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|
/***************************************************************************
begin : Sun Mar 08 2009
copyright : (C) 1999-2009 by Pete Bernert
email : BlackDove@addcom.de
PCSX rearmed rework (C) notaz, 2012
***************************************************************************/
/***************************************************************************
* *
* 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. *
* *
***************************************************************************/
#include "gpuDraw.c"
#include "gpuTexture.c"
#include "gpuPrim.c"
#include "hud.c"
static const short dispWidths[8] = {256,320,512,640,368,384,512,640};
short g_m1,g_m2,g_m3;
short DrawSemiTrans;
short ly0,lx0,ly1,lx1,ly2,lx2,ly3,lx3; // global psx vertex coords
long GlobalTextAddrX,GlobalTextAddrY,GlobalTextTP;
long GlobalTextREST,GlobalTextABR,GlobalTextPAGE;
unsigned long dwGPUVersion;
int iGPUHeight=512;
int iGPUHeightMask=511;
int GlobalTextIL;
unsigned char *psxVub;
unsigned short *psxVuw;
GLfloat gl_z=0.0f;
BOOL bNeedInterlaceUpdate;
BOOL bNeedRGB24Update;
BOOL bChangeWinMode;
long lGPUstatusRet;
unsigned long ulGPUInfoVals[16];
VRAMLoad_t VRAMWrite;
VRAMLoad_t VRAMRead;
int iDataWriteMode;
int iDataReadMode;
long lClearOnSwap;
long lClearOnSwapColor;
BOOL bSkipNextFrame;
PSXDisplay_t PSXDisplay;
PSXDisplay_t PreviousPSXDisplay;
TWin_t TWin;
BOOL bDisplayNotSet;
BOOL bNeedWriteUpload;
int iLastRGB24;
// don't do GL vram read
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)
{
}
static void PaintBlackBorders(void)
{
short s;
glDisable(GL_SCISSOR_TEST); glError();
if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;} glError();
if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;} glError();
if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;} glError();
glDisable(GL_ALPHA_TEST); glError();
glEnable(GL_ALPHA_TEST); glError();
glEnable(GL_SCISSOR_TEST); glError();
}
static void fps_update(void);
void updateDisplay(void)
{
bFakeFrontBuffer=FALSE;
bRenderFrontBuffer=FALSE;
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(PSXDisplay.Disabled) // display disabled?
{
// moved here
glDisable(GL_SCISSOR_TEST); glError();
glClearColor(0,0,0,128); glError(); // -> clear whole backbuffer
glClear(uiBufferBits); glError();
glEnable(GL_SCISSOR_TEST); glError();
gl_z=0.0f;
bDisplayNotSet = TRUE;
}
if(iDrawnSomething)
{
fps_update();
eglSwapBuffers(display, surface);
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); glError();
glClearColor(r,g,b,128); glError(); // -> clear
glClear(uiBufferBits); glError();
glEnable(GL_SCISSOR_TEST); glError();
lClearOnSwap=0; // -> done
}
else
{
if(iZBufferDepth) // clear zbuffer as well (if activated)
{
glDisable(GL_SCISSOR_TEST); glError();
glClear(GL_DEPTH_BUFFER_BIT); glError();
glEnable(GL_SCISSOR_TEST); glError();
}
}
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);
}
}
}
void updateFrontDisplay(void)
{
if(PreviousPSXDisplay.Range.x0||
PreviousPSXDisplay.Range.y0)
PaintBlackBorders();
bFakeFrontBuffer=FALSE;
bRenderFrontBuffer=FALSE;
if(iDrawnSomething) // linux:
eglSwapBuffers(display, surface);
}
static 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
}
}
////////////////////////////////////////////////////////////////////////
static 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
}
}
static 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(); glError();
glOrtho(0,PSXDisplay.DisplayModeNew.x, // -> new psx resolution
PSXDisplay.DisplayModeNew.y, 0, -1, 1); glError();
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(bUp) updateDisplay(); // yeah, real update (swap buffer)
}
#define GPUwriteStatus_ext GPUwriteStatus_ext // for gpulib to see this
void GPUwriteStatus_ext(unsigned long gdata)
{
switch((gdata>>24)&0xff)
{
case 0x00:
PSXDisplay.Disabled=1;
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;
case 0x03:
PreviousPSXDisplay.Disabled = PSXDisplay.Disabled;
PSXDisplay.Disabled = (gdata & 1);
if (iOffscreenDrawing==4 &&
PreviousPSXDisplay.Disabled &&
!(PSXDisplay.Disabled))
{
if(!PSXDisplay.RGB24)
{
PrepareFullScreenUpload(TRUE);
UploadScreen(TRUE);
updateDisplay();
}
}
return;
case 0x05:
{
short sx=(short)(gdata & 0x3ff);
short sy;
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(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;
}
case 0x06:
PSXDisplay.Range.x0=gdata & 0x7ff; //0x3ff;
PSXDisplay.Range.x1=(gdata>>12) & 0xfff;//0x7ff;
PSXDisplay.Range.x1-=PSXDisplay.Range.x0;
ChangeDispOffsetsX();
return;
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;
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
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;
}
}
else
{
PSXDisplay.InterlacedTest=0;
}
updateDisplayIfChanged();
return;
}
}
/////////////////////////////////////////////////////////////////////////////
#include <stdint.h>
#include "../gpulib/gpu.c"
static int is_opened;
int renderer_init(void)
{
psxVub=(void *)gpu.vram;
psxVuw=(unsigned short *)psxVub;
PSXDisplay.RGB24 = FALSE; // init some stuff
PSXDisplay.Interlaced = FALSE;
PSXDisplay.DrawOffset.x = 0;
PSXDisplay.DrawOffset.y = 0;
PSXDisplay.DisplayMode.x= 320;
PSXDisplay.DisplayMode.y= 240;
PSXDisplay.Disabled = FALSE;
PSXDisplay.Range.x0=0;
PSXDisplay.Range.x1=0;
PSXDisplay.Double = 1;
lGPUstatusRet = 0x14802000;
return 0;
}
extern const unsigned char cmd_lengths[256];
// XXX: mostly dupe code from soft peops
int do_cmd_list(unsigned int *list, int list_len, int *last_cmd)
{
unsigned int cmd, len;
unsigned int *list_start = list;
unsigned int *list_end = list + list_len;
for (; list < list_end; list += 1 + len)
{
cmd = *list >> 24;
len = cmd_lengths[cmd];
if (list + 1 + len > list_end) {
cmd = -1;
break;
}
#ifndef TEST
if (cmd == 0xa0 || cmd == 0xc0)
break; // image i/o, forward to upper layer
else if ((cmd & 0xf8) == 0xe0)
gpu.ex_regs[cmd & 7] = list[0];
#endif
primTableJ[cmd]((void *)list);
switch(cmd)
{
case 0x48 ... 0x4F:
{
uint32_t num_vertexes = 2;
uint32_t *list_position = &(list[3]);
while(1)
{
if((*list_position & 0xf000f000) == 0x50005000 || list_position >= list_end)
break;
list_position++;
num_vertexes++;
}
len += (num_vertexes - 2);
break;
}
case 0x58 ... 0x5F:
{
uint32_t num_vertexes = 2;
uint32_t *list_position = &(list[4]);
while(1)
{
if((*list_position & 0xf000f000) == 0x50005000 || list_position >= list_end)
break;
list_position += 2;
num_vertexes++;
}
len += (num_vertexes - 2) * 2;
break;
}
#ifdef TEST
case 0xA0: // sys -> vid
{
short *slist = (void *)list;
uint32_t load_width = slist[4];
uint32_t load_height = slist[5];
uint32_t load_size = load_width * load_height;
len += load_size / 2;
break;
}
#endif
}
}
gpu.ex_regs[1] &= ~0x1ff;
gpu.ex_regs[1] |= lGPUstatusRet & 0x1ff;
*last_cmd = cmd;
return list - list_start;
}
void renderer_sync_ecmds(uint32_t *ecmds)
{
cmdTexturePage((unsigned char *)&ecmds[1]);
cmdTextureWindow((unsigned char *)&ecmds[2]);
cmdDrawAreaStart((unsigned char *)&ecmds[3]);
cmdDrawAreaEnd((unsigned char *)&ecmds[4]);
cmdDrawOffset((unsigned char *)&ecmds[5]);
cmdSTP((unsigned char *)&ecmds[6]);
}
void renderer_update_caches(int x, int y, int w, int h)
{
VRAMWrite.x = x;
VRAMWrite.y = y;
VRAMWrite.Width = w;
VRAMWrite.Height = h;
if(is_opened)
CheckWriteUpdate();
}
void renderer_flush_queues(void)
{
}
void renderer_set_interlace(int enable, int is_odd)
{
}
int vout_init(void)
{
return 0;
}
int vout_finish(void)
{
return 0;
}
void vout_update(void)
{
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
}
}
void vout_blank(void)
{
}
void vout_set_config(const struct rearmed_cbs *cbs)
{
}
static struct rearmed_cbs *cbs;
long GPUopen(void **dpy)
{
int ret;
iResX = cbs->screen_w;
iResY = cbs->screen_h;
rRatioRect.left = rRatioRect.top=0;
rRatioRect.right = iResX;
rRatioRect.bottom = iResY;
bDisplayNotSet = TRUE;
bSetClip = TRUE;
CSTEXTURE = CSVERTEX = CSCOLOR = 0;
InitializeTextureStore(); // init texture mem
ret = GLinitialize();
MakeDisplayLists();
is_opened = 1;
return ret;
}
long GPUclose(void)
{
is_opened = 0;
KillDisplayLists();
GLcleanup(); // close OGL
return 0;
}
/* acting as both renderer and vout handler here .. */
void renderer_set_config(const struct rearmed_cbs *cbs_)
{
cbs = (void *)cbs_; // ugh..
iOffscreenDrawing = 0;
iZBufferDepth = 0;
iFrameReadType = 0;
bKeepRatio = TRUE;
dwActFixes = cbs->gpu_peopsgl.dwActFixes;
bDrawDither = cbs->gpu_peopsgl.bDrawDither;
iFilterType = cbs->gpu_peopsgl.iFilterType;
iFrameTexType = cbs->gpu_peopsgl.iFrameTexType;
iUseMask = cbs->gpu_peopsgl.iUseMask;
bOpaquePass = cbs->gpu_peopsgl.bOpaquePass;
bAdvancedBlend = cbs->gpu_peopsgl.bAdvancedBlend;
bUseFastMdec = cbs->gpu_peopsgl.bUseFastMdec;
iTexGarbageCollection = cbs->gpu_peopsgl.iTexGarbageCollection;
iVRamSize = cbs->gpu_peopsgl.iVRamSize;
}
void SetAspectRatio(void)
{
if (cbs->pl_get_layer_pos)
cbs->pl_get_layer_pos(&rRatioRect.left, &rRatioRect.top, &rRatioRect.right, &rRatioRect.bottom);
glScissor(rRatioRect.left,
iResY-(rRatioRect.top+rRatioRect.bottom),
rRatioRect.right,rRatioRect.bottom);
glViewport(rRatioRect.left,
iResY-(rRatioRect.top+rRatioRect.bottom),
rRatioRect.right,rRatioRect.bottom);
glError();
}
static void fps_update(void)
{
char buf[16];
cbs->flip_cnt++;
if(cbs->flips_per_sec != 0)
{
snprintf(buf,sizeof(buf),"%2d %4.1f",cbs->flips_per_sec,cbs->vsps_cur);
DisplayText(buf, 0);
}
if(cbs->cpu_usage != 0)
{
snprintf(buf,sizeof(buf),"%3d",cbs->cpu_usage);
DisplayText(buf, 1);
}
}
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