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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_GPU_COMMAND_H__
#define __GPU_UNAI_GPU_COMMAND_H__
///////////////////////////////////////////////////////////////////////////////
void gpuSetTexture(u16 tpage)
{
u32 tmode, tx, ty;
gpu_unai.GPU_GP1 = (gpu_unai.GPU_GP1 & ~0x1FF) | (tpage & 0x1FF);
gpu_unai.TextureWindow[0]&= ~gpu_unai.TextureWindow[2];
gpu_unai.TextureWindow[1]&= ~gpu_unai.TextureWindow[3];
tmode = (tpage >> 7) & 3; // 16bpp, 8bpp, or 4bpp texture colors?
// 0: 4bpp 1: 8bpp 2/3: 16bpp
// Nocash PSX docs state setting of 3 is same as setting of 2 (16bpp):
// Note: DrHell assumes 3 is same as 0.. TODO: verify which is correct?
if (tmode == 3) tmode = 2;
tx = (tpage & 0x0F) << 6;
ty = (tpage & 0x10) << 4;
tx += (gpu_unai.TextureWindow[0] >> (2 - tmode));
ty += gpu_unai.TextureWindow[1];
gpu_unai.BLEND_MODE = ((tpage>>5) & 3) << 3;
gpu_unai.TEXT_MODE = (tmode + 1) << 5; // gpu_unai.TEXT_MODE should be values 1..3, so add one
gpu_unai.TBA = &((u16*)gpu_unai.vram)[FRAME_OFFSET(tx, ty)];
}
///////////////////////////////////////////////////////////////////////////////
INLINE void gpuSetCLUT(u16 clut)
{
gpu_unai.CBA = &((u16*)gpu_unai.vram)[(clut & 0x7FFF) << 4];
}
#ifdef ENABLE_GPU_NULL_SUPPORT
#define NULL_GPU() break
#else
#define NULL_GPU()
#endif
#ifdef ENABLE_GPU_LOG_SUPPORT
#define DO_LOG(expr) printf expr
#else
#define DO_LOG(expr) {}
#endif
#define Blending (((PRIM&0x2) && BlendingEnabled()) ? (PRIM&0x2) : 0)
#define Blending_Mode (((PRIM&0x2) && BlendingEnabled()) ? gpu_unai.BLEND_MODE : 0)
#define Lighting (((~PRIM)&0x1) && LightingEnabled())
// Dithering applies only to Gouraud-shaded polys or texture-blended polys:
#define Dithering (((((~PRIM)&0x1) || (PRIM&0x10)) && DitheringEnabled()) ? \
(ForcedDitheringEnabled() ? (1<<9) : (gpu_unai.GPU_GP1 & (1 << 9))) \
: 0)
///////////////////////////////////////////////////////////////////////////////
//Now handled by Rearmed's gpulib and gpu_unai/gpulib_if.cpp:
///////////////////////////////////////////////////////////////////////////////
#ifndef 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;
switch (num) {
case 1: {
// GP0(E1h) - Draw Mode setting (aka "Texpage")
DO_LOG(("GP0(0xE1) DrawMode TexPage(0x%x)\n", cmd_word));
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
DO_LOG(("GP0(0xE2) TextureWindow(0x%x)\n", cmd_word));
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)
DO_LOG(("GP0(0xE3) DrawingArea Pos(0x%x)\n", cmd_word));
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)
DO_LOG(("GP0(0xE4) DrawingArea Size(0x%x)\n", cmd_word));
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)
DO_LOG(("GP0(0xE5) DrawingOffset(0x%x)\n", cmd_word));
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
DO_LOG(("GP0(0xE6) SetMask(0x%x)\n", cmd_word));
gpu_unai.Masking = (cmd_word & 0x2) << 1;
gpu_unai.PixelMSB = (cmd_word & 0x1) << 8;
} break;
}
}
void gpuSendPacketFunction(const int PRIM)
{
//printf("0x%x\n",PRIM);
//senquack - TODO: optimize this (packet pointer union as prim draw parameter
// introduced as optimization for gpulib command-list processing)
PtrUnion packet = { .ptr = (void*)&gpu_unai.PacketBuffer };
switch (PRIM)
{
case 0x02: {
NULL_GPU();
gpuClearImage(packet); // prim handles updateLace && skip
gpu_unai.fb_dirty = true;
DO_LOG(("gpuClearImage(0x%x)\n",PRIM));
} break;
case 0x20:
case 0x21:
case 0x22:
case 0x23: { // Monochrome 3-pt poly
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
PP driver = gpuPolySpanDrivers[
(gpu_unai.blit_mask?1024:0) |
Blending_Mode |
gpu_unai.Masking | Blending | gpu_unai.PixelMSB
];
gpuDrawPolyF(packet, driver, false);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawPolyF(0x%x)\n",PRIM));
}
} break;
case 0x24:
case 0x25:
case 0x26:
case 0x27: { // Textured 3-pt poly
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
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);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawPolyFT(0x%x)\n",PRIM));
}
} break;
case 0x28:
case 0x29:
case 0x2A:
case 0x2B: { // Monochrome 4-pt poly
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
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
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawPolyF(0x%x) (4-pt QUAD)\n",PRIM));
}
} break;
case 0x2C:
case 0x2D:
case 0x2E:
case 0x2F: { // Textured 4-pt poly
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
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
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawPolyFT(0x%x) (4-pt QUAD)\n",PRIM));
}
} break;
case 0x30:
case 0x31:
case 0x32:
case 0x33: { // Gouraud-shaded 3-pt poly
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
//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);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawPolyG(0x%x)\n",PRIM));
}
} break;
case 0x34:
case 0x35:
case 0x36:
case 0x37: { // Gouraud-shaded, textured 3-pt poly
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
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);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawPolyGT(0x%x)\n",PRIM));
}
} break;
case 0x38:
case 0x39:
case 0x3A:
case 0x3B: { // Gouraud-shaded 4-pt poly
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
// 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
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawPolyG(0x%x) (4-pt QUAD)\n",PRIM));
}
} break;
case 0x3C:
case 0x3D:
case 0x3E:
case 0x3F: { // Gouraud-shaded, textured 4-pt poly
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
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
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawPolyGT(0x%x) (4-pt QUAD)\n",PRIM));
}
} break;
case 0x40:
case 0x41:
case 0x42:
case 0x43: { // Monochrome line
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
// 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);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawLineF(0x%x)\n",PRIM));
}
} break;
case 0x48:
case 0x49:
case 0x4A:
case 0x4B:
case 0x4C:
case 0x4D:
case 0x4E:
case 0x4F: { // Monochrome line strip
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
// 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);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawLineF(0x%x)\n",PRIM));
}
if ((gpu_unai.PacketBuffer.U4[3] & 0xF000F000) != 0x50005000)
{
gpu_unai.PacketBuffer.U4[1] = gpu_unai.PacketBuffer.U4[2];
gpu_unai.PacketBuffer.U4[2] = gpu_unai.PacketBuffer.U4[3];
gpu_unai.PacketCount = 1;
gpu_unai.PacketIndex = 3;
}
} break;
case 0x50:
case 0x51:
case 0x52:
case 0x53: { // Gouraud-shaded line
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
// 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);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawLineG(0x%x)\n",PRIM));
}
} break;
case 0x58:
case 0x59:
case 0x5A:
case 0x5B:
case 0x5C:
case 0x5D:
case 0x5E:
case 0x5F: { // Gouraud-shaded line strip
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
// 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);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawLineG(0x%x)\n",PRIM));
}
if ((gpu_unai.PacketBuffer.U4[4] & 0xF000F000) != 0x50005000)
{
gpu_unai.PacketBuffer.U1[3 + (2 * 4)] = gpu_unai.PacketBuffer.U1[3 + (0 * 4)];
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] = gpu_unai.PacketBuffer.U4[4];
gpu_unai.PacketCount = 2;
gpu_unai.PacketIndex = 3;
}
} break;
case 0x60:
case 0x61:
case 0x62:
case 0x63: { // Monochrome rectangle (variable size)
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
gpuDrawT(packet, driver);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawT(0x%x)\n",PRIM));
}
} break;
case 0x64:
case 0x65:
case 0x66:
case 0x67: { // Textured rectangle (variable size)
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
u32 driver_idx = Blending_Mode | gpu_unai.TEXT_MODE | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>1);
// 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);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawS(0x%x)\n",PRIM));
}
} break;
case 0x68:
case 0x69:
case 0x6A:
case 0x6B: { // Monochrome rectangle (1x1 dot)
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
gpu_unai.PacketBuffer.U4[2] = 0x00010001;
PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
gpuDrawT(packet, driver);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawT(0x%x)\n",PRIM));
}
} break;
case 0x70:
case 0x71:
case 0x72:
case 0x73: { // Monochrome rectangle (8x8)
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
gpu_unai.PacketBuffer.U4[2] = 0x00080008;
PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
gpuDrawT(packet, driver);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawT(0x%x)\n",PRIM));
}
} break;
case 0x74:
case 0x75:
case 0x76:
case 0x77: { // Textured rectangle (8x8)
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
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);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawS(0x%x)\n",PRIM));
}
} break;
case 0x78:
case 0x79:
case 0x7A:
case 0x7B: { // Monochrome rectangle (16x16)
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
gpu_unai.PacketBuffer.U4[2] = 0x00100010;
PT driver = gpuTileSpanDrivers[(Blending_Mode | gpu_unai.Masking | Blending | (gpu_unai.PixelMSB>>3)) >> 1];
gpuDrawT(packet, driver);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawT(0x%x)\n",PRIM));
}
} break;
case 0x7C:
case 0x7D:
#ifdef __arm__
/* Notaz 4bit sprites optimization */
if ((!gpu_unai.frameskip.skipGPU) && (!(gpu_unai.GPU_GP1&0x180)) && (!(gpu_unai.Masking|gpu_unai.PixelMSB)))
{
gpuSetCLUT (gpu_unai.PacketBuffer.U4[2] >> 16);
gpuDrawS16(packet);
gpu_unai.fb_dirty = true;
break;
}
#endif
case 0x7E:
case 0x7F: { // Textured rectangle (16x16)
if (!gpu_unai.frameskip.skipGPU)
{
NULL_GPU();
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);
gpu_unai.fb_dirty = true;
DO_LOG(("gpuDrawS(0x%x)\n",PRIM));
}
} break;
case 0x80: // vid -> vid
gpuMoveImage(packet); // prim handles updateLace && skip
if ((!gpu_unai.frameskip.skipCount) && (gpu_unai.DisplayArea[3] == 480)) // Tekken 3 hack
{
if (!gpu_unai.frameskip.skipGPU) gpu_unai.fb_dirty = true;
}
else
{
gpu_unai.fb_dirty = true;
}
DO_LOG(("gpuMoveImage(0x%x)\n",PRIM));
break;
case 0xA0: // sys ->vid
gpuLoadImage(packet); // prim handles updateLace && skip
DO_LOG(("gpuLoadImage(0x%x)\n",PRIM));
break;
case 0xC0: // vid -> sys
gpuStoreImage(packet); // prim handles updateLace && skip
DO_LOG(("gpuStoreImage(0x%x)\n",PRIM));
break;
case 0xE1 ... 0xE6: { // Draw settings
gpuGP0Cmd_0xEx(gpu_unai, gpu_unai.PacketBuffer.U4[0]);
} break;
}
}
#endif //!USE_GPULIB
///////////////////////////////////////////////////////////////////////////////
// End of code specific to non-gpulib standalone version of gpu_unai
///////////////////////////////////////////////////////////////////////////////
#endif /* __GPU_UNAI_GPU_COMMAND_H__ */
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