/*************************************************************************** * Copyright (C) 2010 PCSX4ALL Team * * Copyright (C) 2010 Unai * * Copyright (C) 2011 notaz * * Copyright (C) 2016 Senquack (dansilsby gmail com) * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 2 of the License, or * * (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. * ***************************************************************************/ #include #include #include #include #include "../gpulib/gpu.h" //#include "port.h" #include "gpu_unai.h" // GPU fixed point math #include "gpu_fixedpoint.h" // Inner loop driver instantiation file #include "gpu_inner.h" // GPU internal image drawing functions #include "gpu_raster_image.h" // GPU internal line drawing functions #include "gpu_raster_line.h" // GPU internal polygon drawing functions #include "gpu_raster_polygon.h" // GPU internal sprite drawing functions #include "gpu_raster_sprite.h" // GPU command buffer execution/store #include "gpu_command.h" ///////////////////////////////////////////////////////////////////////////// int renderer_init(void) { memset((void*)&gpu_unai, 0, sizeof(gpu_unai)); gpu_unai.vram = (u16*)gpu.vram; // Original standalone gpu_unai initialized TextureWindow[]. I added the // same behavior here, since it seems unsafe to leave [2],[3] unset when // using HLE and Rearmed gpu_neon sets this similarly on init. -senquack gpu_unai.TextureWindow[0] = 0; gpu_unai.TextureWindow[1] = 0; gpu_unai.TextureWindow[2] = 255; gpu_unai.TextureWindow[3] = 255; //senquack - new vars must be updated whenever texture window is changed: // (used for polygon-drawing in gpu_inner.h, gpu_raster_polygon.h) const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4 gpu_unai.u_msk = (((u32)gpu_unai.TextureWindow[2]) << fb) | ((1 << fb) - 1); gpu_unai.v_msk = (((u32)gpu_unai.TextureWindow[3]) << fb) | ((1 << fb) - 1); // Configuration options gpu_unai.config = gpu_unai_config_ext; //senquack - disabled, not sure this is needed and would require modifying // sprite-span functions, perhaps unnecessarily. No Abe Oddysey hack was // present in latest PCSX4ALL sources we were using. //gpu_unai.config.enableAbbeyHack = gpu_unai_config_ext.abe_hack; gpu_unai.ilace_mask = gpu_unai.config.ilace_force; #ifdef GPU_UNAI_USE_INT_DIV_MULTINV // s_invTable for(int i=1;i<=(1<>1); #else v *= double(0x80000000); #endif s_invTable[i-1]=s32(v); } #endif SetupLightLUT(); SetupDitheringConstants(); return 0; } void renderer_finish(void) { } void renderer_notify_res_change(void) { if (PixelSkipEnabled()) { // Set blit_mask for high horizontal resolutions. This allows skipping // rendering pixels that would never get displayed on low-resolution // platforms that use simple pixel-dropping scaler. switch (gpu.screen.hres) { case 512: gpu_unai.blit_mask = 0xa4; break; // GPU_BlitWWSWWSWS case 640: gpu_unai.blit_mask = 0xaa; break; // GPU_BlitWS default: gpu_unai.blit_mask = 0; break; } } else { gpu_unai.blit_mask = 0; } if (LineSkipEnabled()) { // Set rendering line-skip (only render every other line in high-res // 480 vertical mode, or, optionally, force it for all video modes) if (gpu.screen.vres == 480) { if (gpu_unai.config.ilace_force) { gpu_unai.ilace_mask = 3; // Only need 1/4 of lines } else { gpu_unai.ilace_mask = 1; // Only need 1/2 of lines } } else { // Vert resolution changed from 480 to lower one gpu_unai.ilace_mask = gpu_unai.config.ilace_force; } } else { gpu_unai.ilace_mask = 0; } /* printf("res change hres: %d vres: %d depth: %d ilace_mask: %d\n", gpu.screen.hres, gpu.screen.vres, gpu.status.rgb24 ? 24 : 15, gpu_unai.ilace_mask); */ } #ifdef USE_GPULIB // Handles GP0 draw settings commands 0xE1...0xE6 static void gpuGP0Cmd_0xEx(gpu_unai_t &gpu_unai, u32 cmd_word) { // Assume incoming GP0 command is 0xE1..0xE6, convert to 1..6 u8 num = (cmd_word >> 24) & 7; gpu.ex_regs[num] = cmd_word; // Update gpulib register switch (num) { case 1: { // GP0(E1h) - Draw Mode setting (aka "Texpage") u32 cur_texpage = gpu_unai.GPU_GP1 & 0x7FF; u32 new_texpage = cmd_word & 0x7FF; if (cur_texpage != new_texpage) { gpu_unai.GPU_GP1 = (gpu_unai.GPU_GP1 & ~0x7FF) | new_texpage; gpuSetTexture(gpu_unai.GPU_GP1); } } break; case 2: { // GP0(E2h) - Texture Window setting if (cmd_word != gpu_unai.TextureWindowCur) { static const u8 TextureMask[32] = { 255, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7, 127, 7, 15, 7, 31, 7, 15, 7, 63, 7, 15, 7, 31, 7, 15, 7 }; gpu_unai.TextureWindowCur = cmd_word; gpu_unai.TextureWindow[0] = ((cmd_word >> 10) & 0x1F) << 3; gpu_unai.TextureWindow[1] = ((cmd_word >> 15) & 0x1F) << 3; gpu_unai.TextureWindow[2] = TextureMask[(cmd_word >> 0) & 0x1F]; gpu_unai.TextureWindow[3] = TextureMask[(cmd_word >> 5) & 0x1F]; gpu_unai.TextureWindow[0] &= ~gpu_unai.TextureWindow[2]; gpu_unai.TextureWindow[1] &= ~gpu_unai.TextureWindow[3]; // Inner loop vars must be updated whenever texture window is changed: const u32 fb = FIXED_BITS; // # of fractional fixed-pt bits of u4/v4 gpu_unai.u_msk = (((u32)gpu_unai.TextureWindow[2]) << fb) | ((1 << fb) - 1); gpu_unai.v_msk = (((u32)gpu_unai.TextureWindow[3]) << fb) | ((1 << fb) - 1); gpuSetTexture(gpu_unai.GPU_GP1); } } break; case 3: { // GP0(E3h) - Set Drawing Area top left (X1,Y1) gpu_unai.DrawingArea[0] = cmd_word & 0x3FF; gpu_unai.DrawingArea[1] = (cmd_word >> 10) & 0x3FF; } break; case 4: { // GP0(E4h) - Set Drawing Area bottom right (X2,Y2) gpu_unai.DrawingArea[2] = (cmd_word & 0x3FF) + 1; gpu_unai.DrawingArea[3] = ((cmd_word >> 10) & 0x3FF) + 1; } break; case 5: { // GP0(E5h) - Set Drawing Offset (X,Y) gpu_unai.DrawingOffset[0] = ((s32)cmd_word<<(32-11))>>(32-11); gpu_unai.DrawingOffset[1] = ((s32)cmd_word<<(32-22))>>(32-11); } break; case 6: { // GP0(E6h) - Mask Bit Setting gpu_unai.Masking = (cmd_word & 0x2) << 1; gpu_unai.PixelMSB = (cmd_word & 0x1) << 8; } break; } } #endif extern const unsigned char cmd_lengths[256]; int do_cmd_list(u32 *list, int list_len, int *last_cmd) { u32 cmd = 0, len, i; u32 *list_start = list; u32 *list_end = list + list_len; //TODO: set ilace_mask when resolution changes instead of every time, // eliminate #ifdef below. gpu_unai.ilace_mask = gpu_unai.config.ilace_force; #ifdef HAVE_PRE_ARMV7 /* XXX */ gpu_unai.ilace_mask |= gpu.status.interlace; #endif for (; list < list_end; list += 1 + len) { cmd = *list >> 24; len = cmd_lengths[cmd]; if (list + 1 + len > list_end) { cmd = -1; break; } #define PRIM cmd gpu_unai.PacketBuffer.U4[0] = list[0]; for (i = 1; i <= len; i++) gpu_unai.PacketBuffer.U4[i] = list[i]; PtrUnion packet = { .ptr = (void*)&gpu_unai.PacketBuffer }; switch (cmd) { case 0x02: gpuClearImage(packet); break; case 0x20: case 0x21: case 0x22: case 0x23: { // Monochrome 3-pt poly PP driver = gpuPolySpanDrivers[ (gpu_unai.blit_mask?1024:0) | Blending_Mode | gpu_unai.Masking | Blending | gpu_unai.PixelMSB ]; gpuDrawPolyF(packet, driver, false); } break; case 0x24: case 0x25: case 0x26: case 0x27: { // Textured 3-pt poly gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16); gpuSetTexture(gpu_unai.PacketBuffer.U4[4] >> 16); u32 driver_idx = (gpu_unai.blit_mask?1024:0) | Dithering | Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | gpu_unai.PixelMSB; if (!FastLightingEnabled()) { driver_idx |= Lighting; } else { if (!((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F))) driver_idx |= Lighting; } PP driver = gpuPolySpanDrivers[driver_idx]; gpuDrawPolyFT(packet, driver, false); } break; case 0x28: case 0x29: case 0x2A: case 0x2B: { // Monochrome 4-pt poly PP driver = gpuPolySpanDrivers[ (gpu_unai.blit_mask?1024:0) | Blending_Mode | gpu_unai.Masking | Blending | gpu_unai.PixelMSB ]; gpuDrawPolyF(packet, driver, true); // is_quad = true } break; case 0x2C: case 0x2D: case 0x2E: case 0x2F: { // Textured 4-pt poly gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16); gpuSetTexture(gpu_unai.PacketBuffer.U4[4] >> 16); u32 driver_idx = (gpu_unai.blit_mask?1024:0) | Dithering | Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | gpu_unai.PixelMSB; if (!FastLightingEnabled()) { driver_idx |= Lighting; } else { if (!((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F))) driver_idx |= Lighting; } PP driver = gpuPolySpanDrivers[driver_idx]; gpuDrawPolyFT(packet, driver, true); // is_quad = true } break; case 0x30: case 0x31: case 0x32: case 0x33: { // Gouraud-shaded 3-pt poly //NOTE: The '129' here is CF_GOURAUD | CF_LIGHT, however // this is an untextured poly, so CF_LIGHT (texture blend) // shouldn't apply. Until the original array of template // instantiation ptrs is fixed, we're stuck with this. (TODO) PP driver = gpuPolySpanDrivers[ (gpu_unai.blit_mask?1024:0) | Dithering | Blending_Mode | gpu_unai.Masking | Blending | 129 | gpu_unai.PixelMSB ]; gpuDrawPolyG(packet, driver, false); } break; case 0x34: case 0x35: case 0x36: case 0x37: { // Gouraud-shaded, textured 3-pt poly gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16); gpuSetTexture (gpu_unai.PacketBuffer.U4[5] >> 16); PP driver = gpuPolySpanDrivers[ (gpu_unai.blit_mask?1024:0) | Dithering | Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | ((Lighting)?129:0) | gpu_unai.PixelMSB ]; gpuDrawPolyGT(packet, driver, false); } break; case 0x38: case 0x39: case 0x3A: case 0x3B: { // Gouraud-shaded 4-pt poly // See notes regarding '129' for 0x30..0x33 further above -senquack PP driver = gpuPolySpanDrivers[ (gpu_unai.blit_mask?1024:0) | Dithering | Blending_Mode | gpu_unai.Masking | Blending | 129 | gpu_unai.PixelMSB ]; gpuDrawPolyG(packet, driver, true); // is_quad = true } break; case 0x3C: case 0x3D: case 0x3E: case 0x3F: { // Gouraud-shaded, textured 4-pt poly gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16); gpuSetTexture (gpu_unai.PacketBuffer.U4[5] >> 16); PP driver = gpuPolySpanDrivers[ (gpu_unai.blit_mask?1024:0) | Dithering | Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | ((Lighting)?129:0) | gpu_unai.PixelMSB ]; gpuDrawPolyGT(packet, driver, true); // is_quad = true } break; case 0x40: case 0x41: case 0x42: case 0x43: { // Monochrome line // Shift index right by one, as untextured prims don't use lighting u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1; PSD driver = gpuPixelSpanDrivers[driver_idx]; gpuDrawLineF(packet, driver); } break; case 0x48 ... 0x4F: { // Monochrome line strip u32 num_vertexes = 1; u32 *list_position = &(list[2]); // Shift index right by one, as untextured prims don't use lighting u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1; PSD driver = gpuPixelSpanDrivers[driver_idx]; gpuDrawLineF(packet, driver); while(1) { gpu_unai.PacketBuffer.U4[1] = gpu_unai.PacketBuffer.U4[2]; gpu_unai.PacketBuffer.U4[2] = *list_position++; gpuDrawLineF(packet, driver); num_vertexes++; if(list_position >= list_end) { cmd = -1; goto breakloop; } if((*list_position & 0xf000f000) == 0x50005000) break; } len += (num_vertexes - 2); } break; case 0x50: case 0x51: case 0x52: case 0x53: { // Gouraud-shaded line // Shift index right by one, as untextured prims don't use lighting u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1; // Index MSB selects Gouraud-shaded PixelSpanDriver: driver_idx |= (1 << 5); PSD driver = gpuPixelSpanDrivers[driver_idx]; gpuDrawLineG(packet, driver); } break; case 0x58 ... 0x5F: { // Gouraud-shaded line strip u32 num_vertexes = 1; u32 *list_position = &(list[2]); // Shift index right by one, as untextured prims don't use lighting u32 driver_idx = (Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1; // Index MSB selects Gouraud-shaded PixelSpanDriver: driver_idx |= (1 << 5); PSD driver = gpuPixelSpanDrivers[driver_idx]; gpuDrawLineG(packet, driver); while(1) { gpu_unai.PacketBuffer.U4[0] = gpu_unai.PacketBuffer.U4[2]; gpu_unai.PacketBuffer.U4[1] = gpu_unai.PacketBuffer.U4[3]; gpu_unai.PacketBuffer.U4[2] = *list_position++; gpu_unai.PacketBuffer.U4[3] = *list_position++; gpuDrawLineG(packet, driver); num_vertexes++; if(list_position >= list_end) { cmd = -1; goto breakloop; } if((*list_position & 0xf000f000) == 0x50005000) break; } len += (num_vertexes - 2) * 2; } break; case 0x60: case 0x61: case 0x62: case 0x63: { // Monochrome rectangle (variable size) PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1]; gpuDrawT(packet, driver); } break; case 0x64: case 0x65: case 0x66: case 0x67: { // Textured rectangle (variable size) gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16); u32 driver_idx = Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>1); //senquack - Only color 808080h-878787h allows skipping lighting calculation: // This fixes Silent Hill running animation on loading screens: // (On PSX, color values 0x00-0x7F darken the source texture's color, // 0x81-FF lighten textures (ultimately clamped to 0x1F), // 0x80 leaves source texture color unchanged, HOWEVER, // gpu_unai uses a simple lighting LUT whereby only the upper // 5 bits of an 8-bit color are used, so 0x80-0x87 all behave as // 0x80. // // NOTE: I've changed all textured sprite draw commands here and // elsewhere to use proper behavior, but left poly commands // alone, I don't want to slow rendering down too much. (TODO) //if ((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F)) // Strip lower 3 bits of each color and determine if lighting should be used: if ((gpu_unai.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080) driver_idx |= Lighting; PS driver = gpuSpriteSpanDrivers[driver_idx]; gpuDrawS(packet, driver); } break; case 0x68: case 0x69: case 0x6A: case 0x6B: { // Monochrome rectangle (1x1 dot) gpu_unai.PacketBuffer.U4[2] = 0x00010001; PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1]; gpuDrawT(packet, driver); } break; case 0x70: case 0x71: case 0x72: case 0x73: { // Monochrome rectangle (8x8) gpu_unai.PacketBuffer.U4[2] = 0x00080008; PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1]; gpuDrawT(packet, driver); } break; case 0x74: case 0x75: case 0x76: case 0x77: { // Textured rectangle (8x8) gpu_unai.PacketBuffer.U4[3] = 0x00080008; gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16); u32 driver_idx = Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>1); //senquack - Only color 808080h-878787h allows skipping lighting calculation: //if ((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F)) // Strip lower 3 bits of each color and determine if lighting should be used: if ((gpu_unai.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080) driver_idx |= Lighting; PS driver = gpuSpriteSpanDrivers[driver_idx]; gpuDrawS(packet, driver); } break; case 0x78: case 0x79: case 0x7A: case 0x7B: { // Monochrome rectangle (16x16) gpu_unai.PacketBuffer.U4[2] = 0x00100010; PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1]; gpuDrawT(packet, driver); } break; case 0x7C: case 0x7D: #ifdef __arm__ if ((gpu_unai.GPU_GP1 & 0x180) == 0 && (gpu_unai.Masking | gpu_unai.PixelMSB) == 0) { gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16); gpuDrawS16(packet); break; } // fallthrough #endif case 0x7E: case 0x7F: { // Textured rectangle (16x16) gpu_unai.PacketBuffer.U4[3] = 0x00100010; gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16); u32 driver_idx = Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>1); //senquack - Only color 808080h-878787h allows skipping lighting calculation: //if ((gpu_unai.PacketBuffer.U1[0]>0x5F) && (gpu_unai.PacketBuffer.U1[1]>0x5F) && (gpu_unai.PacketBuffer.U1[2]>0x5F)) // Strip lower 3 bits of each color and determine if lighting should be used: if ((gpu_unai.PacketBuffer.U4[0] & 0xF8F8F8) != 0x808080) driver_idx |= Lighting; PS driver = gpuSpriteSpanDrivers[driver_idx]; gpuDrawS(packet, driver); } break; case 0x80: // vid -> vid gpuMoveImage(packet); break; #ifdef TEST case 0xA0: // sys -> vid { u32 load_width = list[2] & 0xffff; u32 load_height = list[2] >> 16; u32 load_size = load_width * load_height; len += load_size / 2; } break; case 0xC0: break; #else case 0xA0: // sys ->vid case 0xC0: // vid -> sys // Handled by gpulib goto breakloop; #endif case 0xE1 ... 0xE6: { // Draw settings gpuGP0Cmd_0xEx(gpu_unai, gpu_unai.PacketBuffer.U4[0]); } break; } } breakloop: gpu.ex_regs[1] &= ~0x1ff; gpu.ex_regs[1] |= gpu_unai.GPU_GP1 & 0x1ff; *last_cmd = cmd; return list - list_start; } void renderer_sync_ecmds(uint32_t *ecmds) { int dummy; do_cmd_list(&ecmds[1], 6, &dummy); } void renderer_update_caches(int x, int y, int w, int h) { } void renderer_flush_queues(void) { } void renderer_set_interlace(int enable, int is_odd) { } #include "../../frontend/plugin_lib.h" // Handle any gpulib settings applicable to gpu_unai: void renderer_set_config(const struct rearmed_cbs *cbs) { gpu_unai.vram = (u16*)gpu.vram; gpu_unai.config.ilace_force = cbs->gpu_unai.ilace_force; gpu_unai.config.pixel_skip = cbs->gpu_unai.pixel_skip; gpu_unai.config.lighting = cbs->gpu_unai.lighting; gpu_unai.config.fast_lighting = cbs->gpu_unai.fast_lighting; gpu_unai.config.blending = cbs->gpu_unai.blending; gpu_unai.config.dithering = cbs->gpu_unai.dithering; } // vim:shiftwidth=2:expandtab