/*************************************************************************** * Copyright (C) 2010 PCSX4ALL Team * * Copyright (C) 2010 Unai * * Copyright (C) 2016 Senquack (dansilsby gmail com) * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. * ***************************************************************************/ #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 static inline void SwapValues(T &x, T &y) { T tmp(x); x = y; y = tmp; } template static inline T Min2 (const T a, const T b) { return (a static inline T Min3 (const T a, const T b, const T c) { return Min2(Min2(a,b),c); } template static inline T Max2 (const T a, const T b) { return (a>b)?a:b; } template 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; #ifdef USE_GPULIB u16 *downscale_vram; #endif //////////////////////////////////////////////////////////////////////////// // 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 || gpu_unai.config.scale_hires; } static inline bool LineSkipEnabled() { return true; } #endif // GPU_UNAI_H