l=((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+ if(l==0xfff8f800) l=0xff000000;
+ return l;
+}
+
+unsigned long CP8BGRA_0(unsigned long BGR)
+{
+ unsigned long l;
+
+ if(!(BGR&0xffff)) return 0x50000000;
+ l=((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
+ if(l==0xff00f8f8) l=0xff000000;
+ return l;
+}
+
+unsigned long CP8BGRAEx_0(unsigned long BGR)
+{
+ unsigned long l;
+
+ if(!(BGR&0xffff)) return 0x03000000;
+ l=((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
+ if(l==0xff00f8f8) l=0xff000000;
+ return l;
+}
+
+unsigned long XP8RGBA_1(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0x50000000;
+ if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long XP8RGBAEx_1(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0x03000000;
+ if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff);}
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long XP8BGRA_1(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0x50000000;
+ if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff);}
+ return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long XP8BGRAEx_1(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0x03000000;
+ if(!(BGR&0x8000)) {ubOpaqueDraw=1;return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff);}
+ return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long P8RGBA(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0;
+ return ((((BGR<<3)&0xf8)|((BGR<<6)&0xf800)|((BGR<<9)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned long P8BGRA(unsigned long BGR)
+{
+ if(!(BGR&0xffff)) return 0;
+ return ((((BGR>>7)&0xf8)|((BGR<<6)&0xf800)|((BGR<<19)&0xf80000))&0xffffff)|0xff000000;
+}
+
+unsigned short XP5RGBA(unsigned short BGR)
+{
+ if(!BGR) return 0;
+ if(DrawSemiTrans && !(BGR&0x8000))
+ {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
+ return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
+}
+
+unsigned short XP5RGBA_0 (unsigned short BGR)
+{
+ if(!BGR) return 0;
+
+ return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
+}
+
+unsigned short CP5RGBA_0 (unsigned short BGR)
+{
+ unsigned short s;
+
+ if(!BGR) return 0;
+
+ s=((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
+ if(s==0x07ff) s=1;
+ return s;
+}
+
+unsigned short XP5RGBA_1(unsigned short BGR)
+{
+ if(!BGR) return 0;
+ if(!(BGR&0x8000))
+ {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
+ return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
+}
+
+unsigned short P5RGBA(unsigned short BGR)
+{
+ if(!BGR) return 0;
+ return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)))|1;
+}
+
+unsigned short XP4RGBA(unsigned short BGR)
+{
+ if(!BGR) return 6;
+ if(DrawSemiTrans && !(BGR&0x8000))
+ {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
+ return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
+}
+
+unsigned short XP4RGBA_0 (unsigned short BGR)
+{
+ if(!BGR) return 6;
+ return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
+}
+
+unsigned short CP4RGBA_0 (unsigned short BGR)
+{
+ unsigned short s;
+ if(!BGR) return 6;
+ s=(((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
+ if(s==0x0fff) s=0x000f;
+ return s;
+}
+
+unsigned short XP4RGBA_1(unsigned short BGR)
+{
+ if(!BGR) return 6;
+ if(!(BGR&0x8000))
+ {ubOpaqueDraw=1;return ((((BGR<<11))|((BGR>>9)&0x3e)|((BGR<<1)&0x7c0)));}
+ return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
+}
+
+unsigned short P4RGBA(unsigned short BGR)
+{
+ if(!BGR) return 0;
+ return (((((BGR&0x1e)<<11))|((BGR&0x7800)>>7)|((BGR&0x3c0)<<2)))|0xf;
+}
+
+////////////////////////////////////////////////////////////////////////
+// CHECK TEXTURE MEM (on plugin startup)
+////////////////////////////////////////////////////////////////////////
+
+int iFTexA=512;
+int iFTexB=512;
+
+void CheckTextureMemory(void)
+{
+ GLboolean b;GLboolean * bDetail;
+ int i,iCnt,iRam=iVRamSize*1024*1024;
+ int iTSize;s8 * p;
+
+
+ if(iVRamSize)
+ {
+ int ts;
+
+ iRam-=(iResX*iResY*8);
+ iRam-=(iResX*iResY*(iZBufferDepth/8));
+
+ ts=4;
+ iSortTexCnt=iRam/(256*256*ts);
+
+ if(iSortTexCnt>MAXSORTTEX)
+ {
+ iSortTexCnt=MAXSORTTEX-min(1,0);
+ }
+ else
+ {
+ iSortTexCnt-=3+min(1,0);
+ if(iSortTexCnt<8) iSortTexCnt=8;
+ }
+
+ for(i=0;i<MAXSORTTEX;i++)
+ uiStexturePage[i]=0;
+
+ return;
+ }
+
+
+ iTSize=256;
+ p=(s8 *)malloc(iTSize*iTSize*4);
+
+ iCnt=0;
+ glGenTextures(MAXSORTTEX,uiStexturePage);
+ for(i=0;i<MAXSORTTEX;i++)
+ {
+ glBindTexture(GL_TEXTURE_2D,uiStexturePage[i]);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iTSize, iTSize, 0,GL_RGBA, GL_UNSIGNED_BYTE, p);
+ }
+ glBindTexture(GL_TEXTURE_2D,0);
+
+ free(p);
+
+ bDetail=(GLboolean*)malloc(MAXSORTTEX*sizeof(GLboolean));
+ memset(bDetail,0,MAXSORTTEX*sizeof(GLboolean));
+
+ glDeleteTextures(MAXSORTTEX,uiStexturePage);
+
+ for(i=0;i<MAXSORTTEX;i++)
+ {
+ if(bDetail[i]) iCnt++;
+ uiStexturePage[i]=0;
+ }
+
+ free(bDetail);
+
+ if(b) iSortTexCnt=MAXSORTTEX-min(1,0);
+ else iSortTexCnt=iCnt-3+min(1,0); // place for menu&texwnd
+
+ if(iSortTexCnt<8) iSortTexCnt=8;
+}
+
+////////////////////////////////////////////////////////////////////////
+// Main init of textures
+////////////////////////////////////////////////////////////////////////
+
+void InitializeTextureStore()
+{
+ int i,j;
+
+ if(iGPUHeight==1024)
+ {
+ MAXTPAGES = 64;
+ CLUTMASK = 0xffff;
+ CLUTYMASK = 0x3ff;
+ MAXSORTTEX = 128;
+ iTexGarbageCollection=0;
+ }
+ else
+ {
+ MAXTPAGES = 32;
+ CLUTMASK = 0x7fff;
+ CLUTYMASK = 0x1ff;
+ MAXSORTTEX = 196;
+ }
+
+ memset(vertex,0,4*sizeof(OGLVertex)); // init vertices
+
+ gTexName=0; // init main tex name
+
+ iTexWndLimit=MAXWNDTEXCACHE;
+/* if(!iUsePalTextures) */iTexWndLimit/=2;
+
+ memset(wcWndtexStore,0,sizeof(textureWndCacheEntry)*
+ MAXWNDTEXCACHE);
+ texturepart=(GLubyte *)malloc(256*256*4);
+ memset(texturepart,0,256*256*4);
+ texturebuffer=NULL;
+
+ for(i=0;i<3;i++) // -> info for 32*3
+ for(j=0;j<MAXTPAGES;j++)
+ {
+ pscSubtexStore[i][j]=(textureSubCacheEntryS *)malloc(CSUBSIZES*sizeof(textureSubCacheEntryS));
+ memset(pscSubtexStore[i][j],0,CSUBSIZES*sizeof(textureSubCacheEntryS));
+ }
+ for(i=0;i<MAXSORTTEX;i++) // -> info 0..511
+ {
+ pxSsubtexLeft[i]=(EXLong *)malloc(CSUBSIZE*sizeof(EXLong));
+ memset(pxSsubtexLeft[i],0,CSUBSIZE*sizeof(EXLong));
+ uiStexturePage[i]=0;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// Clean up on exit
+////////////////////////////////////////////////////////////////////////
+
+void CleanupTextureStore()
+{
+ int i,j;textureWndCacheEntry * tsx;
+ //----------------------------------------------------//
+ glBindTexture(GL_TEXTURE_2D,0);
+ //----------------------------------------------------//
+ free(texturepart); // free tex part
+ texturepart=0;
+ if(texturebuffer)
+ {
+ free(texturebuffer);
+ texturebuffer=0;
+ }
+ //----------------------------------------------------//
+ tsx=wcWndtexStore; // loop tex window cache
+ for(i=0;i<MAXWNDTEXCACHE;i++,tsx++)
+ {
+ if(tsx->texname) // -> some tex?
+ glDeleteTextures(1,&tsx->texname); // --> delete it
+ }
+ iMaxTexWnds=0; // no more tex wnds
+ //----------------------------------------------------//
+ if(gTexMovieName!=0) // some movie tex?
+ glDeleteTextures(1, &gTexMovieName); // -> delete it
+ gTexMovieName=0; // no more movie tex
+ //----------------------------------------------------//
+ if(gTexFrameName!=0) // some 15bit framebuffer tex?
+ glDeleteTextures(1, &gTexFrameName); // -> delete it
+ gTexFrameName=0; // no more movie tex
+ //----------------------------------------------------//
+ if(gTexBlurName!=0) // some 15bit framebuffer tex?
+ glDeleteTextures(1, &gTexBlurName); // -> delete it
+ gTexBlurName=0; // no more movie tex
+ //----------------------------------------------------//
+ for(i=0;i<3;i++) // -> loop
+ for(j=0;j<MAXTPAGES;j++) // loop tex pages
+ {
+ free(pscSubtexStore[i][j]); // -> clean mem
+ }
+ for(i=0;i<MAXSORTTEX;i++)
+ {
+ if(uiStexturePage[i]) // --> tex used ?
+ {
+ glDeleteTextures(1,&uiStexturePage[i]);
+ uiStexturePage[i]=0; // --> delete it
+ }
+ free(pxSsubtexLeft[i]); // -> clean mem
+ }
+ //----------------------------------------------------//
+}
+
+////////////////////////////////////////////////////////////////////////
+// Reset textures in game...
+////////////////////////////////////////////////////////////////////////
+
+void ResetTextureArea(BOOL bDelTex)
+{
+ int i,j;textureSubCacheEntryS * tss;EXLong * lu;
+ textureWndCacheEntry * tsx;
+ //----------------------------------------------------//
+
+ dwTexPageComp=0;
+
+ //----------------------------------------------------//
+ if(bDelTex) {glBindTexture(GL_TEXTURE_2D,0);gTexName=0;}
+ //----------------------------------------------------//
+ tsx=wcWndtexStore;
+ for(i=0;i<MAXWNDTEXCACHE;i++,tsx++)
+ {
+ tsx->used=0;
+ if(bDelTex && tsx->texname)
+ {
+ glDeleteTextures(1,&tsx->texname);
+ tsx->texname=0;
+ }
+ }
+ iMaxTexWnds=0;
+ //----------------------------------------------------//
+
+ for(i=0;i<3;i++)
+ for(j=0;j<MAXTPAGES;j++)
+ {
+ tss=pscSubtexStore[i][j];
+ (tss+SOFFA)->pos.l=0;
+ (tss+SOFFB)->pos.l=0;
+ (tss+SOFFC)->pos.l=0;
+ (tss+SOFFD)->pos.l=0;
+ }
+
+ for(i=0;i<iSortTexCnt;i++)
+ {
+ lu=pxSsubtexLeft[i];
+ lu->l=0;
+ if(bDelTex && uiStexturePage[i])
+ {glDeleteTextures(1,&uiStexturePage[i]);uiStexturePage[i]=0;}
+ }
+}
+
+
+////////////////////////////////////////////////////////////////////////
+// Invalidate tex windows
+////////////////////////////////////////////////////////////////////////
+
+void InvalidateWndTextureArea(long X,long Y,long W, long H)
+{
+ int i,px1,px2,py1,py2,iYM=1;
+ textureWndCacheEntry * tsw=wcWndtexStore;
+
+ W+=X-1;
+ H+=Y-1;
+ if(X<0) X=0;if(X>1023) X=1023;
+ if(W<0) W=0;if(W>1023) W=1023;
+ if(Y<0) Y=0;if(Y>iGPUHeightMask) Y=iGPUHeightMask;
+ if(H<0) H=0;if(H>iGPUHeightMask) H=iGPUHeightMask;
+ W++;H++;
+
+ if(iGPUHeight==1024) iYM=3;
+
+ py1=min(iYM,Y>>8);
+ py2=min(iYM,H>>8); // y: 0 or 1
+
+ px1=max(0,(X>>6));
+ px2=min(15,(W>>6));
+
+ if(py1==py2)
+ {
+ py1=py1<<4;px1+=py1;px2+=py1; // change to 0-31
+ for(i=0;i<iMaxTexWnds;i++,tsw++)
+ {
+ if(tsw->used)
+ {
+ if(tsw->pageid>=px1 && tsw->pageid<=px2)
+ {
+ tsw->used=0;
+ }
+ }
+ }
+ }
+ else
+ {
+ py1=px1+16;py2=px2+16;
+ for(i=0;i<iMaxTexWnds;i++,tsw++)
+ {
+ if(tsw->used)
+ {
+ if((tsw->pageid>=px1 && tsw->pageid<=px2) ||
+ (tsw->pageid>=py1 && tsw->pageid<=py2))
+ {
+ tsw->used=0;
+ }
+ }
+ }
+ }
+
+ // adjust tex window count
+ tsw=wcWndtexStore+iMaxTexWnds-1;
+ while(iMaxTexWnds && !tsw->used) {iMaxTexWnds--;tsw--;}
+}
+
+
+
+////////////////////////////////////////////////////////////////////////
+// same for sort textures
+////////////////////////////////////////////////////////////////////////
+
+void MarkFree(textureSubCacheEntryS * tsx)
+{
+ EXLong * ul, * uls;
+ int j,iMax;u8 x1,y1,dx,dy;
+
+ uls=pxSsubtexLeft[tsx->cTexID];
+ iMax=uls->l;ul=uls+1;
+
+ if(!iMax) return;
+
+ for(j=0;j<iMax;j++,ul++)
+ if(ul->l==0xffffffff) break;
+
+ if(j<CSUBSIZE-2)
+ {
+ if(j==iMax) uls->l=uls->l+1;
+
+ x1=tsx->posTX;dx=tsx->pos.c[2]-tsx->pos.c[3];
+ if(tsx->posTX) {x1--;dx+=3;}
+ y1=tsx->posTY;dy=tsx->pos.c[0]-tsx->pos.c[1];
+ if(tsx->posTY) {y1--;dy+=3;}
+
+ ul->c[3]=x1;
+ ul->c[2]=dx;
+ ul->c[1]=y1;
+ ul->c[0]=dy;
+ }
+}
+
+void InvalidateSubSTextureArea(long X,long Y,long W, long H)
+{
+ int i,j,k,iMax,px,py,px1,px2,py1,py2,iYM=1;
+ EXLong npos;textureSubCacheEntryS * tsb;
+ long x1,x2,y1,y2,xa,sw;
+
+ W+=X-1;
+ H+=Y-1;
+ if(X<0) X=0;if(X>1023) X=1023;
+ if(W<0) W=0;if(W>1023) W=1023;
+ if(Y<0) Y=0;if(Y>iGPUHeightMask) Y=iGPUHeightMask;
+ if(H<0) H=0;if(H>iGPUHeightMask) H=iGPUHeightMask;
+ W++;H++;
+
+ if(iGPUHeight==1024) iYM=3;
+
+ py1=min(iYM,Y>>8);
+ py2=min(iYM,H>>8); // y: 0 or 1
+ px1=max(0,(X>>6)-3);
+ px2=min(15,(W>>6)+3); // x: 0-15
+
+ for(py=py1;py<=py2;py++)
+ {
+ j=(py<<4)+px1; // get page
+
+ y1=py*256;y2=y1+255;
+
+ if(H<y1) continue;
+ if(Y>y2) continue;
+
+ if(Y>y1) y1=Y;
+ if(H<y2) y2=H;
+ if(y2<y1) {sw=y1;y1=y2;y2=sw;}
+ y1=((y1%256)<<8);
+ y2=(y2%256);
+
+ for(px=px1;px<=px2;px++,j++)
+ {
+ for(k=0;k<3;k++)
+ {
+ xa=x1=px<<6;
+ if(W<x1) continue;
+ x2=x1+(64<<k)-1;
+ if(X>x2) continue;
+
+ if(X>x1) x1=X;
+ if(W<x2) x2=W;
+ if(x2<x1) {sw=x1;x1=x2;x2=sw;}
+
+ if (dwGPUVersion == 2)
+ npos.l=0x00ff00ff;
+ else
+ npos.l=((x1-xa)<<(26-k))|((x2-xa)<<(18-k))|y1|y2;
+
+ {
+ tsb=pscSubtexStore[k][j]+SOFFA;iMax=tsb->pos.l;tsb++;
+ for(i=0;i<iMax;i++,tsb++)
+ if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
+
+// if(npos.l & 0x00800000)
+ {
+ tsb=pscSubtexStore[k][j]+SOFFB;iMax=tsb->pos.l;tsb++;
+ for(i=0;i<iMax;i++,tsb++)
+ if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
+ }
+
+// if(npos.l & 0x00000080)
+ {
+ tsb=pscSubtexStore[k][j]+SOFFC;iMax=tsb->pos.l;tsb++;
+ for(i=0;i<iMax;i++,tsb++)
+ if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
+ }
+
+// if(npos.l & 0x00800080)
+ {
+ tsb=pscSubtexStore[k][j]+SOFFD;iMax=tsb->pos.l;tsb++;
+ for(i=0;i<iMax;i++,tsb++)
+ if(tsb->ClutID && XCHECK(tsb->pos,npos)) {tsb->ClutID=0;MarkFree(tsb);}
+ }
+ }
+ }
+ }
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// Invalidate some parts of cache: main routine
+////////////////////////////////////////////////////////////////////////
+
+void InvalidateTextureAreaEx(void)
+{
+ short W=sxmax-sxmin;
+ short H=symax-symin;
+
+ if(W==0 && H==0) return;
+
+ if(iMaxTexWnds)
+ InvalidateWndTextureArea(sxmin,symin,W,H);
+
+ InvalidateSubSTextureArea(sxmin,symin,W,H);
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void InvalidateTextureArea(long X,long Y,long W, long H)
+{
+ if(W==0 && H==0) return;
+
+ if(iMaxTexWnds) InvalidateWndTextureArea(X,Y,W,H);
+
+ InvalidateSubSTextureArea(X,Y,W,H);
+}
+
+
+////////////////////////////////////////////////////////////////////////
+// tex window: define
+////////////////////////////////////////////////////////////////////////
+
+void DefineTextureWnd(void)
+{
+ if(gTexName==0)
+ glGenTextures(1, &gTexName);
+
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+{
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA,
+ TWin.Position.x1,
+ TWin.Position.y1,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
+}
+
+////////////////////////////////////////////////////////////////////////
+// tex window: load packed stretch
+////////////////////////////////////////////////////////////////////////
+
+void LoadStretchPackedWndTexturePage(int pageid, int mode, short cx, short cy)
+{
+ unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo;
+ unsigned int palstart;
+ unsigned short *px,*pa,*ta;
+ u8 *cSRCPtr,*cOSRCPtr;
+ unsigned short *wSRCPtr,*wOSRCPtr;
+ unsigned long LineOffset;unsigned short s;
+ int pmult=pageid/16;
+ unsigned short (*LPTCOL)(unsigned short);
+
+ LPTCOL=PTCF[DrawSemiTrans];
+
+ ldxo=TWin.Position.x1-TWin.OPosition.x1;
+ ldy =TWin.Position.y1-TWin.OPosition.y1;
+
+ pa=px=(unsigned short *)ubPaletteBuffer;
+ ta=(unsigned short *)texturepart;
+ palstart=cx+(cy*1024);
+
+ ubOpaqueDraw=0;
+
+ switch(mode)
+ {
+ //--------------------------------------------------//
+ // 4bit texture load ..
+ case 0:
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+ for(row=0;row<16;row++)
+ *px++=LPTCOL(*wSRCPtr++);
+
+ column=g_y2-ldy;
+ for(TXV=g_y1;TXV<=column;TXV++)
+ {
+ ldx=ldxo;
+ for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
+ {
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
+
+ s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
+ *ta++=s;
+
+ if(ldx) {*ta++=s;ldx--;}
+ }
+
+ if(ldy)
+ {ldy--;
+ for(TXU=g_x1;TXU<=g_x2;TXU++)
+ *ta++=*(ta-(g_x2-g_x1));
+ }
+ }
+
+ DefineTextureWnd();
+
+ break;
+ }
+
+
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ // convert CLUT to 32bits .. and then use THAT as a lookup table
+
+ wSRCPtr=psxVuw+palstart;
+ for(row=0;row<16;row++)
+ *px++=LPTCOL(*wSRCPtr++);
+
+ sxm=g_x1&1;sxh=g_x1>>1;
+ if(sxm) j=g_x1+1; else j=g_x1;
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ cOSRCPtr=cSRCPtr;ldx=ldxo;
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
+
+ for(row=j;row<=g_x2-ldxo;row++)
+ {
+ s=*(pa+(*cSRCPtr & 0xF));
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ row++;
+ if(row<=g_x2-ldxo)
+ {
+ s=*(pa+((*cSRCPtr >> 4) & 0xF));
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ }
+ cSRCPtr++;
+ }
+
+ if(ldy && column&1)
+ {ldy--;cSRCPtr = cOSRCPtr;}
+ else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // 8bit texture load ..
+ case 1:
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+ for(row=0;row<256;row++)
+ *px++=LPTCOL(*wSRCPtr++);
+
+ column=g_y2-ldy;
+ for(TXV=g_y1;TXV<=column;TXV++)
+ {
+ ldx=ldxo;
+ for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
+ {
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
+
+ s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
+
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ }
+
+ if(ldy)
+ {ldy--;
+ for(TXU=g_x1;TXU<=g_x2;TXU++)
+ *ta++=*(ta-(g_x2-g_x1));
+ }
+
+ }
+
+ DefineTextureWnd();
+
+ break;
+ }
+
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ // not using a lookup table here... speeds up smaller texture areas
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
+ LineOffset = 2048 - (g_x2-g_x1+1) +ldxo;
+
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ cOSRCPtr=cSRCPtr;ldx=ldxo;
+ for(row=g_x1;row<=g_x2-ldxo;row++)
+ {
+ s=LPTCOL(psxVuw[palstart+ *cSRCPtr++]);
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ }
+ if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}
+ else cSRCPtr+=LineOffset;
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // 16bit texture load ..
+ case 2:
+ start=((pageid-16*pmult)*64)+256*1024*pmult;
+ wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
+ LineOffset = 1024 - (g_x2-g_x1+1) +ldxo;
+
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ wOSRCPtr=wSRCPtr;ldx=ldxo;
+ for(row=g_x1;row<=g_x2-ldxo;row++)
+ {
+ s=LPTCOL(*wSRCPtr++);
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ }
+ if(ldy && column&1) {ldy--;wSRCPtr=wOSRCPtr;}
+ else wSRCPtr+=LineOffset;
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // others are not possible !
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// tex window: load stretched
+////////////////////////////////////////////////////////////////////////
+
+void LoadStretchWndTexturePage(int pageid, int mode, short cx, short cy)
+{
+ unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo,s;
+ unsigned int palstart;
+ unsigned long *px,*pa,*ta;
+ u8 *cSRCPtr,*cOSRCPtr;
+ unsigned short *wSRCPtr,*wOSRCPtr;
+ unsigned long LineOffset;
+ int pmult=pageid/16;
+ unsigned long (*LTCOL)(unsigned long);
+
+ LTCOL=TCF[DrawSemiTrans];
+
+ ldxo=TWin.Position.x1-TWin.OPosition.x1;
+ ldy =TWin.Position.y1-TWin.OPosition.y1;
+
+ pa=px=(unsigned long *)ubPaletteBuffer;
+ ta=(unsigned long *)texturepart;
+ palstart=cx+(cy*1024);
+
+ ubOpaqueDraw=0;
+
+ switch(mode)
+ {
+ //--------------------------------------------------//
+ // 4bit texture load ..
+ case 0:
+ //------------------- ZN STUFF
+
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+
+ row=4;do
+ {
+ *px =LTCOL(*wSRCPtr);
+ *(px+1)=LTCOL(*(wSRCPtr+1));
+ *(px+2)=LTCOL(*(wSRCPtr+2));
+ *(px+3)=LTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ column=g_y2-ldy;
+ for(TXV=g_y1;TXV<=column;TXV++)
+ {
+ ldx=ldxo;
+ for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
+ {
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
+
+ s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
+ *ta++=s;
+
+ if(ldx) {*ta++=s;ldx--;}
+ }
+
+ if(ldy)
+ {ldy--;
+ for(TXU=g_x1;TXU<=g_x2;TXU++)
+ *ta++=*(ta-(g_x2-g_x1));
+ }
+ }
+
+ DefineTextureWnd();
+
+ break;
+ }
+
+ //-------------------
+
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+ // convert CLUT to 32bits .. and then use THAT as a lookup table
+
+ wSRCPtr=psxVuw+palstart;
+ for(row=0;row<16;row++)
+ *px++=LTCOL(*wSRCPtr++);
+
+ sxm=g_x1&1;sxh=g_x1>>1;
+ if(sxm) j=g_x1+1; else j=g_x1;
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ cOSRCPtr=cSRCPtr;ldx=ldxo;
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
+
+ for(row=j;row<=g_x2-ldxo;row++)
+ {
+ s=*(pa+(*cSRCPtr & 0xF));
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ row++;
+ if(row<=g_x2-ldxo)
+ {
+ s=*(pa+((*cSRCPtr >> 4) & 0xF));
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ }
+ cSRCPtr++;
+ }
+ if(ldy && column&1)
+ {ldy--;cSRCPtr = cOSRCPtr;}
+ else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // 8bit texture load ..
+ case 1:
+ //------------ ZN STUFF
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+
+ row=64;do
+ {
+ *px =LTCOL(*wSRCPtr);
+ *(px+1)=LTCOL(*(wSRCPtr+1));
+ *(px+2)=LTCOL(*(wSRCPtr+2));
+ *(px+3)=LTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ column=g_y2-ldy;
+ for(TXV=g_y1;TXV<=column;TXV++)
+ {
+ ldx=ldxo;
+ for(TXU=g_x1;TXU<=g_x2-ldxo;TXU++)
+ {
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
+
+ s=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ }
+
+ if(ldy)
+ {ldy--;
+ for(TXU=g_x1;TXU<=g_x2;TXU++)
+ *ta++=*(ta-(g_x2-g_x1));
+ }
+
+ }
+
+ DefineTextureWnd();
+
+ break;
+ }
+ //------------
+
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ // not using a lookup table here... speeds up smaller texture areas
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
+ LineOffset = 2048 - (g_x2-g_x1+1) +ldxo;
+
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ cOSRCPtr=cSRCPtr;ldx=ldxo;
+ for(row=g_x1;row<=g_x2-ldxo;row++)
+ {
+ s=LTCOL(psxVuw[palstart+ *cSRCPtr++]);
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ }
+ if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}
+ else cSRCPtr+=LineOffset;
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // 16bit texture load ..
+ case 2:
+ start=((pageid-16*pmult)*64)+256*1024*pmult;
+
+ wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
+ LineOffset = 1024 - (g_x2-g_x1+1) +ldxo;
+
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ wOSRCPtr=wSRCPtr;ldx=ldxo;
+ for(row=g_x1;row<=g_x2-ldxo;row++)
+ {
+ s=LTCOL(*wSRCPtr++);
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ }
+ if(ldy && column&1) {ldy--;wSRCPtr=wOSRCPtr;}
+ else wSRCPtr+=LineOffset;
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // others are not possible !
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// tex window: load packed simple
+////////////////////////////////////////////////////////////////////////
+
+void LoadPackedWndTexturePage(int pageid, int mode, short cx, short cy)
+{
+ unsigned long start,row,column,j,sxh,sxm;
+ unsigned int palstart;
+ unsigned short *px,*pa,*ta;
+ u8 *cSRCPtr;
+ unsigned short *wSRCPtr;
+ unsigned long LineOffset;
+ int pmult=pageid/16;
+ unsigned short (*LPTCOL)(unsigned short);
+
+ LPTCOL=PTCF[DrawSemiTrans];
+
+ pa=px=(unsigned short *)ubPaletteBuffer;
+ ta=(unsigned short *)texturepart;
+ palstart=cx+(cy*1024);
+
+ ubOpaqueDraw=0;
+
+ switch(mode)
+ {
+ //--------------------------------------------------//
+ // 4bit texture load ..
+ case 0:
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+ for(row=0;row<16;row++)
+ *px++=LPTCOL(*wSRCPtr++);
+
+ for(TXV=g_y1;TXV<=g_y2;TXV++)
+ {
+ for(TXU=g_x1;TXU<=g_x2;TXU++)
+ {
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
+
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
+ }
+ }
+
+ DefineTextureWnd();
+
+ break;
+ }
+
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ // convert CLUT to 32bits .. and then use THAT as a lookup table
+
+ wSRCPtr=psxVuw+palstart;
+ for(row=0;row<16;row++)
+ *px++=LPTCOL(*wSRCPtr++);
+
+ sxm=g_x1&1;sxh=g_x1>>1;
+ if(sxm) j=g_x1+1; else j=g_x1;
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ cSRCPtr = psxVub + start + (2048*column) + sxh;
+
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
+
+ for(row=j;row<=g_x2;row++)
+ {
+ *ta++=*(pa+(*cSRCPtr & 0xF)); row++;
+ if(row<=g_x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
+ cSRCPtr++;
+ }
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // 8bit texture load ..
+ case 1:
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+ for(row=0;row<256;row++)
+ *px++=LPTCOL(*wSRCPtr++);
+
+ for(TXV=g_y1;TXV<=g_y2;TXV++)
+ {
+ for(TXU=g_x1;TXU<=g_x2;TXU++)
+ {
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
+
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
+ }
+ }
+
+ DefineTextureWnd();
+
+ break;
+ }
+
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ // not using a lookup table here... speeds up smaller texture areas
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
+ LineOffset = 2048 - (g_x2-g_x1+1);
+
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ for(row=g_x1;row<=g_x2;row++)
+ *ta++=LPTCOL(psxVuw[palstart+ *cSRCPtr++]);
+ cSRCPtr+=LineOffset;
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // 16bit texture load ..
+ case 2:
+ start=((pageid-16*pmult)*64)+256*1024*pmult;
+ wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
+ LineOffset = 1024 - (g_x2-g_x1+1);
+
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ for(row=g_x1;row<=g_x2;row++)
+ *ta++=LPTCOL(*wSRCPtr++);
+ wSRCPtr+=LineOffset;
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // others are not possible !
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// tex window: load simple
+////////////////////////////////////////////////////////////////////////
+
+void LoadWndTexturePage(int pageid, int mode, short cx, short cy)
+{
+ unsigned long start,row,column,j,sxh,sxm;
+ unsigned int palstart;
+ unsigned long *px,*pa,*ta;
+ u8 *cSRCPtr;
+ unsigned short *wSRCPtr;
+ unsigned long LineOffset;
+ int pmult=pageid/16;
+ unsigned long (*LTCOL)(unsigned long);
+
+ LTCOL=TCF[DrawSemiTrans];
+
+ pa=px=(unsigned long *)ubPaletteBuffer;
+ ta=(unsigned long *)texturepart;
+ palstart=cx+(cy*1024);
+
+ ubOpaqueDraw=0;
+
+ switch(mode)
+ {
+ //--------------------------------------------------//
+ // 4bit texture load ..
+ case 0:
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+
+ row=4;do
+ {
+ *px =LTCOL(*wSRCPtr);
+ *(px+1)=LTCOL(*(wSRCPtr+1));
+ *(px+2)=LTCOL(*(wSRCPtr+2));
+ *(px+3)=LTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ for(TXV=g_y1;TXV<=g_y2;TXV++)
+ {
+ for(TXU=g_x1;TXU<=g_x2;TXU++)
+ {
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
+
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
+ }
+ }
+
+ DefineTextureWnd();
+
+ break;
+ }
+
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ // convert CLUT to 32bits .. and then use THAT as a lookup table
+
+ wSRCPtr=psxVuw+palstart;
+ for(row=0;row<16;row++)
+ *px++=LTCOL(*wSRCPtr++);
+
+ sxm=g_x1&1;sxh=g_x1>>1;
+ if(sxm) j=g_x1+1; else j=g_x1;
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ cSRCPtr = psxVub + start + (2048*column) + sxh;
+
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
+
+ for(row=j;row<=g_x2;row++)
+ {
+ *ta++=*(pa+(*cSRCPtr & 0xF)); row++;
+ if(row<=g_x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
+ cSRCPtr++;
+ }
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // 8bit texture load ..
+ case 1:
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+
+ row=64;do
+ {
+ *px =LTCOL(*wSRCPtr);
+ *(px+1)=LTCOL(*(wSRCPtr+1));
+ *(px+2)=LTCOL(*(wSRCPtr+2));
+ *(px+3)=LTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ for(TXV=g_y1;TXV<=g_y2;TXV++)
+ {
+ for(TXU=g_x1;TXU<=g_x2;TXU++)
+ {
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
+
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
+ }
+ }
+
+ DefineTextureWnd();
+
+ break;
+ }
+
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ // not using a lookup table here... speeds up smaller texture areas
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
+ LineOffset = 2048 - (g_x2-g_x1+1);
+
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ for(row=g_x1;row<=g_x2;row++)
+ *ta++=LTCOL(psxVuw[palstart+ *cSRCPtr++]);
+ cSRCPtr+=LineOffset;
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // 16bit texture load ..
+ case 2:
+ start=((pageid-16*pmult)*64)+256*1024*pmult;
+
+ wSRCPtr = psxVuw + start + (1024*g_y1) + g_x1;
+ LineOffset = 1024 - (g_x2-g_x1+1);
+
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ for(row=g_x1;row<=g_x2;row++)
+ *ta++=LTCOL(*wSRCPtr++);
+ wSRCPtr+=LineOffset;
+ }
+
+ DefineTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // others are not possible !
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////
+
+void UploadTexWndPal(int mode,short cx,short cy)
+{
+ unsigned int i,iSize;
+ unsigned short * wSrcPtr;
+ unsigned long * ta=(unsigned long *)texturepart;
+
+ wSrcPtr=psxVuw+cx+(cy*1024);
+ if(mode==0) i=4; else i=64;
+ iSize=i<<2;
+ ubOpaqueDraw=0;
+
+ do
+ {
+ *ta =PALCOL(*wSrcPtr);
+ *(ta+1)=PALCOL(*(wSrcPtr+1));
+ *(ta+2)=PALCOL(*(wSrcPtr+2));
+ *(ta+3)=PALCOL(*(wSrcPtr+3));
+ ta+=4;wSrcPtr+=4;i--;
+ }
+ while(i);
+
+/* (*glColorTableEXTEx)(GL_TEXTURE_2D,GL_RGBA8,iSize,
+ GL_RGBA,GL_UNSIGNED_BYTE,texturepart);
+*/}
+
+////////////////////////////////////////////////////////////////////////
+
+void DefinePalTextureWnd(void)
+{
+ if(gTexName==0)
+ glGenTextures(1, &gTexName);
+
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+{
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, 0,GL_RGBA,
+ TWin.Position.x1,
+ TWin.Position.y1,
+ 0, GL_RGBA, GL_UNSIGNED_BYTE,texturepart);
+}
+
+///////////////////////////////////////////////////////
+
+void LoadPalWndTexturePage(int pageid, int mode, short cx, short cy)
+{
+ unsigned long start,row,column,j,sxh,sxm;
+ u8 *ta;
+ u8 *cSRCPtr;
+ unsigned long LineOffset;
+ int pmult=pageid/16;
+
+ ta=(u8 *)texturepart;
+
+ switch(mode)
+ {
+ //--------------------------------------------------//
+ // 4bit texture load ..
+ case 0:
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ sxm=g_x1&1;sxh=g_x1>>1;
+ if(sxm) j=g_x1+1; else j=g_x1;
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ cSRCPtr = psxVub + start + (2048*column) + sxh;
+
+ if(sxm) *ta++=((*cSRCPtr++ >> 4) & 0xF);
+
+ for(row=j;row<=g_x2;row++)
+ {
+ *ta++=(*cSRCPtr & 0xF); row++;
+ if(row<=g_x2) *ta++=((*cSRCPtr >> 4) & 0xF);
+ cSRCPtr++;
+ }
+ }
+
+ DefinePalTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // 8bit texture load ..
+ case 1:
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ // not using a lookup table here... speeds up smaller texture areas
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
+ LineOffset = 2048 - (g_x2-g_x1+1);
+
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ for(row=g_x1;row<=g_x2;row++)
+ *ta++=*cSRCPtr++;
+ cSRCPtr+=LineOffset;
+ }
+
+ DefinePalTextureWnd();
+ break;
+ }
+ UploadTexWndPal(mode,cx,cy);
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void LoadStretchPalWndTexturePage(int pageid, int mode, short cx, short cy)
+{
+ unsigned long start,row,column,j,sxh,sxm,ldx,ldy,ldxo;
+ u8 *ta,s;
+ u8 *cSRCPtr,*cOSRCPtr;
+ unsigned long LineOffset;
+ int pmult=pageid/16;
+
+ ldxo=TWin.Position.x1-TWin.OPosition.x1;
+ ldy =TWin.Position.y1-TWin.OPosition.y1;
+
+ ta=(u8 *)texturepart;
+
+ switch(mode)
+ {
+ //--------------------------------------------------//
+ // 4bit texture load ..
+ case 0:
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ sxm=g_x1&1;sxh=g_x1>>1;
+ if(sxm) j=g_x1+1; else j=g_x1;
+ cSRCPtr = psxVub + start + (2048*g_y1) + sxh;
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ cOSRCPtr=cSRCPtr;ldx=ldxo;
+ if(sxm) *ta++=((*cSRCPtr++ >> 4) & 0xF);
+
+ for(row=j;row<=g_x2-ldxo;row++)
+ {
+ s=(*cSRCPtr & 0xF);
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ row++;
+ if(row<=g_x2-ldxo)
+ {
+ s=((*cSRCPtr >> 4) & 0xF);
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ }
+ cSRCPtr++;
+ }
+ if(ldy && column&1)
+ {ldy--;cSRCPtr = cOSRCPtr;}
+ else cSRCPtr = psxVub + start + (2048*(column+1)) + sxh;
+ }
+
+ DefinePalTextureWnd();
+ break;
+ //--------------------------------------------------//
+ // 8bit texture load ..
+ case 1:
+ start=((pageid-16*pmult)*128)+256*2048*pmult;
+
+ cSRCPtr = psxVub + start + (2048*g_y1) + g_x1;
+ LineOffset = 2048 - (g_x2-g_x1+1) +ldxo;
+
+ for(column=g_y1;column<=g_y2;column++)
+ {
+ cOSRCPtr=cSRCPtr;ldx=ldxo;
+ for(row=g_x1;row<=g_x2-ldxo;row++)
+ {
+ s=*cSRCPtr++;
+ *ta++=s;
+ if(ldx) {*ta++=s;ldx--;}
+ }
+ if(ldy && column&1) {ldy--;cSRCPtr=cOSRCPtr;}
+ else cSRCPtr+=LineOffset;
+ }
+
+ DefinePalTextureWnd();
+ break;
+ }
+ UploadTexWndPal(mode,cx,cy);
+}
+
+////////////////////////////////////////////////////////////////////////
+// tex window: main selecting, cache handler included
+////////////////////////////////////////////////////////////////////////
+
+GLuint LoadTextureWnd(long pageid,long TextureMode,unsigned long GivenClutId)
+{
+ textureWndCacheEntry * ts, * tsx=NULL;
+ int i;short cx,cy;
+ EXLong npos;
+
+ npos.c[3]=TWin.Position.x0;
+ npos.c[2]=TWin.OPosition.x1;
+ npos.c[1]=TWin.Position.y0;
+ npos.c[0]=TWin.OPosition.y1;
+
+ g_x1=TWin.Position.x0;g_x2=g_x1+TWin.Position.x1-1;
+ g_y1=TWin.Position.y0;g_y2=g_y1+TWin.Position.y1-1;
+
+ if(TextureMode==2) {GivenClutId=0;cx=cy=0;}
+ else
+ {
+ cx=((GivenClutId << 4) & 0x3F0);cy=((GivenClutId >> 6) & CLUTYMASK);
+ GivenClutId=(GivenClutId&CLUTMASK)|(DrawSemiTrans<<30);
+
+ // palette check sum
+ {
+ unsigned long l=0,row;
+ unsigned long * lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));
+ if(TextureMode==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;
+ else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;
+ l=(l+HIWORD(l))&0x3fffL;
+ GivenClutId|=(l<<16);
+ }
+
+ }
+
+ ts=wcWndtexStore;
+
+ for(i=0;i<iMaxTexWnds;i++,ts++)
+ {
+ if(ts->used)
+ {
+ if(ts->pos.l==npos.l &&
+ ts->pageid==pageid &&
+ ts->textureMode==TextureMode)
+ {
+ if(ts->ClutID==GivenClutId)
+ {
+ ubOpaqueDraw=ts->Opaque;
+ return ts->texname;
+ }
+ }
+ }
+ else tsx=ts;
+ }
+
+ if(!tsx)
+ {
+ if(iMaxTexWnds==iTexWndLimit)
+ {
+ tsx=wcWndtexStore+iTexWndTurn;
+ iTexWndTurn++;
+ if(iTexWndTurn==iTexWndLimit) iTexWndTurn=0;
+ }
+ else
+ {
+ tsx=wcWndtexStore+iMaxTexWnds;
+ iMaxTexWnds++;
+ }
+ }
+
+ gTexName=tsx->texname;
+
+ if(TWin.OPosition.y1==TWin.Position.y1 &&
+ TWin.OPosition.x1==TWin.Position.x1)
+ {
+ LoadWndTexturePage(pageid,TextureMode,cx,cy);
+ }
+ else
+ {
+ LoadStretchWndTexturePage(pageid,TextureMode,cx,cy);
+ }
+
+ tsx->Opaque=ubOpaqueDraw;
+ tsx->pos.l=npos.l;
+ tsx->ClutID=GivenClutId;
+ tsx->pageid=pageid;
+ tsx->textureMode=TextureMode;
+ tsx->texname=gTexName;
+ tsx->used=1;
+
+ return gTexName;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// movie texture: define
+////////////////////////////////////////////////////////////////////////
+
+void DefinePackedTextureMovie(void)
+{
+ if(gTexMovieName==0)
+ {
+ glGenTextures(1, &gTexMovieName);
+ gTexName=gTexMovieName;
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
+
+ if(!bUseFastMdec)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+ else
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, 0, //giWantedRGBA,
+ GL_RGBA,
+ 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
+ }
+ else
+ {
+ gTexName=gTexMovieName;glBindTexture(GL_TEXTURE_2D, gTexName);
+ }
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
+ (xrMovieArea.x1-xrMovieArea.x0),
+ (xrMovieArea.y1-xrMovieArea.y0),
+ GL_RGBA,
+ GL_UNSIGNED_SHORT,
+ texturepart);
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void DefineTextureMovie(void)
+{
+ if(gTexMovieName==0)
+ {
+ glGenTextures(1, &gTexMovieName);
+ gTexName=gTexMovieName;
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
+
+ if(!bUseFastMdec)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+ else
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
+ }
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
+ }
+ else
+ {
+ gTexName=gTexMovieName;glBindTexture(GL_TEXTURE_2D, gTexName);
+ }
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
+ (xrMovieArea.x1-xrMovieArea.x0),
+ (xrMovieArea.y1-xrMovieArea.y0),
+ GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
+}
+
+////////////////////////////////////////////////////////////////////////
+// movie texture: load
+////////////////////////////////////////////////////////////////////////
+
+#define MRED(x) ((x>>3) & 0x1f)
+#define MGREEN(x) ((x>>6) & 0x3e0)
+#define MBLUE(x) ((x>>9) & 0x7c00)
+
+#define XMGREEN(x) ((x>>5) & 0x07c0)
+#define XMRED(x) ((x<<8) & 0xf800)
+#define XMBLUE(x) ((x>>18) & 0x003e)
+
+////////////////////////////////////////////////////////////////////////
+// movie texture: load
+////////////////////////////////////////////////////////////////////////
+
+u8 * LoadDirectMovieFast(void)
+{
+ long row,column;
+ unsigned int startxy;
+
+ unsigned long * ta=(unsigned long *)texturepart;
+
+ if(PSXDisplay.RGB24)
+ {
+ u8 * pD;
+
+ startxy=((1024)*xrMovieArea.y0)+xrMovieArea.x0;
+
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++,startxy+=1024)
+ {
+ pD=(u8 *)&psxVuw[startxy];
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ {
+ *ta++=*((unsigned long *)pD)|0xff000000;
+ pD+=3;
+ }
+ }
+ }
+ else
+ {
+ unsigned long (*LTCOL)(unsigned long);
+
+ LTCOL=XP8RGBA_0;//TCF[0];
+
+ ubOpaqueDraw=0;
+
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
+ {
+ startxy=((1024)*column)+xrMovieArea.x0;
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ *ta++=LTCOL(psxVuw[startxy++]|0x8000);
+ }
+ }
+
+ return texturepart;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+GLuint LoadTextureMovieFast(void)
+{
+ long row,column;
+ unsigned int start,startxy;
+
+{
+ if(PSXDisplay.RGB24)
+ {
+ u8 * pD;
+ unsigned long * ta=(unsigned long *)texturepart;
+
+ startxy=((1024)*xrMovieArea.y0)+xrMovieArea.x0;
+
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++,startxy+=1024)
+ {
+ //startxy=((1024)*column)+xrMovieArea.x0;
+ pD=(u8 *)&psxVuw[startxy];
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ {
+ *ta++=*((unsigned long *)pD)|0xff000000;
+ pD+=3;
+ }
+ }
+ }
+ else
+ {
+ unsigned long (*LTCOL)(unsigned long);
+ unsigned long *ta;
+
+ LTCOL=XP8RGBA_0;//TCF[0];
+
+ ubOpaqueDraw=0;
+ ta=(unsigned long *)texturepart;
+
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
+ {
+ startxy=((1024)*column)+xrMovieArea.x0;
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ *ta++=LTCOL(psxVuw[startxy++]|0x8000);
+ }
+ }
+ DefineTextureMovie();
+ }
+ return gTexName;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+GLuint LoadTextureMovie(void)
+{
+ short row,column,dx;
+ unsigned int startxy;
+ BOOL b_X,b_Y;
+
+ if(bUseFastMdec) return LoadTextureMovieFast();
+
+ b_X=FALSE;b_Y=FALSE;
+
+ if((xrMovieArea.x1-xrMovieArea.x0)<255) b_X=TRUE;
+ if((xrMovieArea.y1-xrMovieArea.y0)<255) b_Y=TRUE;
+
+{
+ if(PSXDisplay.RGB24)
+ {
+ u8 * pD;
+ unsigned long * ta=(unsigned long *)texturepart;
+
+ if(b_X)
+ {
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
+ {
+ startxy=((1024)*column)+xrMovieArea.x0;
+ pD=(u8 *)&psxVuw[startxy];
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ {
+ *ta++=*((unsigned long *)pD)|0xff000000;
+ pD+=3;
+ }
+ *ta++=*(ta-1);
+ }
+ if(b_Y)
+ {
+ dx=xrMovieArea.x1-xrMovieArea.x0+1;
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ *ta++=*(ta-dx);
+ *ta++=*(ta-1);
+ }
+ }
+ else
+ {
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
+ {
+ startxy=((1024)*column)+xrMovieArea.x0;
+ pD=(u8 *)&psxVuw[startxy];
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ {
+ *ta++=*((unsigned long *)pD)|0xff000000;
+ pD+=3;
+ }
+ }
+ if(b_Y)
+ {
+ dx=xrMovieArea.x1-xrMovieArea.x0;
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ *ta++=*(ta-dx);
+ }
+ }
+ }
+ else
+ {
+ unsigned long (*LTCOL)(unsigned long);
+ unsigned long *ta;
+
+ LTCOL=XP8RGBA_0;//TCF[0];
+
+ ubOpaqueDraw=0;
+ ta=(unsigned long *)texturepart;
+
+ if(b_X)
+ {
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
+ {
+ startxy=((1024)*column)+xrMovieArea.x0;
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ *ta++=LTCOL(psxVuw[startxy++]|0x8000);
+ *ta++=*(ta-1);
+ }
+
+ if(b_Y)
+ {
+ dx=xrMovieArea.x1-xrMovieArea.x0+1;
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ *ta++=*(ta-dx);
+ *ta++=*(ta-1);
+ }
+ }
+ else
+ {
+ for(column=xrMovieArea.y0;column<xrMovieArea.y1;column++)
+ {
+ startxy=((1024)*column)+xrMovieArea.x0;
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ *ta++=LTCOL(psxVuw[startxy++]|0x8000);
+ }
+
+ if(b_Y)
+ {
+ dx=xrMovieArea.x1-xrMovieArea.x0;
+ for(row=xrMovieArea.x0;row<xrMovieArea.x1;row++)
+ *ta++=*(ta-dx);
+ }
+ }
+ }
+
+ xrMovieArea.x1+=b_X;xrMovieArea.y1+=b_Y;
+ DefineTextureMovie();
+ xrMovieArea.x1-=b_X;xrMovieArea.y1-=b_Y;
+ }
+ return gTexName;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+GLuint BlackFake15BitTexture(void)
+{
+ long pmult;short x1,x2,y1,y2;
+
+ if(PSXDisplay.InterlacedTest) return 0;
+
+ pmult=GlobalTexturePage/16;
+ x1=gl_ux[7];
+ x2=gl_ux[6]-gl_ux[7];
+ y1=gl_ux[5];
+ y2=gl_ux[4]-gl_ux[5];
+
+ if(iSpriteTex)
+ {
+ if(x2<255) x2++;
+ if(y2<255) y2++;
+ }
+
+ y1+=pmult*256;
+ x1+=((GlobalTexturePage-16*pmult)<<6);
+
+ if( FastCheckAgainstFrontScreen(x1,y1,x2,y2)
+ || FastCheckAgainstScreen(x1,y1,x2,y2))
+ {
+ if(!gTexFrameName)
+ {
+ glGenTextures(1, &gTexFrameName);
+ gTexName=gTexFrameName;
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
+
+ {
+ unsigned long * ta=(unsigned long *)texturepart;
+ for(y1=0;y1<=4;y1++)
+ for(x1=0;x1<=4;x1++)
+ *ta++=0xff000000;
+ }
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
+ }
+ else
+ {
+ gTexName=gTexFrameName;
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+ }
+
+ ubOpaqueDraw=0;
+
+ return (GLuint)gTexName;
+ }
+ return 0;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+
+BOOL bFakeFrontBuffer=FALSE;
+BOOL bIgnoreNextTile =FALSE;
+
+int iFTex=512;
+
+GLuint Fake15BitTexture(void)
+{
+ long pmult;short x1,x2,y1,y2;int iYAdjust;
+ float ScaleX,ScaleY;RECT rSrc;
+
+ if(iFrameTexType==1) return BlackFake15BitTexture();
+ if(PSXDisplay.InterlacedTest) return 0;
+
+ pmult=GlobalTexturePage/16;
+ x1=gl_ux[7];
+ x2=gl_ux[6]-gl_ux[7];
+ y1=gl_ux[5];
+ y2=gl_ux[4]-gl_ux[5];
+
+ y1+=pmult*256;
+ x1+=((GlobalTexturePage-16*pmult)<<6);
+
+ if(iFrameTexType==3)
+ {
+ if(iFrameReadType==4) return 0;
+
+ if(!FastCheckAgainstFrontScreen(x1,y1,x2,y2) &&
+ !FastCheckAgainstScreen(x1,y1,x2,y2))
+ return 0;
+
+ if(bFakeFrontBuffer) bIgnoreNextTile=TRUE;
+ CheckVRamReadEx(x1,y1,x1+x2,y1+y2);
+ return 0;
+ }
+
+ /////////////////////////
+
+ if(FastCheckAgainstFrontScreen(x1,y1,x2,y2))
+ {
+ x1-=PSXDisplay.DisplayPosition.x;
+ y1-=PSXDisplay.DisplayPosition.y;
+ }
+ else
+ if(FastCheckAgainstScreen(x1,y1,x2,y2))
+ {
+ x1-=PreviousPSXDisplay.DisplayPosition.x;
+ y1-=PreviousPSXDisplay.DisplayPosition.y;
+ }
+ else return 0;
+
+ bDrawMultiPass = FALSE;
+
+ if(!gTexFrameName)
+ {
+ s8 * p;
+
+ if(iResX>1280 || iResY>1024) iFTex=2048;
+ else
+ if(iResX>640 || iResY>480) iFTex=1024;
+ else iFTex=512;
+
+ glGenTextures(1, &gTexFrameName);
+ gTexName=gTexFrameName;
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
+
+ p=(s8 *)malloc(iFTex*iFTex*4);
+ memset(p,0,iFTex*iFTex*4);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, iFTex, iFTex, 0, GL_RGBA, GL_UNSIGNED_BYTE, p);
+ free(p);
+
+ glGetError();
+ }
+ else
+ {
+ gTexName=gTexFrameName;
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+ }
+
+ x1+=PreviousPSXDisplay.Range.x0;
+ y1+=PreviousPSXDisplay.Range.y0;
+
+ if(PSXDisplay.DisplayMode.x)
+ ScaleX=(float)rRatioRect.right/(float)PSXDisplay.DisplayMode.x;
+ else ScaleX=1.0f;
+ if(PSXDisplay.DisplayMode.y)
+ ScaleY=(float)rRatioRect.bottom/(float)PSXDisplay.DisplayMode.y;
+ else ScaleY=1.0f;
+
+ rSrc.left =max(x1*ScaleX,0);
+ rSrc.right =min((x1+x2)*ScaleX+0.99f,iResX-1);
+ rSrc.top =max(y1*ScaleY,0);
+ rSrc.bottom=min((y1+y2)*ScaleY+0.99f,iResY-1);
+
+ iYAdjust=(y1+y2)-PSXDisplay.DisplayMode.y;
+ if(iYAdjust>0)
+ iYAdjust=(int)((float)iYAdjust*ScaleY)+1;
+ else iYAdjust=0;
+
+ gl_vy[0]=255-gl_vy[0];
+ gl_vy[1]=255-gl_vy[1];
+ gl_vy[2]=255-gl_vy[2];
+ gl_vy[3]=255-gl_vy[3];
+
+ y1=min(gl_vy[0],min(gl_vy[1],min(gl_vy[2],gl_vy[3])));
+
+ gl_vy[0]-=y1;
+ gl_vy[1]-=y1;
+ gl_vy[2]-=y1;
+ gl_vy[3]-=y1;
+ gl_ux[0]-=gl_ux[7];
+ gl_ux[1]-=gl_ux[7];
+ gl_ux[2]-=gl_ux[7];
+ gl_ux[3]-=gl_ux[7];
+
+ ScaleX*=256.0f/((float)(iFTex));
+ ScaleY*=256.0f/((float)(iFTex));
+
+ y1=((float)gl_vy[0]*ScaleY); if(y1>255) y1=255;
+ gl_vy[0]=y1;
+ y1=((float)gl_vy[1]*ScaleY); if(y1>255) y1=255;
+ gl_vy[1]=y1;
+ y1=((float)gl_vy[2]*ScaleY); if(y1>255) y1=255;
+ gl_vy[2]=y1;
+ y1=((float)gl_vy[3]*ScaleY); if(y1>255) y1=255;
+ gl_vy[3]=y1;
+
+ x1=((float)gl_ux[0]*ScaleX); if(x1>255) x1=255;
+ gl_ux[0]=x1;
+ x1=((float)gl_ux[1]*ScaleX); if(x1>255) x1=255;
+ gl_ux[1]=x1;
+ x1=((float)gl_ux[2]*ScaleX); if(x1>255) x1=255;
+ gl_ux[2]=x1;
+ x1=((float)gl_ux[3]*ScaleX); if(x1>255) x1=255;
+ gl_ux[3]=x1;
+
+ x1=rSrc.right-rSrc.left;
+ if(x1<=0) x1=1;
+ if(x1>iFTex) x1=iFTex;
+
+ y1=rSrc.bottom-rSrc.top;
+ if(y1<=0) y1=1;
+ if(y1+iYAdjust>iFTex) y1=iFTex-iYAdjust;
+
+
+ glCopyTexSubImage2D( GL_TEXTURE_2D, 0,
+ 0,
+ iYAdjust,
+ rSrc.left+rRatioRect.left,
+ iResY-rSrc.bottom-rRatioRect.top,
+ x1,y1);
+
+ if(glGetError())
+ {
+ s8 * p=(s8 *)malloc(iFTex*iFTex*4);
+ memset(p,0,iFTex*iFTex*4);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, iFTex, iFTex,
+ GL_RGBA, GL_UNSIGNED_BYTE, p);
+ free(p);
+ }
+
+
+ ubOpaqueDraw=0;
+
+ if(iSpriteTex)
+ {
+ sprtW=gl_ux[1]-gl_ux[0];
+ sprtH=-(gl_vy[0]-gl_vy[2]);
+ }
+
+ return (GLuint)gTexName;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+//
+// load texture part (unpacked)
+//
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+void LoadSubTexturePageSort(int pageid, int mode, short cx, short cy)
+{
+ unsigned long start,row,column,j,sxh,sxm;
+ unsigned int palstart;
+ unsigned long *px,*pa,*ta;
+ u8 *cSRCPtr;
+ unsigned short *wSRCPtr;
+ unsigned long LineOffset;
+ unsigned long x2a,xalign=0;
+ unsigned long x1=gl_ux[7];
+ unsigned long x2=gl_ux[6];
+ unsigned long y1=gl_ux[5];
+ unsigned long y2=gl_ux[4];
+ unsigned long dx=x2-x1+1;
+ unsigned long dy=y2-y1+1;
+ int pmult=pageid/16;
+ unsigned long (*LTCOL)(unsigned long);
+ unsigned int a,r,g,b,cnt,h;
+ unsigned long scol[8];
+
+ LTCOL=TCF[DrawSemiTrans];
+
+ pa=px=(unsigned long *)ubPaletteBuffer;
+ ta=(unsigned long *)texturepart;
+ palstart=cx+(cy<<10);
+
+ ubOpaqueDraw=0;
+
+ if(YTexS) {ta+=dx;if(XTexS) ta+=2;}
+ if(XTexS) {ta+=1;xalign=2;}
+
+ switch(mode)
+ {
+ //--------------------------------------------------//
+ // 4bit texture load ..
+ case 0:
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+
+ row=4;do
+ {
+ *px =LTCOL(*wSRCPtr);
+ *(px+1)=LTCOL(*(wSRCPtr+1));
+ *(px+2)=LTCOL(*(wSRCPtr+2));
+ *(px+3)=LTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ for(TXV=y1;TXV<=y2;TXV++)
+ {
+ for(TXU=x1;TXU<=x2;TXU++)
+ {
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
+
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
+ }
+ ta+=xalign;
+ }
+ break;
+ }
+
+ start=((pageid-16*pmult)<<7)+524288*pmult;
+ // convert CLUT to 32bits .. and then use THAT as a lookup table
+
+ wSRCPtr=psxVuw+palstart;
+
+ row=4;do
+ {
+ *px =LTCOL(*wSRCPtr);
+ *(px+1)=LTCOL(*(wSRCPtr+1));
+ *(px+2)=LTCOL(*(wSRCPtr+2));
+ *(px+3)=LTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ x2a=x2?(x2-1):0;//if(x2) x2a=x2-1; else x2a=0;
+ sxm=x1&1;sxh=x1>>1;
+ j=sxm?(x1+1):x1;//if(sxm) j=x1+1; else j=x1;
+ for(column=y1;column<=y2;column++)
+ {
+ cSRCPtr = psxVub + start + (column<<11) + sxh;
+
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
+
+ for(row=j;row<x2a;row+=2)
+ {
+ *ta =*(pa+(*cSRCPtr & 0xF));
+ *(ta+1)=*(pa+((*cSRCPtr >> 4) & 0xF));
+ cSRCPtr++;ta+=2;
+ }
+
+ if(row<=x2)
+ {
+ *ta++=*(pa+(*cSRCPtr & 0xF)); row++;
+ if(row<=x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
+ }
+
+ ta+=xalign;
+ }
+
+ break;
+ //--------------------------------------------------//
+ // 8bit texture load ..
+ case 1:
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+
+ row=64;do
+ {
+ *px =LTCOL(*wSRCPtr);
+ *(px+1)=LTCOL(*(wSRCPtr+1));
+ *(px+2)=LTCOL(*(wSRCPtr+2));
+ *(px+3)=LTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ for(TXV=y1;TXV<=y2;TXV++)
+ {
+ for(TXU=x1;TXU<=x2;TXU++)
+ {
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
+
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
+ }
+ ta+=xalign;
+ }
+
+ break;
+ }
+
+ start=((pageid-16*pmult)<<7)+524288*pmult;
+
+ cSRCPtr = psxVub + start + (y1<<11) + x1;
+ LineOffset = 2048 - dx;
+
+ if(dy*dx>384)
+ {
+ wSRCPtr=psxVuw+palstart;
+
+ row=64;do
+ {
+ *px =LTCOL(*wSRCPtr);
+ *(px+1)=LTCOL(*(wSRCPtr+1));
+ *(px+2)=LTCOL(*(wSRCPtr+2));
+ *(px+3)=LTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ column=dy;do
+ {
+ row=dx;
+ do {*ta++=*(pa+(*cSRCPtr++));row--;} while(row);
+ ta+=xalign;
+ cSRCPtr+=LineOffset;column--;
+ }
+ while(column);
+ }
+ else
+ {
+ wSRCPtr=psxVuw+palstart;
+
+ column=dy;do
+ {
+ row=dx;
+ do {*ta++=LTCOL(*(wSRCPtr+*cSRCPtr++));row--;} while(row);
+ ta+=xalign;
+ cSRCPtr+=LineOffset;column--;
+ }
+ while(column);
+ }
+
+ break;
+ //--------------------------------------------------//
+ // 16bit texture load ..
+ case 2:
+ start=((pageid-16*pmult)<<6)+262144*pmult;
+
+ wSRCPtr = psxVuw + start + (y1<<10) + x1;
+ LineOffset = 1024 - dx;
+
+ column=dy;do
+ {
+ row=dx;
+ do {*ta++=LTCOL(*wSRCPtr++);row--;} while(row);
+ ta+=xalign;
+ wSRCPtr+=LineOffset;column--;
+ }
+ while(column);
+
+ break;
+ //--------------------------------------------------//
+ // others are not possible !
+ }
+
+ x2a=dx+xalign;
+
+ if(YTexS)
+ {
+ ta=(unsigned long *)texturepart;
+ pa=(unsigned long *)texturepart+x2a;
+ row=x2a;do {*ta++=*pa++;row--;} while(row);
+ pa=(unsigned long *)texturepart+dy*x2a;
+ ta=pa+x2a;
+ row=x2a;do {*ta++=*pa++;row--;} while(row);
+ YTexS--;
+ dy+=2;
+ }
+
+ if(XTexS)
+ {
+ ta=(unsigned long *)texturepart;
+ pa=ta+1;
+ row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
+ pa=(unsigned long *)texturepart+dx;
+ ta=pa+1;
+ row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
+ XTexS--;
+ dx+=2;
+ }
+
+ DXTexS=dx;DYTexS=dy;
+
+ if(!iFilterType) {DefineSubTextureSort();return;}
+ if(iFilterType!=2 && iFilterType!=4 && iFilterType!=6) {DefineSubTextureSort();return;}
+ if((iFilterType==4 || iFilterType==6) && ly0==ly1 && ly2==ly3 && lx0==lx3 && lx1==lx2)
+ {DefineSubTextureSort();return;}
+
+ ta=(unsigned long *)texturepart;
+ x1=dx-1;
+ y1=dy-1;
+
+ if(bOpaquePass)
+ {
+{
+ for(column=0;column<dy;column++)
+ {
+ for(row=0;row<dx;row++)
+ {
+ if(*ta==0x50000000)
+ {
+ cnt=0;
+
+ if( column && *(ta-dx) !=0x50000000 && *(ta-dx)>>24!=1) scol[cnt++]=*(ta-dx);
+ if(row && *(ta-1) !=0x50000000 && *(ta-1)>>24!=1) scol[cnt++]=*(ta-1);
+ if(row!=x1 && *(ta+1) !=0x50000000 && *(ta+1)>>24!=1) scol[cnt++]=*(ta+1);
+ if( column!=y1 && *(ta+dx) !=0x50000000 && *(ta+dx)>>24!=1) scol[cnt++]=*(ta+dx);
+
+ if(row && column && *(ta-dx-1)!=0x50000000 && *(ta-dx-1)>>24!=1) scol[cnt++]=*(ta-dx-1);
+ if(row!=x1 && column && *(ta-dx+1)!=0x50000000 && *(ta-dx+1)>>24!=1) scol[cnt++]=*(ta-dx+1);
+ if(row && column!=y1 && *(ta+dx-1)!=0x50000000 && *(ta+dx-1)>>24!=1) scol[cnt++]=*(ta+dx-1);
+ if(row!=x1 && column!=y1 && *(ta+dx+1)!=0x50000000 && *(ta+dx+1)>>24!=1) scol[cnt++]=*(ta+dx+1);
+
+ if(cnt)
+ {
+ r=g=b=a=0;
+ for(h=0;h<cnt;h++)
+ {
+ a+=(scol[h]>>24);
+ r+=(scol[h]>>16)&0xff;
+ g+=(scol[h]>>8)&0xff;
+ b+=scol[h]&0xff;
+ }
+ r/=cnt;b/=cnt;g/=cnt;
+
+ *ta=(r<<16)|(g<<8)|b;
+ if(a) *ta|=0x50000000;
+ else *ta|=0x01000000;
+ }
+ }
+ ta++;
+ }
+ }
+ }
+ }
+ else
+ for(column=0;column<dy;column++)
+ {
+ for(row=0;row<dx;row++)
+ {
+ if(*ta==0x00000000)
+ {
+ cnt=0;
+
+ if(row!=x1 && *(ta+1) !=0x00000000) scol[cnt++]=*(ta+1);
+ if( column!=y1 && *(ta+dx) !=0x00000000) scol[cnt++]=*(ta+dx);
+
+ if(cnt)
+ {
+ r=g=b=0;
+ for(h=0;h<cnt;h++)
+ {
+ r+=(scol[h]>>16)&0xff;
+ g+=(scol[h]>>8)&0xff;
+ b+=scol[h]&0xff;
+ }
+ r/=cnt;b/=cnt;g/=cnt;
+ *ta=(r<<16)|(g<<8)|b;
+ }
+ }
+ ta++;
+ }
+ }
+
+ DefineSubTextureSort();
+}
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+//
+// load texture part (packed)
+//
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+void LoadPackedSubTexturePageSort(int pageid, int mode, short cx, short cy)
+{
+ unsigned long start,row,column,j,sxh,sxm;
+ unsigned int palstart;
+ unsigned short *px,*pa,*ta;
+ u8 *cSRCPtr;
+ unsigned short *wSRCPtr;
+ unsigned long LineOffset;
+ unsigned long x2a,xalign=0;
+ unsigned long x1=gl_ux[7];
+ unsigned long x2=gl_ux[6];
+ unsigned long y1=gl_ux[5];
+ unsigned long y2=gl_ux[4];
+ unsigned long dx=x2-x1+1;
+ unsigned long dy=y2-y1+1;
+ int pmult=pageid/16;
+ unsigned short (*LPTCOL)(unsigned short);
+ unsigned int a,r,g,b,cnt,h;
+ unsigned short scol[8];
+
+ LPTCOL=PTCF[DrawSemiTrans];
+
+ pa=px=(unsigned short *)ubPaletteBuffer;
+ ta=(unsigned short *)texturepart;
+ palstart=cx+(cy<<10);
+
+ ubOpaqueDraw=0;
+
+ if(YTexS) {ta+=dx;if(XTexS) ta+=2;}
+ if(XTexS) {ta+=1;xalign=2;}
+
+ switch(mode)
+ {
+ //--------------------------------------------------//
+ // 4bit texture load ..
+ case 0:
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+ row=4;do
+ {
+ *px =LPTCOL(*wSRCPtr);
+ *(px+1)=LPTCOL(*(wSRCPtr+1));
+ *(px+2)=LPTCOL(*(wSRCPtr+2));
+ *(px+3)=LPTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ for(TXV=y1;TXV<=y2;TXV++)
+ {
+ for(TXU=x1;TXU<=x2;TXU++)
+ {
+ n_xi = ( ( TXU >> 2 ) & ~0x3c ) + ( ( TXV << 2 ) & 0x3c );
+ n_yi = ( TXV & ~0xf ) + ( ( TXU >> 4 ) & 0xf );
+
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x03 ) << 2 ) ) & 0x0f ));
+ }
+ ta+=xalign;
+ }
+ break;
+ }
+
+ start=((pageid-16*pmult)<<7)+524288*pmult;
+
+ wSRCPtr=psxVuw+palstart;
+ row=4;do
+ {
+ *px =LPTCOL(*wSRCPtr);
+ *(px+1)=LPTCOL(*(wSRCPtr+1));
+ *(px+2)=LPTCOL(*(wSRCPtr+2));
+ *(px+3)=LPTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ x2a=x2?(x2-1):0;//if(x2) x2a=x2-1; else x2a=0;
+ sxm=x1&1;sxh=x1>>1;
+ j=sxm?(x1+1):x1;//if(sxm) j=x1+1; else j=x1;
+
+ for(column=y1;column<=y2;column++)
+ {
+ cSRCPtr = psxVub + start + (column<<11) + sxh;
+
+ if(sxm) *ta++=*(pa+((*cSRCPtr++ >> 4) & 0xF));
+
+ for(row=j;row<x2a;row+=2)
+ {
+ *ta =*(pa+(*cSRCPtr & 0xF));
+ *(ta+1)=*(pa+((*cSRCPtr >> 4) & 0xF));
+ cSRCPtr++;ta+=2;
+ }
+
+ if(row<=x2)
+ {
+ *ta++=*(pa+(*cSRCPtr & 0xF));row++;
+ if(row<=x2) *ta++=*(pa+((*cSRCPtr >> 4) & 0xF));
+ }
+
+ ta+=xalign;
+ }
+ break;
+ //--------------------------------------------------//
+ // 8bit texture load ..
+ case 1:
+ if(GlobalTextIL)
+ {
+ unsigned int TXV,TXU,n_xi,n_yi;
+
+ wSRCPtr=psxVuw+palstart;
+
+ row=64;do
+ {
+ *px =LPTCOL(*wSRCPtr);
+ *(px+1)=LPTCOL(*(wSRCPtr+1));
+ *(px+2)=LPTCOL(*(wSRCPtr+2));
+ *(px+3)=LPTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ for(TXV=y1;TXV<=y2;TXV++)
+ {
+ for(TXU=x1;TXU<=x2;TXU++)
+ {
+ n_xi = ( ( TXU >> 1 ) & ~0x78 ) + ( ( TXU << 2 ) & 0x40 ) + ( ( TXV << 3 ) & 0x38 );
+ n_yi = ( TXV & ~0x7 ) + ( ( TXU >> 5 ) & 0x7 );
+
+ *ta++=*(pa+((*( psxVuw + ((GlobalTextAddrY + n_yi)*1024) + GlobalTextAddrX + n_xi ) >> ( ( TXU & 0x01 ) << 3 ) ) & 0xff));
+ }
+ ta+=xalign;
+ }
+
+ break;
+ }
+
+ start=((pageid-16*pmult)<<7)+524288*pmult;
+
+ cSRCPtr = psxVub + start + (y1<<11) + x1;
+ LineOffset = 2048 - dx;
+
+ if(dy*dx>384) // more pix? use lut
+ {
+ wSRCPtr=psxVuw+palstart;
+
+ row=64;do
+ {
+ *px =LPTCOL(*wSRCPtr);
+ *(px+1)=LPTCOL(*(wSRCPtr+1));
+ *(px+2)=LPTCOL(*(wSRCPtr+2));
+ *(px+3)=LPTCOL(*(wSRCPtr+3));
+ row--;px+=4;wSRCPtr+=4;
+ }
+ while (row);
+
+ column=dy;do
+ {
+ row=dx;
+ do {*ta++=*(pa+(*cSRCPtr++));row--;} while(row);
+
+ ta+=xalign;
+
+ cSRCPtr+=LineOffset;column--;
+ }
+ while(column);
+ }
+ else // small area? no lut
+ {
+ wSRCPtr=psxVuw+palstart;
+
+ column=dy;do
+ {
+ row=dx;
+ do {*ta++=LPTCOL(*(wSRCPtr+*cSRCPtr++));row--;} while(row);
+
+ ta+=xalign;
+
+ cSRCPtr+=LineOffset;column--;
+ }
+ while(column);
+ }
+ break;
+ //--------------------------------------------------//
+ // 16bit texture load ..
+ case 2:
+ start=((pageid-16*pmult)<<6)+262144*pmult;
+
+ wSRCPtr = psxVuw + start + (y1<<10) + x1;
+ LineOffset = 1024 - dx;
+
+ column=dy;do
+ {
+ row=dx;
+ do {*ta++=LPTCOL(*wSRCPtr++);row--;} while(row);
+
+ ta+=xalign;
+
+ wSRCPtr+=LineOffset;column--;
+ }
+ while(column);
+ break;
+ //--------------------------------------------------//
+ // others are not possible !
+ }
+
+ ////////////////////////////////////////////////////////
+
+ x2a=dx+xalign;
+
+ if(YTexS)
+ {
+ ta=(unsigned short *)texturepart;
+ pa=(unsigned short *)texturepart+x2a;
+ row=x2a;do {*ta++=*pa++;row--;} while(row);
+
+ pa=(unsigned short *)texturepart+dy*x2a;
+ ta=pa+x2a;
+ row=x2a;do {*ta++=*pa++;row--;} while(row);
+
+ YTexS--;
+ dy+=2;
+ }
+
+ if(XTexS)
+ {
+ ta=(unsigned short *)texturepart;
+ pa=ta+1;
+ row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
+
+ pa=(unsigned short *)texturepart+dx;
+ ta=pa+1;
+ row=dy;do {*ta=*pa;ta+=x2a;pa+=x2a;row--;} while(row);
+
+ XTexS--;
+ dx+=2;
+ }
+
+ DXTexS=dx;DYTexS=dy;
+
+ if(!iFilterType) {DefineSubTextureSort();return;}
+ if(iFilterType!=2 && iFilterType!=4 && iFilterType!=6) {DefineSubTextureSort();return;}
+ if((iFilterType==4 || iFilterType==6) && ly0==ly1 && ly2==ly3 && lx0==lx3 && lx1==lx2)
+ {DefineSubTextureSort();return;}
+
+ ta=(unsigned short *)texturepart;
+ x1=dx-1;
+ y1=dy-1;
+
+{
+ for(column=0;column<dy;column++)
+ {
+ for(row=0;row<dx;row++)
+ {
+ if(*ta==0)
+ {
+ cnt=0;
+
+ if( column && *(ta-dx) &1) scol[cnt++]=*(ta-dx);
+ if(row && *(ta-1) &1) scol[cnt++]=*(ta-1);
+ if(row!=x1 && *(ta+1) &1) scol[cnt++]=*(ta+1);
+ if( column!=y1 && *(ta+dx) &1) scol[cnt++]=*(ta+dx);
+
+ if(row && column && *(ta-dx-1)&1) scol[cnt++]=*(ta-dx-1);
+ if(row!=x1 && column && *(ta-dx+1)&1) scol[cnt++]=*(ta-dx+1);
+ if(row && column!=y1 && *(ta+dx-1)&1) scol[cnt++]=*(ta+dx-1);
+ if(row!=x1 && column!=y1 && *(ta+dx+1)&1) scol[cnt++]=*(ta+dx+1);
+
+ if(cnt)
+ {
+ r=g=b=0;
+ for(h=0;h<cnt;h++)
+ {
+ r+=scol[h]>>11;
+ g+=(scol[h]>>6)&0x1f;
+ b+=(scol[h]>>1)&0x1f;
+ }
+ r/=cnt;b/=cnt;g/=cnt;
+ *ta=(r<<11)|(g<<6)|(b<<1);
+ }
+ }
+ ta++;
+ }
+ }
+ }
+
+ DefineSubTextureSort();
+}
+
+/////////////////////////////////////////////////////////////////////////////
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+//
+// hires texture funcs
+//
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+
+#define GET_RESULT(A, B, C, D) ((A != C || A != D) - (B != C || B != D))
+
+////////////////////////////////////////////////////////////////////////
+
+#define colorMask8 0x00FEFEFE
+#define lowPixelMask8 0x00010101
+#define qcolorMask8 0x00FCFCFC
+#define qlowpixelMask8 0x00030303
+
+
+#define INTERPOLATE8_02(A, B) (((((A & colorMask8) >> 1) + ((B & colorMask8) >> 1) + (A & B & lowPixelMask8))|((((A&0xFF000000)==0x03000000)?0x03000000:(((B&0xFF000000)==0x03000000)?0x03000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))
+
+#define Q_INTERPOLATE8_02(A, B, C, D) (((((A & qcolorMask8) >> 2) + ((B & qcolorMask8) >> 2) + ((C & qcolorMask8) >> 2) + ((D & qcolorMask8) >> 2) + ((((A & qlowpixelMask8) + (B & qlowpixelMask8) + (C & qlowpixelMask8) + (D & qlowpixelMask8)) >> 2) & qlowpixelMask8))|((((A&0xFF000000)==0x03000000)?0x03000000:(((B&0xFF000000)==0x03000000)?0x03000000:(((C&0xFF000000)==0x03000000)?0x03000000:(((D&0xFF000000)==0x03000000)?0x03000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:(((C&0xFF000000)==0x00000000)?0x00000000:(((D&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))))))
+
+#define INTERPOLATE8(A, B) (((((A & colorMask8) >> 1) + ((B & colorMask8) >> 1) + (A & B & lowPixelMask8))|((((A&0xFF000000)==0x50000000)?0x50000000:(((B&0xFF000000)==0x50000000)?0x50000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))
+
+#define Q_INTERPOLATE8(A, B, C, D) (((((A & qcolorMask8) >> 2) + ((B & qcolorMask8) >> 2) + ((C & qcolorMask8) >> 2) + ((D & qcolorMask8) >> 2) + ((((A & qlowpixelMask8) + (B & qlowpixelMask8) + (C & qlowpixelMask8) + (D & qlowpixelMask8)) >> 2) & qlowpixelMask8))|((((A&0xFF000000)==0x50000000)?0x50000000:(((B&0xFF000000)==0x50000000)?0x50000000:(((C&0xFF000000)==0x50000000)?0x50000000:(((D&0xFF000000)==0x50000000)?0x50000000:(((A&0xFF000000)==0x00000000)?0x00000000:(((B&0xFF000000)==0x00000000)?0x00000000:(((C&0xFF000000)==0x00000000)?0x00000000:(((D&0xFF000000)==0x00000000)?0x00000000:0xFF000000)))))))))))
+
+void Super2xSaI_ex8_Ex(u8 *srcPtr, DWORD srcPitch,
+ u8 *dstBitmap, int width, int height)
+{
+ DWORD dstPitch = srcPitch * 2;
+ DWORD line;
+ DWORD *dP;
+ DWORD *bP;
+ int width2 = width*2;
+ int iXA,iXB,iXC,iYA,iYB,iYC,finish;
+ DWORD color4, color5, color6;
+ DWORD color1, color2, color3;
+ DWORD colorA0, colorA1, colorA2, colorA3,
+ colorB0, colorB1, colorB2, colorB3,
+ colorS1, colorS2;
+ DWORD product1a, product1b,
+ product2a, product2b;
+
+ line = 0;
+
+ {
+ for (; height; height-=1)
+ {
+ bP = (DWORD *)srcPtr;
+ dP = (DWORD *)(dstBitmap + line*dstPitch);
+ for (finish = width; finish; finish -= 1 )
+ {
+//--------------------------------------- B1 B2
+// 4 5 6 S2
+// 1 2 3 S1
+// A1 A2
+ if(finish==width) iXA=0;
+ else iXA=1;
+ if(finish>4) {iXB=1;iXC=2;}
+ else
+ if(finish>3) {iXB=1;iXC=1;}
+ else {iXB=0;iXC=0;}
+ if(line==0) iYA=0;
+ else iYA=width;
+ if(height>4) {iYB=width;iYC=width2;}
+ else
+ if(height>3) {iYB=width;iYC=width;}
+ else {iYB=0;iYC=0;}
+
+
+ colorB0 = *(bP- iYA - iXA);
+ colorB1 = *(bP- iYA);
+ colorB2 = *(bP- iYA + iXB);
+ colorB3 = *(bP- iYA + iXC);
+
+ color4 = *(bP - iXA);
+ color5 = *(bP);
+ color6 = *(bP + iXB);
+ colorS2 = *(bP + iXC);
+
+ color1 = *(bP + iYB - iXA);
+ color2 = *(bP + iYB);
+ color3 = *(bP + iYB + iXB);
+ colorS1= *(bP + iYB + iXC);
+
+ colorA0 = *(bP + iYC - iXA);
+ colorA1 = *(bP + iYC);
+ colorA2 = *(bP + iYC + iXB);
+ colorA3 = *(bP + iYC + iXC);
+
+//--------------------------------------
+ if (color2 == color6 && color5 != color3)
+ {
+ product2b = product1b = color2;
+ }
+ else
+ if (color5 == color3 && color2 != color6)
+ {
+ product2b = product1b = color5;
+ }
+ else
+ if (color5 == color3 && color2 == color6)
+ {
+ register int r = 0;
+
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color1&0x00ffffff), (colorA1&0x00ffffff));
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color4&0x00ffffff), (colorB1&0x00ffffff));
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorA2&0x00ffffff), (colorS1&0x00ffffff));
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorB2&0x00ffffff), (colorS2&0x00ffffff));
+
+ if (r > 0)
+ product2b = product1b = color6;
+ else
+ if (r < 0)
+ product2b = product1b = color5;
+ else
+ {
+ product2b = product1b = INTERPOLATE8_02(color5, color6);
+ }
+ }
+ else
+ {
+ if (color6 == color3 && color3 == colorA1 && color2 != colorA2 && color3 != colorA0)
+ product2b = Q_INTERPOLATE8_02 (color3, color3, color3, color2);
+ else
+ if (color5 == color2 && color2 == colorA2 && colorA1 != color3 && color2 != colorA3)
+ product2b = Q_INTERPOLATE8_02 (color2, color2, color2, color3);
+ else
+ product2b = INTERPOLATE8_02 (color2, color3);
+
+ if (color6 == color3 && color6 == colorB1 && color5 != colorB2 && color6 != colorB0)
+ product1b = Q_INTERPOLATE8_02 (color6, color6, color6, color5);
+ else
+ if (color5 == color2 && color5 == colorB2 && colorB1 != color6 && color5 != colorB3)
+ product1b = Q_INTERPOLATE8_02 (color6, color5, color5, color5);
+ else
+ product1b = INTERPOLATE8_02 (color5, color6);
+ }
+
+ if (color5 == color3 && color2 != color6 && color4 == color5 && color5 != colorA2)
+ product2a = INTERPOLATE8_02(color2, color5);
+ else
+ if (color5 == color1 && color6 == color5 && color4 != color2 && color5 != colorA0)
+ product2a = INTERPOLATE8_02(color2, color5);
+ else
+ product2a = color2;
+
+ if (color2 == color6 && color5 != color3 && color1 == color2 && color2 != colorB2)
+ product1a = INTERPOLATE8_02(color2, color5);
+ else
+ if (color4 == color2 && color3 == color2 && color1 != color5 && color2 != colorB0)
+ product1a = INTERPOLATE8_02(color2, color5);
+ else
+ product1a = color5;
+
+ *dP=product1a;
+ *(dP+1)=product1b;
+ *(dP+(width2))=product2a;
+ *(dP+1+(width2))=product2b;
+
+ bP += 1;
+ dP += 2;
+ }//end of for ( finish= width etc..)
+
+ line += 2;
+ srcPtr += srcPitch;
+ }; //endof: for (; height; height--)
+ }
+}
+
+
+void Super2xSaI_ex8(u8 *srcPtr, DWORD srcPitch,
+ u8 *dstBitmap, int width, int height)
+{
+ DWORD dstPitch = srcPitch * 2;
+ DWORD line;
+ DWORD *dP;
+ DWORD *bP;
+ int width2 = width*2;
+ int iXA,iXB,iXC,iYA,iYB,iYC,finish;
+ DWORD color4, color5, color6;
+ DWORD color1, color2, color3;
+ DWORD colorA0, colorA1, colorA2, colorA3,
+ colorB0, colorB1, colorB2, colorB3,
+ colorS1, colorS2;
+ DWORD product1a, product1b,
+ product2a, product2b;
+
+ line = 0;
+
+ {
+ for (; height; height-=1)
+ {
+ bP = (DWORD *)srcPtr;
+ dP = (DWORD *)(dstBitmap + line*dstPitch);
+ for (finish = width; finish; finish -= 1 )
+ {
+//--------------------------------------- B1 B2
+// 4 5 6 S2
+// 1 2 3 S1
+// A1 A2
+ if(finish==width) iXA=0;
+ else iXA=1;
+ if(finish>4) {iXB=1;iXC=2;}
+ else
+ if(finish>3) {iXB=1;iXC=1;}
+ else {iXB=0;iXC=0;}
+ if(line==0) iYA=0;
+ else iYA=width;
+ if(height>4) {iYB=width;iYC=width2;}
+ else
+ if(height>3) {iYB=width;iYC=width;}
+ else {iYB=0;iYC=0;}
+
+
+ colorB0 = *(bP- iYA - iXA);
+ colorB1 = *(bP- iYA);
+ colorB2 = *(bP- iYA + iXB);
+ colorB3 = *(bP- iYA + iXC);
+
+ color4 = *(bP - iXA);
+ color5 = *(bP);
+ color6 = *(bP + iXB);
+ colorS2 = *(bP + iXC);
+
+ color1 = *(bP + iYB - iXA);
+ color2 = *(bP + iYB);
+ color3 = *(bP + iYB + iXB);
+ colorS1= *(bP + iYB + iXC);
+
+ colorA0 = *(bP + iYC - iXA);
+ colorA1 = *(bP + iYC);
+ colorA2 = *(bP + iYC + iXB);
+ colorA3 = *(bP + iYC + iXC);
+
+//--------------------------------------
+ if (color2 == color6 && color5 != color3)
+ {
+ product2b = product1b = color2;
+ }
+ else
+ if (color5 == color3 && color2 != color6)
+ {
+ product2b = product1b = color5;
+ }
+ else
+ if (color5 == color3 && color2 == color6)
+ {
+ register int r = 0;
+
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color1&0x00ffffff), (colorA1&0x00ffffff));
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (color4&0x00ffffff), (colorB1&0x00ffffff));
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorA2&0x00ffffff), (colorS1&0x00ffffff));
+ r += GET_RESULT ((color6&0x00ffffff), (color5&0x00ffffff), (colorB2&0x00ffffff), (colorS2&0x00ffffff));
+
+ if (r > 0)
+ product2b = product1b = color6;
+ else
+ if (r < 0)
+ product2b = product1b = color5;
+ else
+ {
+ product2b = product1b = INTERPOLATE8(color5, color6);
+ }
+ }
+ else
+ {
+ if (color6 == color3 && color3 == colorA1 && color2 != colorA2 && color3 != colorA0)
+ product2b = Q_INTERPOLATE8 (color3, color3, color3, color2);
+ else
+ if (color5 == color2 && color2 == colorA2 && colorA1 != color3 && color2 != colorA3)
+ product2b = Q_INTERPOLATE8 (color2, color2, color2, color3);
+ else
+ product2b = INTERPOLATE8 (color2, color3);
+
+ if (color6 == color3 && color6 == colorB1 && color5 != colorB2 && color6 != colorB0)
+ product1b = Q_INTERPOLATE8 (color6, color6, color6, color5);
+ else
+ if (color5 == color2 && color5 == colorB2 && colorB1 != color6 && color5 != colorB3)
+ product1b = Q_INTERPOLATE8 (color6, color5, color5, color5);
+ else
+ product1b = INTERPOLATE8 (color5, color6);
+ }
+
+ if (color5 == color3 && color2 != color6 && color4 == color5 && color5 != colorA2)
+ product2a = INTERPOLATE8(color2, color5);
+ else
+ if (color5 == color1 && color6 == color5 && color4 != color2 && color5 != colorA0)
+ product2a = INTERPOLATE8(color2, color5);
+ else
+ product2a = color2;
+
+ if (color2 == color6 && color5 != color3 && color1 == color2 && color2 != colorB2)
+ product1a = INTERPOLATE8(color2, color5);
+ else
+ if (color4 == color2 && color3 == color2 && color1 != color5 && color2 != colorB0)
+ product1a = INTERPOLATE8(color2, color5);
+ else
+ product1a = color5;
+
+ *dP=product1a;
+ *(dP+1)=product1b;
+ *(dP+(width2))=product2a;
+ *(dP+1+(width2))=product2b;
+
+ bP += 1;
+ dP += 2;
+ }//end of for ( finish= width etc..)
+
+ line += 2;
+ srcPtr += srcPitch;
+ }; //endof: for (; height; height--)
+ }
+}
+/////////////////////////////////////////////////////////////////////////////
+
+#define colorMask4 0x0000EEE0
+#define lowPixelMask4 0x00001110
+#define qcolorMask4 0x0000CCC0
+#define qlowpixelMask4 0x00003330
+
+#define INTERPOLATE4(A, B) ((((A & colorMask4) >> 1) + ((B & colorMask4) >> 1) + (A & B & lowPixelMask4))|((((A&0x0000000F)==0x00000006)?0x00000006:(((B&0x0000000F)==0x00000006)?0x00000006:(((A&0x0000000F)==0x00000000)?0x00000000:(((B&0x0000000F)==0x00000000)?0x00000000:0x0000000F))))))
+
+#define Q_INTERPOLATE4(A, B, C, D) ((((A & qcolorMask4) >> 2) + ((B & qcolorMask4) >> 2) + ((C & qcolorMask4) >> 2) + ((D & qcolorMask4) >> 2) + ((((A & qlowpixelMask4) + (B & qlowpixelMask4) + (C & qlowpixelMask4) + (D & qlowpixelMask4)) >> 2) & qlowpixelMask4))| ((((A&0x0000000F)==0x00000006)?0x00000006:(((B&0x0000000F)==0x00000006)?0x00000006:(((C&0x0000000F)==0x00000006)?0x00000006:(((D&0x0000000F)==0x00000006)?0x00000006:(((A&0x0000000F)==0x00000000)?0x00000000:(((B&0x0000000F)==0x00000000)?0x00000000:(((C&0x0000000F)==0x00000000)?0x00000000:(((D&0x0000000F)==0x00000000)?0x00000000:0x0000000F))))))))))
+
+
+#define colorMask5 0x0000F7BC
+#define lowPixelMask5 0x00000842
+#define qcolorMask5 0x0000E738
+#define qlowpixelMask5 0x000018C6
+
+#define INTERPOLATE5(A, B) ((((A & colorMask5) >> 1) + ((B & colorMask5) >> 1) + (A & B & lowPixelMask5))|((((A&0x00000001)==0x00000000)?0x00000000:(((B&0x00000001)==0x00000000)?0x00000000:0x00000001))))
+
+#define Q_INTERPOLATE5(A, B, C, D) ((((A & qcolorMask5) >> 2) + ((B & qcolorMask5) >> 2) + ((C & qcolorMask5) >> 2) + ((D & qcolorMask5) >> 2) + ((((A & qlowpixelMask5) + (B & qlowpixelMask5) + (C & qlowpixelMask5) + (D & qlowpixelMask5)) >> 2) & qlowpixelMask5))| ((((A&0x00000001)==0x00000000)?0x00000000:(((B&0x00000001)==0x00000000)?0x00000000:(((C&0x00000001)==0x00000000)?0x00000000:(((D&0x00000001)==0x00000000)?0x00000000:0x00000001))))))
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+//
+// ogl texture defines
+//
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+void DefineSubTextureSortHiRes(void)
+{
+ int x,y,dx2;
+
+ if(!gTexName)
+ {
+ glGenTextures(1, &gTexName);
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
+
+ if(iFilterType)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+ else
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
+ }
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, texturebuffer);
+ }
+ else glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, XTexS<<1, YTexS<<1,
+ DXTexS<<1, DYTexS<<1,
+ GL_RGBA, GL_UNSIGNED_BYTE, texturebuffer);
+}
+
+/////////////////////////////////////////////////////////////////////////////
+
+void DefineSubTextureSort(void)
+{
+
+ if(!gTexName)
+ {
+ glGenTextures(1, &gTexName);
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, iClampType);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, iClampType);
+
+ if(iFilterType)
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ }
+ else
+ {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, iFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, iFilter);
+ }
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0,GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
+ }
+ else glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, XTexS, YTexS,
+ DXTexS, DYTexS,
+ GL_RGBA, GL_UNSIGNED_BYTE, texturepart);
+}
+
+/////////////////////////////////////////////////////////////////////////////
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+//
+// texture cache garbage collection
+//
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+void DoTexGarbageCollection(void)
+{
+ static unsigned short LRUCleaned=0;
+ unsigned short iC,iC1,iC2;
+ int i,j,iMax;textureSubCacheEntryS * tsb;
+
+ iC=4;//=iSortTexCnt/2,
+ LRUCleaned+=iC; // we clean different textures each time
+ if((LRUCleaned+iC)>=iSortTexCnt) LRUCleaned=0; // wrap? wrap!
+ iC1=LRUCleaned; // range of textures to clean
+ iC2=LRUCleaned+iC;
+
+ for(iC=iC1;iC<iC2;iC++) // make some textures available
+ {
+ pxSsubtexLeft[iC]->l=0;
+ }
+
+ for(i=0;i<3;i++) // remove all references to that textures
+ for(j=0;j<MAXTPAGES;j++)
+ for(iC=0;iC<4;iC++) // loop all texture rect info areas
+ {
+ tsb=pscSubtexStore[i][j]+(iC*SOFFB);
+ iMax=tsb->pos.l;
+ if(iMax)
+ do
+ {
+ tsb++;
+ if(tsb->cTexID>=iC1 && tsb->cTexID<iC2) // info uses the cleaned textures? remove info
+ tsb->ClutID=0;
+ }
+ while(--iMax);
+ }
+
+ usLRUTexPage=LRUCleaned;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+//
+// search cache for existing (already used) parts
+//
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+u8 * CheckTextureInSubSCache(long TextureMode,unsigned long GivenClutId,unsigned short * pCache)
+{
+ textureSubCacheEntryS * tsx, * tsb, *tsg;//, *tse=NULL;
+ int i,iMax;EXLong npos;
+ u8 cx,cy;
+ int iC,j,k;unsigned long rx,ry,mx,my;
+ EXLong * ul=0, * uls;
+ EXLong rfree;
+ u8 cXAdj,cYAdj;
+
+ npos.l=*((unsigned long *)&gl_ux[4]);
+
+ //--------------------------------------------------------------//
+ // find matching texturepart first... speed up...
+ //--------------------------------------------------------------//
+
+ tsg=pscSubtexStore[TextureMode][GlobalTexturePage];
+ tsg+=((GivenClutId&CLUTCHK)>>CLUTSHIFT)*SOFFB;
+
+ iMax=tsg->pos.l;
+ if(iMax)
+ {
+ i=iMax;
+ tsb=tsg+1;
+ do
+ {
+ if(GivenClutId==tsb->ClutID &&
+ (INCHECK(tsb->pos,npos)))
+ {
+ {
+ cx=tsb->pos.c[3]-tsb->posTX;
+ cy=tsb->pos.c[1]-tsb->posTY;
+
+ gl_ux[0]-=cx;
+ gl_ux[1]-=cx;
+ gl_ux[2]-=cx;
+ gl_ux[3]-=cx;
+ gl_vy[0]-=cy;
+ gl_vy[1]-=cy;
+ gl_vy[2]-=cy;
+ gl_vy[3]-=cy;
+
+ ubOpaqueDraw=tsb->Opaque;
+ *pCache=tsb->cTexID;
+ return NULL;
+ }
+ }
+ tsb++;
+ }
+ while(--i);
+ }
+
+ //----------------------------------------------------//
+
+ cXAdj=1;cYAdj=1;
+
+ rx=(int)gl_ux[6]-(int)gl_ux[7];
+ ry=(int)gl_ux[4]-(int)gl_ux[5];
+
+ tsx=NULL;tsb=tsg+1;
+ for(i=0;i<iMax;i++,tsb++)
+ {
+ if(!tsb->ClutID) {tsx=tsb;break;}
+ }
+
+ if(!tsx)
+ {
+ iMax++;
+ if(iMax>=SOFFB-2)
+ {
+ if(iTexGarbageCollection) // gc mode?
+ {
+ if(*pCache==0)
+ {
+ dwTexPageComp|=(1<<GlobalTexturePage);
+ *pCache=0xffff;
+ return 0;
+ }
+
+ iMax--;
+ tsb=tsg+1;
+
+ for(i=0;i<iMax;i++,tsb++) // 1. search other slots with same cluts, and unite the area
+ if(GivenClutId==tsb->ClutID)
+ {
+ if(!tsx) {tsx=tsb;rfree.l=npos.l;} //
+ else tsb->ClutID=0;
+ rfree.c[3]=min(rfree.c[3],tsb->pos.c[3]);
+ rfree.c[2]=max(rfree.c[2],tsb->pos.c[2]);
+ rfree.c[1]=min(rfree.c[1],tsb->pos.c[1]);
+ rfree.c[0]=max(rfree.c[0],tsb->pos.c[0]);
+ MarkFree(tsb);
+ }
+
+ if(tsx) // 3. if one or more found, create a new rect with bigger size
+ {
+ *((unsigned long *)&gl_ux[4])=npos.l=rfree.l;
+ rx=(int)rfree.c[2]-(int)rfree.c[3];
+ ry=(int)rfree.c[0]-(int)rfree.c[1];
+ DoTexGarbageCollection();
+
+ goto ENDLOOP3;
+ }
+ }
+
+ iMax=1;
+ }
+ tsx=tsg+iMax;
+ tsg->pos.l=iMax;
+ }
+
+ //----------------------------------------------------//
+ // now get a free texture space
+ //----------------------------------------------------//
+
+ if(iTexGarbageCollection) usLRUTexPage=0;
+
+ENDLOOP3:
+
+ rx+=3;if(rx>255) {cXAdj=0;rx=255;}
+ ry+=3;if(ry>255) {cYAdj=0;ry=255;}
+
+ iC=usLRUTexPage;
+
+ for(k=0;k<iSortTexCnt;k++)
+ {
+ uls=pxSsubtexLeft[iC];
+ iMax=uls->l;ul=uls+1;
+
+ //--------------------------------------------------//
+ // first time
+
+ if(!iMax)
+ {
+ rfree.l=0;
+
+ if(rx>252 && ry>252)
+ {uls->l=1;ul->l=0xffffffff;ul=0;goto ENDLOOP;}
+
+ if(rx<253)
+ {
+ uls->l=uls->l+1;
+ ul->c[3]=rx;
+ ul->c[2]=255-rx;
+ ul->c[1]=0;
+ ul->c[0]=ry;
+ ul++;
+ }
+
+ if(ry<253)
+ {
+ uls->l=uls->l+1;
+ ul->c[3]=0;
+ ul->c[2]=255;
+ ul->c[1]=ry;
+ ul->c[0]=255-ry;
+ }
+ ul=0;
+ goto ENDLOOP;
+ }
+
+ //--------------------------------------------------//
+ for(i=0;i<iMax;i++,ul++)
+ {
+ if(ul->l!=0xffffffff &&
+ ry<=ul->c[0] &&
+ rx<=ul->c[2])
+ {
+ rfree=*ul;
+ mx=ul->c[2]-2;
+ my=ul->c[0]-2;
+ if(rx<mx && ry<my)
+ {
+ ul->c[3]+=rx;
+ ul->c[2]-=rx;
+ ul->c[0]=ry;
+
+ for(ul=uls+1,j=0;j<iMax;j++,ul++)
+ if(ul->l==0xffffffff) break;
+
+ if(j<CSUBSIZE-2)
+ {
+ if(j==iMax) uls->l=uls->l+1;
+
+ ul->c[3]=rfree.c[3];
+ ul->c[2]=rfree.c[2];
+ ul->c[1]=rfree.c[1]+ry;
+ ul->c[0]=rfree.c[0]-ry;
+ }
+ }
+ else if(rx<mx)
+ {
+ ul->c[3]+=rx;
+ ul->c[2]-=rx;
+ }
+ else if(ry<my)
+ {
+ ul->c[1]+=ry;
+ ul->c[0]-=ry;
+ }
+ else
+ {
+ ul->l=0xffffffff;
+ }
+ ul=0;
+ goto ENDLOOP;
+ }
+ }
+
+ //--------------------------------------------------//
+
+ iC++; if(iC>=iSortTexCnt) iC=0;
+ }
+
+ //----------------------------------------------------//
+ // check, if free space got
+ //----------------------------------------------------//
+
+ENDLOOP:
+ if(ul)
+ {
+ //////////////////////////////////////////////////////
+
+ {
+ dwTexPageComp=0;
+
+ for(i=0;i<3;i++) // cleaning up
+ for(j=0;j<MAXTPAGES;j++)
+ {
+ tsb=pscSubtexStore[i][j];
+ (tsb+SOFFA)->pos.l=0;
+ (tsb+SOFFB)->pos.l=0;
+ (tsb+SOFFC)->pos.l=0;
+ (tsb+SOFFD)->pos.l=0;
+ }
+ for(i=0;i<iSortTexCnt;i++)
+ {ul=pxSsubtexLeft[i];ul->l=0;}
+ usLRUTexPage=0;
+ }
+
+ //////////////////////////////////////////////////////
+ iC=usLRUTexPage;
+ uls=pxSsubtexLeft[usLRUTexPage];
+ uls->l=0;ul=uls+1;
+ rfree.l=0;
+
+ if(rx>252 && ry>252)
+ {uls->l=1;ul->l=0xffffffff;}
+ else
+ {
+ if(rx<253)
+ {
+ uls->l=uls->l+1;
+ ul->c[3]=rx;
+ ul->c[2]=255-rx;
+ ul->c[1]=0;
+ ul->c[0]=ry;
+ ul++;
+ }
+ if(ry<253)
+ {
+ uls->l=uls->l+1;
+ ul->c[3]=0;
+ ul->c[2]=255;
+ ul->c[1]=ry;
+ ul->c[0]=255-ry;
+ }
+ }
+ tsg->pos.l=1;tsx=tsg+1;
+ }
+
+ rfree.c[3]+=cXAdj;
+ rfree.c[1]+=cYAdj;
+
+ tsx->cTexID =*pCache=iC;
+ tsx->pos = npos;
+ tsx->ClutID = GivenClutId;
+ tsx->posTX = rfree.c[3];
+ tsx->posTY = rfree.c[1];
+
+ cx=gl_ux[7]-rfree.c[3];
+ cy=gl_ux[5]-rfree.c[1];
+
+ gl_ux[0]-=cx;
+ gl_ux[1]-=cx;
+ gl_ux[2]-=cx;
+ gl_ux[3]-=cx;
+ gl_vy[0]-=cy;
+ gl_vy[1]-=cy;
+ gl_vy[2]-=cy;
+ gl_vy[3]-=cy;
+
+ XTexS=rfree.c[3];
+ YTexS=rfree.c[1];
+
+ return &tsx->Opaque;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+//
+// search cache for free place (on compress)
+//
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+BOOL GetCompressTexturePlace(textureSubCacheEntryS * tsx)
+{
+ int i,j,k,iMax,iC;unsigned long rx,ry,mx,my;
+ EXLong * ul=0, * uls, rfree;
+ u8 cXAdj=1,cYAdj=1;
+
+ rx=(int)tsx->pos.c[2]-(int)tsx->pos.c[3];
+ ry=(int)tsx->pos.c[0]-(int)tsx->pos.c[1];
+
+ rx+=3;if(rx>255) {cXAdj=0;rx=255;}
+ ry+=3;if(ry>255) {cYAdj=0;ry=255;}
+
+ iC=usLRUTexPage;
+
+ for(k=0;k<iSortTexCnt;k++)
+ {
+ uls=pxSsubtexLeft[iC];
+ iMax=uls->l;ul=uls+1;
+
+ //--------------------------------------------------//
+ // first time
+
+ if(!iMax)
+ {
+ rfree.l=0;
+
+ if(rx>252 && ry>252)
+ {uls->l=1;ul->l=0xffffffff;ul=0;goto TENDLOOP;}
+
+ if(rx<253)
+ {
+ uls->l=uls->l+1;
+ ul->c[3]=rx;
+ ul->c[2]=255-rx;
+ ul->c[1]=0;
+ ul->c[0]=ry;
+ ul++;
+ }
+
+ if(ry<253)
+ {
+ uls->l=uls->l+1;
+ ul->c[3]=0;
+ ul->c[2]=255;
+ ul->c[1]=ry;
+ ul->c[0]=255-ry;
+ }
+ ul=0;
+ goto TENDLOOP;
+ }
+
+ //--------------------------------------------------//
+ for(i=0;i<iMax;i++,ul++)
+ {
+ if(ul->l!=0xffffffff &&
+ ry<=ul->c[0] &&
+ rx<=ul->c[2])
+ {
+ rfree=*ul;
+ mx=ul->c[2]-2;
+ my=ul->c[0]-2;
+
+ if(rx<mx && ry<my)
+ {
+ ul->c[3]+=rx;
+ ul->c[2]-=rx;
+ ul->c[0]=ry;
+
+ for(ul=uls+1,j=0;j<iMax;j++,ul++)
+ if(ul->l==0xffffffff) break;
+
+ if(j<CSUBSIZE-2)
+ {
+ if(j==iMax) uls->l=uls->l+1;
+
+ ul->c[3]=rfree.c[3];
+ ul->c[2]=rfree.c[2];
+ ul->c[1]=rfree.c[1]+ry;
+ ul->c[0]=rfree.c[0]-ry;
+ }
+ }
+ else if(rx<mx)
+ {
+ ul->c[3]+=rx;
+ ul->c[2]-=rx;
+ }
+ else if(ry<my)
+ {
+ ul->c[1]+=ry;
+ ul->c[0]-=ry;
+ }
+ else
+ {
+ ul->l=0xffffffff;
+ }
+ ul=0;
+ goto TENDLOOP;
+ }
+ }
+
+ //--------------------------------------------------//
+
+ iC++; if(iC>=iSortTexCnt) iC=0;
+ }
+
+ //----------------------------------------------------//
+ // check, if free space got
+ //----------------------------------------------------//
+
+TENDLOOP:
+ if(ul) return FALSE;
+
+ rfree.c[3]+=cXAdj;
+ rfree.c[1]+=cYAdj;
+
+ tsx->cTexID = iC;
+ tsx->posTX = rfree.c[3];
+ tsx->posTY = rfree.c[1];
+
+ XTexS=rfree.c[3];
+ YTexS=rfree.c[1];
+
+ return TRUE;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+//
+// compress texture cache (to make place for new texture part, if needed)
+//
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+void CompressTextureSpace(void)
+{
+ textureSubCacheEntryS * tsx, * tsg, * tsb;
+ int i,j,k,m,n,iMax;EXLong * ul, r,opos;
+ short sOldDST=DrawSemiTrans,cx,cy;
+ long lOGTP=GlobalTexturePage;
+ unsigned long l,row;
+ unsigned long * lSRCPtr;
+
+ opos.l=*((unsigned long *)&gl_ux[4]);
+
+ // 1. mark all textures as free
+ for(i=0;i<iSortTexCnt;i++)
+ {ul=pxSsubtexLeft[i];ul->l=0;}
+ usLRUTexPage=0;
+
+ // 2. compress
+ for(j=0;j<3;j++)
+ {
+ for(k=0;k<MAXTPAGES;k++)
+ {
+ tsg=pscSubtexStore[j][k];
+
+ if((!(dwTexPageComp&(1<<k))))
+ {
+ (tsg+SOFFA)->pos.l=0;
+ (tsg+SOFFB)->pos.l=0;
+ (tsg+SOFFC)->pos.l=0;
+ (tsg+SOFFD)->pos.l=0;
+ continue;
+ }
+
+ for(m=0;m<4;m++,tsg+=SOFFB)
+ {
+ iMax=tsg->pos.l;
+
+ tsx=tsg+1;
+ for(i=0;i<iMax;i++,tsx++)
+ {
+ if(tsx->ClutID)
+ {
+ r.l=tsx->pos.l;
+ for(n=i+1,tsb=tsx+1;n<iMax;n++,tsb++)
+ {
+ if(tsx->ClutID==tsb->ClutID)
+ {
+ r.c[3]=min(r.c[3],tsb->pos.c[3]);
+ r.c[2]=max(r.c[2],tsb->pos.c[2]);
+ r.c[1]=min(r.c[1],tsb->pos.c[1]);
+ r.c[0]=max(r.c[0],tsb->pos.c[0]);
+ tsb->ClutID=0;
+ }
+ }
+
+// if(r.l!=tsx->pos.l)
+ {
+ cx=((tsx->ClutID << 4) & 0x3F0);
+ cy=((tsx->ClutID >> 6) & CLUTYMASK);
+
+ if(j!=2)
+ {
+ // palette check sum
+ l=0;lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));
+ if(j==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;
+ else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;
+ l=((l+HIWORD(l))&0x3fffL)<<16;
+ if(l!=(tsx->ClutID&(0x00003fff<<16)))
+ {
+ tsx->ClutID=0;continue;
+ }
+ }
+
+ tsx->pos.l=r.l;
+ if(!GetCompressTexturePlace(tsx)) // no place?
+ {
+ for(i=0;i<3;i++) // -> clean up everything
+ for(j=0;j<MAXTPAGES;j++)
+ {
+ tsb=pscSubtexStore[i][j];
+ (tsb+SOFFA)->pos.l=0;
+ (tsb+SOFFB)->pos.l=0;
+ (tsb+SOFFC)->pos.l=0;
+ (tsb+SOFFD)->pos.l=0;
+ }
+ for(i=0;i<iSortTexCnt;i++)
+ {ul=pxSsubtexLeft[i];ul->l=0;}
+ usLRUTexPage=0;
+ DrawSemiTrans=sOldDST;
+ GlobalTexturePage=lOGTP;
+ *((unsigned long *)&gl_ux[4])=opos.l;
+ dwTexPageComp=0;
+
+ return;
+ }
+
+ if(tsx->ClutID&(1<<30)) DrawSemiTrans=1;
+ else DrawSemiTrans=0;
+ *((unsigned long *)&gl_ux[4])=r.l;
+
+ gTexName=uiStexturePage[tsx->cTexID];
+ LoadSubTexFn(k,j,cx,cy);
+ uiStexturePage[tsx->cTexID]=gTexName;
+ tsx->Opaque=ubOpaqueDraw;
+ }
+ }
+ }
+
+ if(iMax)
+ {
+ tsx=tsg+iMax;
+ while(!tsx->ClutID && iMax) {tsx--;iMax--;}
+ tsg->pos.l=iMax;
+ }
+
+ }
+ }
+ }
+
+ if(dwTexPageComp==0xffffffff) dwTexPageComp=0;
+
+ *((unsigned long *)&gl_ux[4])=opos.l;
+ GlobalTexturePage=lOGTP;
+ DrawSemiTrans=sOldDST;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+//
+// main entry for searching/creating textures, called from prim.c
+//
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+
+GLuint SelectSubTextureS(long TextureMode, unsigned long GivenClutId)
+{
+ u8 * OPtr;unsigned short iCache;short cx,cy;
+
+ // sort sow/tow infos for fast access
+
+ u8 ma1,ma2,mi1,mi2;
+ if(gl_ux[0]>gl_ux[1]) {mi1=gl_ux[1];ma1=gl_ux[0];}
+ else {mi1=gl_ux[0];ma1=gl_ux[1];}
+ if(gl_ux[2]>gl_ux[3]) {mi2=gl_ux[3];ma2=gl_ux[2];}
+ else {mi2=gl_ux[2];ma2=gl_ux[3];}
+ if(mi1>mi2) gl_ux[7]=mi2;
+ else gl_ux[7]=mi1;
+ if(ma1>ma2) gl_ux[6]=ma1;
+ else gl_ux[6]=ma2;
+
+ if(gl_vy[0]>gl_vy[1]) {mi1=gl_vy[1];ma1=gl_vy[0];}
+ else {mi1=gl_vy[0];ma1=gl_vy[1];}
+ if(gl_vy[2]>gl_vy[3]) {mi2=gl_vy[3];ma2=gl_vy[2];}
+ else {mi2=gl_vy[2];ma2=gl_vy[3];}
+ if(mi1>mi2) gl_ux[5]=mi2;
+ else gl_ux[5]=mi1;
+ if(ma1>ma2) gl_ux[4]=ma1;
+ else gl_ux[4]=ma2;
+
+ // get clut infos in one 32 bit val
+
+ if(TextureMode==2) // no clut here
+ {
+ GivenClutId=CLUTUSED|(DrawSemiTrans<<30);cx=cy=0;
+
+ if(iFrameTexType && Fake15BitTexture())
+ return (GLuint)gTexName;
+ }
+ else
+ {
+ cx=((GivenClutId << 4) & 0x3F0); // but here
+ cy=((GivenClutId >> 6) & CLUTYMASK);
+ GivenClutId=(GivenClutId&CLUTMASK)|(DrawSemiTrans<<30)|CLUTUSED;
+
+ // palette check sum.. removed MMX asm, this easy func works as well
+ {
+ unsigned long l=0,row;
+
+ unsigned long * lSRCPtr=(unsigned long *)(psxVuw+cx+(cy*1024));
+ if(TextureMode==1) for(row=1;row<129;row++) l+=((*lSRCPtr++)-1)*row;
+ else for(row=1;row<9;row++) l+=((*lSRCPtr++)-1)<<row;
+ l=(l+HIWORD(l))&0x3fffL;
+ GivenClutId|=(l<<16);
+ }
+
+ }
+
+ // search cache
+ iCache=0;
+ OPtr=CheckTextureInSubSCache(TextureMode,GivenClutId,&iCache);
+
+ // cache full? compress and try again
+ if(iCache==0xffff)
+ {
+ CompressTextureSpace();
+ OPtr=CheckTextureInSubSCache(TextureMode,GivenClutId,&iCache);
+ }
+
+ // found? fine
+ usLRUTexPage=iCache;
+ if(!OPtr) return uiStexturePage[iCache];
+
+ // not found? upload texture and store infos in cache
+ gTexName=uiStexturePage[iCache];
+ LoadSubTexFn(GlobalTexturePage,TextureMode,cx,cy);
+ uiStexturePage[iCache]=gTexName;
+ *OPtr=ubOpaqueDraw;
+ return (GLuint) gTexName;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
+/////////////////////////////////////////////////////////////////////////////
diff --git a/plugins/gpu-gles/gpuTexture.h b/plugins/gpu-gles/gpuTexture.h new file mode 100644 index 0000000..680208c --- /dev/null +++ b/plugins/gpu-gles/gpuTexture.h @@ -0,0 +1,87 @@ +/***************************************************************************
+ texture.h - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ web : www.pbernert.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. See also the license.txt file for *
+ * additional informations. *
+ * *
+ ***************************************************************************/
+
+//*************************************************************************//
+// History of changes:
+//
+// 2009/03/08 - Pete
+// - generic cleanup for the Peops release
+//
+//*************************************************************************//
+
+#ifndef _GPU_TEXTURE_H_
+#define _GPU_TEXTURE_H_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+#define TEXTUREPAGESIZE 256*256
+
+void InitializeTextureStore();
+void CleanupTextureStore();
+GLuint LoadTextureWnd(long pageid,long TextureMode,unsigned long GivenClutId);
+GLuint LoadTextureMovie(void);
+void InvalidateTextureArea(long imageX0,long imageY0,long imageX1,long imageY1);
+void InvalidateTextureAreaEx(void);
+void LoadTexturePage(int pageid, int mode, short cx, short cy);
+void ResetTextureArea(BOOL bDelTex);
+GLuint SelectSubTextureS(long TextureMode, unsigned long GivenClutId);
+void CheckTextureMemory(void);
+
+
+void LoadSubTexturePage(int pageid, int mode, short cx, short cy);
+void LoadSubTexturePageSort(int pageid, int mode, short cx, short cy);
+void LoadPackedSubTexturePage(int pageid, int mode, short cx, short cy);
+void LoadPackedSubTexturePageSort(int pageid, int mode, short cx, short cy);
+unsigned long XP8RGBA(unsigned long BGR);
+unsigned long XP8RGBAEx(unsigned long BGR);
+unsigned long XP8RGBA_0(unsigned long BGR);
+unsigned long XP8RGBAEx_0(unsigned long BGR);
+unsigned long XP8BGRA_0(unsigned long BGR);
+unsigned long XP8BGRAEx_0(unsigned long BGR);
+unsigned long XP8RGBA_1(unsigned long BGR);
+unsigned long XP8RGBAEx_1(unsigned long BGR);
+unsigned long XP8BGRA_1(unsigned long BGR);
+unsigned long XP8BGRAEx_1(unsigned long BGR);
+unsigned long P8RGBA(unsigned long BGR);
+unsigned long P8BGRA(unsigned long BGR);
+unsigned long CP8RGBA_0(unsigned long BGR);
+unsigned long CP8RGBAEx_0(unsigned long BGR);
+unsigned long CP8BGRA_0(unsigned long BGR);
+unsigned long CP8BGRAEx_0(unsigned long BGR);
+unsigned long CP8RGBA(unsigned long BGR);
+unsigned long CP8RGBAEx(unsigned long BGR);
+unsigned short XP5RGBA (unsigned short BGR);
+unsigned short XP5RGBA_0 (unsigned short BGR);
+unsigned short XP5RGBA_1 (unsigned short BGR);
+unsigned short P5RGBA (unsigned short BGR);
+unsigned short CP5RGBA_0 (unsigned short BGR);
+unsigned short XP4RGBA (unsigned short BGR);
+unsigned short XP4RGBA_0 (unsigned short BGR);
+unsigned short XP4RGBA_1 (unsigned short BGR);
+unsigned short P4RGBA (unsigned short BGR);
+unsigned short CP4RGBA_0 (unsigned short BGR);
+
+#ifdef __cplusplus
+}
+#endif
+
+
+#endif // _TEXTURE_H_
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