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|
/*
* Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@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.
*/
#include <stdio.h>
#include "common.h"
const u8 command_lengths[256] =
{
0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 00
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 10
3, 3, 3, 3, 6, 6, 6, 6, 4, 4, 4, 4, 8, 8, 8, 8, // 20
5, 5, 5, 5, 8, 8, 8, 8, 7, 7, 7, 7, 11, 11, 11, 11, // 30
2, 2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, // 40
3, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4, // 50
2, 2, 2, 2, 3, 3, 3, 3, 1, 1, 1, 1, 1, 1, 1, 1, // 60
1, 1, 1, 1, 2, 2, 2, 2, 1, 1, 1, 1, 2, 2, 2, 2, // 70
3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 80
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // 90
2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // a0
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // b0
2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // c0
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // d0
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, // e0
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 // f0
};
void update_texture_ptr(psx_gpu_struct *psx_gpu)
{
u8 *texture_base;
u8 *texture_ptr;
switch((psx_gpu->render_state_base >> 8) & 0x3)
{
default:
case TEXTURE_MODE_4BPP:
texture_base = psx_gpu->texture_4bpp_cache[psx_gpu->current_texture_page];
texture_ptr = texture_base;
texture_ptr += psx_gpu->texture_window_x & 0xF;
texture_ptr += (psx_gpu->texture_window_y & 0xF) << 4;
texture_ptr += (psx_gpu->texture_window_x >> 4) << 8;
texture_ptr += (psx_gpu->texture_window_y >> 4) << 12;
break;
case TEXTURE_MODE_8BPP:
if(psx_gpu->current_texture_page & 0x1)
{
texture_base =
psx_gpu->texture_8bpp_odd_cache[psx_gpu->current_texture_page >> 1];
}
else
{
texture_base =
psx_gpu->texture_8bpp_even_cache[psx_gpu->current_texture_page >> 1];
}
texture_ptr = texture_base;
texture_ptr += psx_gpu->texture_window_x & 0xF;
texture_ptr += (psx_gpu->texture_window_y & 0xF) << 4;
texture_ptr += (psx_gpu->texture_window_x >> 4) << 8;
texture_ptr += (psx_gpu->texture_window_y >> 4) << 12;
break;
case TEXTURE_MODE_16BPP:
texture_base = (u8 *)(psx_gpu->vram_ptr);
texture_base += (psx_gpu->current_texture_page & 0xF) * 128;
texture_base += ((psx_gpu->current_texture_page >> 4) * 256) * 2048;
texture_ptr = texture_base;
texture_ptr += psx_gpu->texture_window_x * 2;
texture_ptr += (psx_gpu->texture_window_y) * 2048;
break;
}
psx_gpu->texture_page_base = texture_base;
psx_gpu->texture_page_ptr = texture_ptr;
}
void set_texture(psx_gpu_struct *psx_gpu, u32 texture_settings)
{
if(psx_gpu->texture_settings != texture_settings)
{
u32 new_texture_page = texture_settings & 0x1F;
u32 texture_mode = (texture_settings >> 7) & 0x3;
u32 render_state_base = psx_gpu->render_state_base;
flush_render_block_buffer(psx_gpu);
render_state_base &= ~(0xF << 6);
render_state_base |= ((texture_settings >> 5) & 0xF) << 6;
psx_gpu->render_state_base = render_state_base;
psx_gpu->current_texture_mask = 0x1 << new_texture_page;
if(texture_mode == TEXTURE_MODE_8BPP)
{
// In 8bpp mode 256x256 takes up two pages. If it's on the right edge it
// wraps back around to the left edge.
u32 adjacent_texture_page = ((texture_settings + 1) & 0xF) | (texture_settings & 0x10);
psx_gpu->current_texture_mask |= 0x1 << adjacent_texture_page;
if((psx_gpu->last_8bpp_texture_page ^ new_texture_page) & 0x1)
{
u32 dirty_textures_8bpp_alternate_mask =
psx_gpu->dirty_textures_8bpp_alternate_mask;
psx_gpu->dirty_textures_8bpp_alternate_mask =
psx_gpu->dirty_textures_8bpp_mask;
psx_gpu->dirty_textures_8bpp_mask = dirty_textures_8bpp_alternate_mask;
}
psx_gpu->last_8bpp_texture_page = new_texture_page;
}
psx_gpu->current_texture_page = new_texture_page;
psx_gpu->texture_settings = texture_settings;
update_texture_ptr(psx_gpu);
}
}
void set_clut(psx_gpu_struct *psx_gpu, u32 clut_settings)
{
if(psx_gpu->clut_settings != clut_settings)
{
flush_render_block_buffer(psx_gpu);
psx_gpu->clut_settings = clut_settings;
psx_gpu->clut_ptr = psx_gpu->vram_ptr + ((clut_settings & 0x7FFF) * 16);
}
}
void set_triangle_color(psx_gpu_struct *psx_gpu, u32 triangle_color)
{
if(psx_gpu->triangle_color != triangle_color)
{
flush_render_block_buffer(psx_gpu);
psx_gpu->triangle_color = triangle_color;
}
}
#define sign_extend_12bit(value) \
(((s32)((value) << 20)) >> 20) \
#define sign_extend_11bit(value) \
(((s32)((value) << 21)) >> 21) \
#define sign_extend_10bit(value) \
(((s32)((value) << 22)) >> 22) \
#define get_vertex_data_xy(vertex_number, offset16) \
vertexes[vertex_number].x = \
sign_extend_12bit(list_s16[offset16]) + psx_gpu->offset_x; \
vertexes[vertex_number].y = \
sign_extend_12bit(list_s16[(offset16) + 1]) + psx_gpu->offset_y; \
#define get_vertex_data_uv(vertex_number, offset16) \
vertexes[vertex_number].u = list_s16[offset16] & 0xFF; \
vertexes[vertex_number].v = (list_s16[offset16] >> 8) & 0xFF \
#define get_vertex_data_rgb(vertex_number, offset32) \
vertexes[vertex_number].r = list[offset32] & 0xFF; \
vertexes[vertex_number].g = (list[offset32] >> 8) & 0xFF; \
vertexes[vertex_number].b = (list[offset32] >> 16) & 0xFF \
#define get_vertex_data_xy_uv(vertex_number, offset16) \
get_vertex_data_xy(vertex_number, offset16); \
get_vertex_data_uv(vertex_number, (offset16) + 2) \
#define get_vertex_data_xy_rgb(vertex_number, offset16) \
get_vertex_data_rgb(vertex_number, (offset16) / 2); \
get_vertex_data_xy(vertex_number, (offset16) + 2); \
#define get_vertex_data_xy_uv_rgb(vertex_number, offset16) \
get_vertex_data_rgb(vertex_number, (offset16) / 2); \
get_vertex_data_xy(vertex_number, (offset16) + 2); \
get_vertex_data_uv(vertex_number, (offset16) + 4); \
#define set_vertex_color_constant(vertex_number, color) \
vertexes[vertex_number].r = color & 0xFF; \
vertexes[vertex_number].g = (color >> 8) & 0xFF; \
vertexes[vertex_number].b = (color >> 16) & 0xFF \
#define get_vertex_data_xy_rgb_constant(vertex_number, offset16, color) \
get_vertex_data_xy(vertex_number, offset16); \
set_vertex_color_constant(vertex_number, color) \
vertex_struct vertexes[4] __attribute__((aligned(32)));
void gpu_parse(psx_gpu_struct *psx_gpu, u32 *list, u32 size)
{
u32 current_command, command_length;
u32 *list_end = list + (size / 4);
for(; list < list_end; list += 1 + command_length)
{
s16 *list_s16 = (void *)list;
current_command = *list >> 24;
command_length = command_lengths[current_command];
switch(current_command)
{
case 0x00:
break;
case 0x02:
{
u32 x = list_s16[2] & 0x3FF;
u32 y = list_s16[3] & 0x1FF;
u32 width = list_s16[4] & 0x3FF;
u32 height = list_s16[5] & 0x1FF;
u32 color = list[0] & 0xFFFFFF;
x &= ~0xF;
width = ((width + 0xF) & ~0xF);
if((x + width) > 1024)
{
u32 width_a = 1024 - x;
u32 width_b = width - width_a;
if((y + height) > 512)
{
u32 height_a = 512 - y;
u32 height_b = height - height_a;
render_block_fill(psx_gpu, color, x, y, width_a, height_a);
render_block_fill(psx_gpu, color, 0, y, width_b, height_a);
render_block_fill(psx_gpu, color, x, 0, width_a, height_b);
render_block_fill(psx_gpu, color, 0, 0, width_b, height_b);
}
else
{
render_block_fill(psx_gpu, color, x, y, width_a, height);
render_block_fill(psx_gpu, color, 0, y, width_b, height);
}
}
else
{
if((y + height) > 512)
{
u32 height_a = 512 - y;
u32 height_b = height - height_a;
render_block_fill(psx_gpu, color, x, y, width, height_a);
render_block_fill(psx_gpu, color, x, 0, width, height_b);
}
else
{
render_block_fill(psx_gpu, color, x, y, width, height);
}
}
break;
}
case 0x20 ... 0x23:
{
set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
get_vertex_data_xy(0, 2);
get_vertex_data_xy(1, 4);
get_vertex_data_xy(2, 6);
render_triangle(psx_gpu, vertexes, current_command);
break;
}
case 0x24 ... 0x27:
{
set_clut(psx_gpu, list_s16[5]);
set_texture(psx_gpu, list_s16[9]);
set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
get_vertex_data_xy_uv(0, 2);
get_vertex_data_xy_uv(1, 6);
get_vertex_data_xy_uv(2, 10);
render_triangle(psx_gpu, vertexes, current_command);
break;
}
case 0x28 ... 0x2B:
{
set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
get_vertex_data_xy(0, 2);
get_vertex_data_xy(1, 4);
get_vertex_data_xy(2, 6);
get_vertex_data_xy(3, 8);
render_triangle(psx_gpu, vertexes, current_command);
render_triangle(psx_gpu, &(vertexes[1]), current_command);
break;
}
case 0x2C ... 0x2F:
{
set_clut(psx_gpu, list_s16[5]);
set_texture(psx_gpu, list_s16[9]);
set_triangle_color(psx_gpu, list[0] & 0xFFFFFF);
get_vertex_data_xy_uv(0, 2);
get_vertex_data_xy_uv(1, 6);
get_vertex_data_xy_uv(2, 10);
get_vertex_data_xy_uv(3, 14);
render_triangle(psx_gpu, vertexes, current_command);
render_triangle(psx_gpu, &(vertexes[1]), current_command);
break;
}
case 0x30 ... 0x33:
{
get_vertex_data_xy_rgb(0, 0);
get_vertex_data_xy_rgb(1, 4);
get_vertex_data_xy_rgb(2, 8);
render_triangle(psx_gpu, vertexes, current_command);
break;
}
case 0x34:
case 0x35:
case 0x36:
case 0x37:
{
set_clut(psx_gpu, list_s16[5]);
set_texture(psx_gpu, list_s16[11]);
get_vertex_data_xy_uv_rgb(0, 0);
get_vertex_data_xy_uv_rgb(1, 6);
get_vertex_data_xy_uv_rgb(2, 12);
render_triangle(psx_gpu, vertexes, current_command);
break;
}
case 0x38:
case 0x39:
case 0x3A:
case 0x3B:
{
get_vertex_data_xy_rgb(0, 0);
get_vertex_data_xy_rgb(1, 4);
get_vertex_data_xy_rgb(2, 8);
get_vertex_data_xy_rgb(3, 12);
render_triangle(psx_gpu, vertexes, current_command);
render_triangle(psx_gpu, &(vertexes[1]), current_command);
break;
}
case 0x3C:
case 0x3D:
case 0x3E:
case 0x3F:
{
set_clut(psx_gpu, list_s16[5]);
set_texture(psx_gpu, list_s16[11]);
get_vertex_data_xy_uv_rgb(0, 0);
get_vertex_data_xy_uv_rgb(1, 6);
get_vertex_data_xy_uv_rgb(2, 12);
get_vertex_data_xy_uv_rgb(3, 18);
render_triangle(psx_gpu, vertexes, current_command);
render_triangle(psx_gpu, &(vertexes[1]), current_command);
break;
}
case 0x40 ... 0x47:
{
vertexes[0].x = list_s16[2] + psx_gpu->offset_x;
vertexes[0].y = list_s16[3] + psx_gpu->offset_y;
vertexes[1].x = list_s16[4] + psx_gpu->offset_x;
vertexes[1].y = list_s16[5] + psx_gpu->offset_y;
render_line(psx_gpu, vertexes, current_command, list[0]);
break;
}
case 0x48 ... 0x4F:
{
u32 num_vertexes = 1;
u32 *list_position = &(list[2]);
u32 xy = list[1];
vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
while(1)
{
xy = *list_position;
if((xy & 0xF000F000) == 0x50005000)
break;
vertexes[0] = vertexes[1];
vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
list_position++;
num_vertexes++;
if(list_position > list_end)
break;
render_line(psx_gpu, vertexes, current_command, list[0]);
}
if(num_vertexes > 2)
command_length += (num_vertexes - 2);
break;
}
case 0x50 ... 0x57:
{
vertexes[0].r = list[0] & 0xFF;
vertexes[0].g = (list[0] >> 8) & 0xFF;
vertexes[0].b = (list[0] >> 16) & 0xFF;
vertexes[0].x = list_s16[2] + psx_gpu->offset_x;
vertexes[0].y = list_s16[3] + psx_gpu->offset_y;
vertexes[1].r = list[2] & 0xFF;
vertexes[1].g = (list[2] >> 8) & 0xFF;
vertexes[1].b = (list[2] >> 16) & 0xFF;
vertexes[1].x = list_s16[6] + psx_gpu->offset_x;
vertexes[1].y = list_s16[7] + psx_gpu->offset_y;
render_line(psx_gpu, vertexes, current_command, 0);
break;
}
case 0x58 ... 0x5F:
{
u32 num_vertexes = 1;
u32 *list_position = &(list[2]);
u32 color = list[0];
u32 xy = list[1];
vertexes[1].r = color & 0xFF;
vertexes[1].g = (color >> 8) & 0xFF;
vertexes[1].b = (color >> 16) & 0xFF;
vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
while(1)
{
color = list_position[0];
if((color & 0xF000F000) == 0x50005000)
break;
xy = list_position[1];
vertexes[0] = vertexes[1];
vertexes[1].r = color & 0xFF;
vertexes[1].g = (color >> 8) & 0xFF;
vertexes[1].b = (color >> 16) & 0xFF;
vertexes[1].x = (xy & 0xFFFF) + psx_gpu->offset_x;
vertexes[1].y = (xy >> 16) + psx_gpu->offset_y;
list_position += 2;
num_vertexes++;
if(list_position > list_end)
break;
render_line(psx_gpu, vertexes, current_command, 0);
}
if(num_vertexes > 2)
command_length += ((num_vertexes * 2) - 2);
break;
}
case 0x60 ... 0x63:
{
u32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
u32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
u32 width = list_s16[4] & 0x3FF;
u32 height = list_s16[5] & 0x1FF;
render_sprite(psx_gpu, x, y, 0, 0, width, height, current_command, list[0]);
break;
}
case 0x64 ... 0x67:
{
u32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
u32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
u32 uv = list_s16[4];
u32 width = list_s16[6] & 0x3FF;
u32 height = list_s16[7] & 0x1FF;
set_clut(psx_gpu, list_s16[5]);
render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, width, height,
current_command, list[0]);
break;
}
case 0x68:
case 0x69:
case 0x6A:
case 0x6B:
{
s32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
s32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
render_sprite(psx_gpu, x, y, 0, 0, 1, 1, current_command, list[0]);
break;
}
case 0x70:
case 0x71:
case 0x72:
case 0x73:
{
s32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
s32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
render_sprite(psx_gpu, x, y, 0, 0, 8, 8, current_command, list[0]);
break;
}
case 0x74:
case 0x75:
case 0x76:
case 0x77:
{
s32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
s32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
u32 uv = list_s16[4];
set_clut(psx_gpu, list_s16[5]);
render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, 8, 8,
current_command, list[0]);
break;
}
case 0x78:
case 0x79:
case 0x7A:
case 0x7B:
{
s32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
s32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
render_sprite(psx_gpu, x, y, 0, 0, 16, 16, current_command, list[0]);
break;
}
case 0x7C:
case 0x7D:
case 0x7E:
case 0x7F:
{
s32 x = sign_extend_11bit(list_s16[2] + psx_gpu->offset_x);
s32 y = sign_extend_11bit(list_s16[3] + psx_gpu->offset_y);
u32 uv = list_s16[4];
set_clut(psx_gpu, list_s16[5]);
render_sprite(psx_gpu, x, y, uv & 0xFF, (uv >> 8) & 0xFF, 16, 16,
current_command, list[0]);
break;
}
case 0x80: // vid -> vid
render_block_move(psx_gpu, list_s16[2] & 0x3FF, list_s16[3] & 0x1FF,
list_s16[4] & 0x3FF, list_s16[5] & 0x1FF, list_s16[6], list_s16[7]);
break;
case 0xA0: // sys -> vid
{
u32 load_x = list_s16[2] & 0x3FF;
u32 load_y = list_s16[3] & 0x1FF;
u32 load_width = list_s16[4] & 0x3FF;
u32 load_height = list_s16[5] & 0x1FF;
u32 load_size = load_width * load_height;
command_length += load_size / 2;
if(load_size & 1)
command_length++;
render_block_copy(psx_gpu, (u16 *)&(list_s16[6]), load_x, load_y,
load_width, load_height, load_width);
break;
}
case 0xC0: // vid -> sys
break;
case 0xE1:
set_texture(psx_gpu, list[0] & 0x1FF);
if(list[0] & (1 << 9))
psx_gpu->render_state_base |= RENDER_STATE_DITHER;
else
psx_gpu->render_state_base &= ~RENDER_STATE_DITHER;
psx_gpu->display_area_draw_enable = (list[0] >> 10) & 0x1;
break;
case 0xE2:
{
// TODO: Clean
u32 texture_window_settings = list[0];
u32 tmp, x, y, w, h;
if(texture_window_settings != psx_gpu->texture_window_settings)
{
tmp = (texture_window_settings & 0x1F) | 0x20;
for(w = 8; (tmp & 1) == 0; tmp >>= 1, w <<= 1);
tmp = ((texture_window_settings >> 5) & 0x1f) | 0x20;
for (h = 8; (tmp & 1) == 0; tmp >>= 1, h <<= 1);
tmp = 32 - (w >> 3);
x = ((texture_window_settings >> 10) & tmp) << 3;
tmp = 32 - (h >> 3);
y = ((texture_window_settings >> 15) & tmp) << 3;
flush_render_block_buffer(psx_gpu);
psx_gpu->texture_window_settings = texture_window_settings;
psx_gpu->texture_window_x = x;
psx_gpu->texture_window_y = y;
psx_gpu->texture_mask_width = w - 1;
psx_gpu->texture_mask_height = h - 1;
update_texture_ptr(psx_gpu);
}
break;
}
case 0xE3:
psx_gpu->viewport_start_x = list[0] & 0x3FF;
psx_gpu->viewport_start_y = (list[0] >> 10) & 0x1FF;
#ifdef TEXTURE_CACHE_4BPP
psx_gpu->viewport_mask =
texture_region_mask(psx_gpu->viewport_start_x,
psx_gpu->viewport_start_y, psx_gpu->viewport_end_x,
psx_gpu->viewport_end_y);
#endif
break;
case 0xE4:
psx_gpu->viewport_end_x = list[0] & 0x3FF;
psx_gpu->viewport_end_y = (list[0] >> 10) & 0x1FF;
#ifdef TEXTURE_CACHE_4BPP
psx_gpu->viewport_mask =
texture_region_mask(psx_gpu->viewport_start_x,
psx_gpu->viewport_start_y, psx_gpu->viewport_end_x,
psx_gpu->viewport_end_y);
#endif
break;
case 0xE5:
{
s32 offset_x = list[0] << 21;
s32 offset_y = list[0] << 10;
psx_gpu->offset_x = offset_x >> 21;
psx_gpu->offset_y = offset_y >> 21;
break;
}
case 0xE6:
{
u32 mask_settings = list[0];
u16 mask_msb = mask_settings << 15;
if(list[0] & 0x2)
psx_gpu->render_state_base |= RENDER_STATE_MASK_EVALUATE;
else
psx_gpu->render_state_base &= ~RENDER_STATE_MASK_EVALUATE;
if(mask_msb != psx_gpu->mask_msb)
{
flush_render_block_buffer(psx_gpu);
psx_gpu->mask_msb = mask_msb;
}
break;
}
default:
break;
}
}
}
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