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+/***************************************************************************
+* Copyright (C) 2010 PCSX4ALL Team *
+* Copyright (C) 2010 Unai *
+* Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> com) *
+* *
+* This program is free software; you can redistribute it and/or modify *
+* it under the terms of the GNU General Public License as published by *
+* the Free Software Foundation; either version 2 of the License, or *
+* (at your option) any later version. *
+* *
+* This program is distributed in the hope that it will be useful, *
+* but WITHOUT ANY WARRANTY; without even the implied warranty of *
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+* GNU General Public License for more details. *
+* *
+* You should have received a copy of the GNU General Public License *
+* along with this program; if not, write to the *
+* Free Software Foundation, Inc., *
+* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
+***************************************************************************/
+
+#ifndef GPU_UNAI_H
+#define GPU_UNAI_H
+
+#include "gpu.h"
+
+// Header shared between both standalone gpu_unai (gpu.cpp) and new
+// gpulib-compatible gpu_unai (gpulib_if.cpp)
+// -> Anything here should be for gpu_unai's private use. <-
+
+///////////////////////////////////////////////////////////////////////////////
+// Compile Options
+
+//#define ENABLE_GPU_NULL_SUPPORT // Enables NullGPU support
+//#define ENABLE_GPU_LOG_SUPPORT // Enables gpu logger, very slow only for windows debugging
+//#define ENABLE_GPU_ARMV7 // Enables ARMv7 optimized assembly
+
+//Poly routine options (default is integer math and accurate division)
+//#define GPU_UNAI_USE_FLOATMATH // Use float math in poly routines
+//#define GPU_UNAI_USE_FLOAT_DIV_MULTINV // If GPU_UNAI_USE_FLOATMATH is defined,
+ // use multiply-by-inverse for division
+//#define GPU_UNAI_USE_INT_DIV_MULTINV // If GPU_UNAI_USE_FLOATMATH is *not*
+ // defined, use old inaccurate division
+
+
+#define GPU_INLINE static inline __attribute__((always_inline))
+#define INLINE static inline __attribute__((always_inline))
+
+#define u8 uint8_t
+#define s8 int8_t
+#define u16 uint16_t
+#define s16 int16_t
+#define u32 uint32_t
+#define s32 int32_t
+#define s64 int64_t
+
+union PtrUnion
+{
+ u32 *U4;
+ s32 *S4;
+ u16 *U2;
+ s16 *S2;
+ u8 *U1;
+ s8 *S1;
+ void *ptr;
+};
+
+union GPUPacket
+{
+ u32 U4[16];
+ s32 S4[16];
+ u16 U2[32];
+ s16 S2[32];
+ u8 U1[64];
+ s8 S1[64];
+};
+
+template<class T> static inline void SwapValues(T &x, T &y)
+{
+ T tmp(x); x = y; y = tmp;
+}
+
+template<typename T>
+static inline T Min2 (const T a, const T b)
+{
+ return (a<b)?a:b;
+}
+
+template<typename T>
+static inline T Min3 (const T a, const T b, const T c)
+{
+ return Min2(Min2(a,b),c);
+}
+
+template<typename T>
+static inline T Max2 (const T a, const T b)
+{
+ return (a>b)?a:b;
+}
+
+template<typename T>
+static inline T Max3 (const T a, const T b, const T c)
+{
+ return Max2(Max2(a,b),c);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+// GPU Raster Macros
+
+// Convert 24bpp color parameter of GPU command to 16bpp (15bpp + mask bit)
+#define GPU_RGB16(rgb) ((((rgb)&0xF80000)>>9)|(((rgb)&0xF800)>>6)|(((rgb)&0xF8)>>3))
+
+// Sign-extend 11-bit coordinate command param
+#define GPU_EXPANDSIGN(x) (((s32)(x)<<(32-11))>>(32-11))
+
+// Max difference between any two X or Y primitive coordinates
+#define CHKMAX_X 1024
+#define CHKMAX_Y 512
+
+#define FRAME_BUFFER_SIZE (1024*512*2)
+#define FRAME_WIDTH 1024
+#define FRAME_HEIGHT 512
+#define FRAME_OFFSET(x,y) (((y)<<10)+(x))
+#define FRAME_BYTE_STRIDE 2048
+#define FRAME_BYTES_PER_PIXEL 2
+
+static inline s32 GPU_DIV(s32 rs, s32 rt)
+{
+ return rt ? (rs / rt) : (0);
+}
+
+// 'Unsafe' version of above that doesn't check for div-by-zero
+#define GPU_FAST_DIV(rs, rt) ((signed)(rs) / (signed)(rt))
+
+struct gpu_unai_t {
+ u32 GPU_GP1;
+ GPUPacket PacketBuffer;
+ u16 *vram;
+
+ ////////////////////////////////////////////////////////////////////////////
+ // Variables used only by older standalone version of gpu_unai (gpu.cpp)
+#ifndef USE_GPULIB
+ u32 GPU_GP0;
+ u32 tex_window; // Current texture window vals (set by GP0(E2h) cmd)
+ s32 PacketCount;
+ s32 PacketIndex;
+ bool fb_dirty; // Framebuffer is dirty (according to GPU)
+
+ // Display status
+ // NOTE: Standalone older gpu_unai didn't care about horiz display range
+ u16 DisplayArea[6]; // [0] : Start of display area (in VRAM) X
+ // [1] : Start of display area (in VRAM) Y
+ // [2] : Display mode resolution HORIZONTAL
+ // [3] : Display mode resolution VERTICAL
+ // [4] : Vertical display range (on TV) START
+ // [5] : Vertical display range (on TV) END
+
+ ////////////////////////////////////////////////////////////////////////////
+ // Dma Transfers info
+ struct {
+ s32 px,py;
+ s32 x_end,y_end;
+ u16* pvram;
+ u32 *last_dma; // Last dma pointer
+ bool FrameToRead; // Load image in progress
+ bool FrameToWrite; // Store image in progress
+ } dma;
+
+ ////////////////////////////////////////////////////////////////////////////
+ // Frameskip
+ struct {
+ int skipCount; // Frame skip (0,1,2,3...)
+ bool isSkip; // Skip frame (according to GPU)
+ bool skipFrame; // Skip this frame (according to frame skip)
+ bool wasSkip; // Skip frame old value (according to GPU)
+ bool skipGPU; // Skip GPU primitives
+ } frameskip;
+#endif
+ // END of standalone gpu_unai variables
+ ////////////////////////////////////////////////////////////////////////////
+
+ u32 TextureWindowCur; // Current setting from last GP0(0xE2) cmd (raw form)
+ u8 TextureWindow[4]; // [0] : Texture window offset X
+ // [1] : Texture window offset Y
+ // [2] : Texture window mask X
+ // [3] : Texture window mask Y
+
+ u16 DrawingArea[4]; // [0] : Drawing area top left X
+ // [1] : Drawing area top left Y
+ // [2] : Drawing area bottom right X
+ // [3] : Drawing area bottom right Y
+
+ s16 DrawingOffset[2]; // [0] : Drawing offset X (signed)
+ // [1] : Drawing offset Y (signed)
+
+ u16* TBA; // Ptr to current texture in VRAM
+ u16* CBA; // Ptr to current CLUT in VRAM
+
+ ////////////////////////////////////////////////////////////////////////////
+ // Inner Loop parameters
+
+ // 22.10 Fixed-pt texture coords, mask, scanline advance
+ // NOTE: U,V are no longer packed together into one u32, this proved to be
+ // too imprecise, leading to pixel dropouts. Example: NFS3's skybox.
+ u32 u, v;
+ u32 u_msk, v_msk;
+ s32 u_inc, v_inc;
+
+ // Color for Gouraud-shaded prims
+ // Packed fixed-pt 8.3:8.3:8.2 rgb triplet
+ // layout: rrrrrrrrXXXggggggggXXXbbbbbbbbXX
+ // ^ bit 31 ^ bit 0
+ u32 gCol;
+ u32 gInc; // Increment along scanline for gCol
+
+ // Color for flat-shaded, texture-blended prims
+ u8 r5, g5, b5; // 5-bit light for undithered prims
+ u8 r8, g8, b8; // 8-bit light for dithered prims
+
+ // Color for flat-shaded, untextured prims
+ u16 PixelData; // bgr555 color for untextured flat-shaded polys
+
+ // End of inner Loop parameters
+ ////////////////////////////////////////////////////////////////////////////
+
+
+ u8 blit_mask; // Determines what pixels to skip when rendering.
+ // Only useful on low-resolution devices using
+ // a simple pixel-dropping downscaler for PS1
+ // high-res modes. See 'pixel_skip' option.
+
+ u8 ilace_mask; // Determines what lines to skip when rendering.
+ // Normally 0 when PS1 240 vertical res is in
+ // use and ilace_force is 0. When running in
+ // PS1 480 vertical res on a low-resolution
+ // device (320x240), will usually be set to 1
+ // so odd lines are not rendered. (Unless future
+ // full-screen scaling option is in use ..TODO)
+
+ bool prog_ilace_flag; // Tracks successive frames for 'prog_ilace' option
+
+ u8 BLEND_MODE;
+ u8 TEXT_MODE;
+ u8 Masking;
+
+ u16 PixelMSB;
+
+ gpu_unai_config_t config;
+
+ u8 LightLUT[32*32]; // 5-bit lighting LUT (gpu_inner_light.h)
+ u32 DitherMatrix[64]; // Matrix of dither coefficients
+};
+
+static gpu_unai_t gpu_unai;
+
+// Global config that frontend can alter.. Values are read in GPU_init().
+// TODO: if frontend menu modifies a setting, add a function that can notify
+// GPU plugin to use new setting.
+gpu_unai_config_t gpu_unai_config_ext;
+
+///////////////////////////////////////////////////////////////////////////////
+// Internal inline funcs to get option status: (Allows flexibility)
+static inline bool LightingEnabled()
+{
+ return gpu_unai.config.lighting;
+}
+
+static inline bool FastLightingEnabled()
+{
+ return gpu_unai.config.fast_lighting;
+}
+
+static inline bool BlendingEnabled()
+{
+ return gpu_unai.config.blending;
+}
+
+static inline bool DitheringEnabled()
+{
+ return gpu_unai.config.dithering;
+}
+
+// For now, this is just for development/experimentation purposes..
+// If modified to return true, it will allow ignoring the status register
+// bit 9 setting (dither enable). It will still restrict dithering only
+// to Gouraud-shaded or texture-blended polys.
+static inline bool ForcedDitheringEnabled()
+{
+ return false;
+}
+
+static inline bool ProgressiveInterlaceEnabled()
+{
+#ifdef USE_GPULIB
+ // Using this old option greatly decreases quality of image. Disabled
+ // for now when using new gpulib, since it also adds more work in loops.
+ return false;
+#else
+ return gpu_unai.config.prog_ilace;
+#endif
+}
+
+// For now, 320x240 output resolution is assumed, using simple line-skipping
+// and pixel-skipping downscaler.
+// TODO: Flesh these out so they return useful values based on whether
+// running on higher-res device or a resampling downscaler is enabled.
+static inline bool PixelSkipEnabled()
+{
+ return gpu_unai.config.pixel_skip;
+}
+
+static inline bool LineSkipEnabled()
+{
+ return true;
+}
+
+#endif // GPU_UNAI_H