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|
/***************************************************************************
* Copyright (C) 2010 PCSX4ALL Team *
* Copyright (C) 2010 Unai *
* Copyright (C) 2011 notaz *
* 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. *
***************************************************************************/
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "../gpulib/gpu.h"
#ifdef THREAD_RENDERING
#include "../gpulib/gpulib_thread_if.h"
#define do_cmd_list real_do_cmd_list
#define renderer_init real_renderer_init
#define renderer_finish real_renderer_finish
#define renderer_sync_ecmds real_renderer_sync_ecmds
#define renderer_update_caches real_renderer_update_caches
#define renderer_flush_queues real_renderer_flush_queues
#define renderer_set_interlace real_renderer_set_interlace
#define renderer_set_config real_renderer_set_config
#define renderer_notify_res_change real_renderer_notify_res_change
#define renderer_notify_update_lace real_renderer_notify_update_lace
#define renderer_sync real_renderer_sync
#define ex_regs scratch_ex_regs
#endif
//#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"
/////////////////////////////////////////////////////////////////////////////
#define DOWNSCALE_VRAM_SIZE (1024 * 512 * 2 * 2 + 4096)
INLINE void scale_640_to_320(uint16_t *dest, const uint16_t *src, bool isRGB24) {
size_t uCount = 320;
if(isRGB24) {
const uint8_t* src8 = (const uint8_t *)src;
uint8_t* dst8 = (uint8_t *)dest;
do {
*dst8++ = *src8++;
*dst8++ = *src8++;
*dst8++ = *src8;
src8 += 4;
} while(--uCount);
} else {
const uint16_t* src16 = src;
uint16_t* dst16 = dest;
do {
*dst16++ = *src16;
src16 += 2;
} while(--uCount);
}
}
INLINE void scale_512_to_320(uint16_t *dest, const uint16_t *src, bool isRGB24) {
size_t uCount = 64;
if(isRGB24) {
const uint8_t* src8 = (const uint8_t *)src;
uint8_t* dst8 = (uint8_t *)dest;
do {
*dst8++ = *src8++;
*dst8++ = *src8++;
*dst8++ = *src8++;
*dst8++ = *src8++;
*dst8++ = *src8++;
*dst8++ = *src8;
src8 += 4;
*dst8++ = *src8++;
*dst8++ = *src8++;
*dst8++ = *src8++;
*dst8++ = *src8++;
*dst8++ = *src8++;
*dst8++ = *src8;
src8 += 4;
*dst8++ = *src8++;
*dst8++ = *src8++;
*dst8++ = *src8;
src8 += 4;
} while(--uCount);
} else {
const uint16_t* src16 = src;
uint16_t* dst16 = dest;
do {
*dst16++ = *src16++;
*dst16++ = *src16;
src16 += 2;
*dst16++ = *src16++;
*dst16++ = *src16;
src16 += 2;
*dst16++ = *src16;
src16 += 2;
} while(--uCount);
}
}
static uint16_t *get_downscale_buffer(int *x, int *y, int *w, int *h, int *vram_h)
{
uint16_t *dest = gpu_unai.downscale_vram;
const uint16_t *src = gpu_unai.vram;
bool isRGB24 = (gpu_unai.GPU_GP1 & 0x00200000 ? true : false);
int stride = 1024, dstride = 1024, lines = *h, orig_w = *w;
// PS1 fb read wraps around (fixes black screen in 'Tobal no. 1')
unsigned int fb_mask = 1024 * 512 - 1;
if (*h > 240) {
*h /= 2;
stride *= 2;
lines = *h;
// Ensure start at a non-skipped line
while (*y & gpu_unai.ilace_mask) ++*y;
}
unsigned int fb_offset_src = (*y * dstride + *x) & fb_mask;
unsigned int fb_offset_dest = fb_offset_src;
if (*w == 512 || *w == 640) {
*w = 320;
}
switch(orig_w) {
case 640:
do {
scale_640_to_320(dest + fb_offset_dest, src + fb_offset_src, isRGB24);
fb_offset_src = (fb_offset_src + stride) & fb_mask;
fb_offset_dest = (fb_offset_dest + dstride) & fb_mask;
} while(--lines);
break;
case 512:
do {
scale_512_to_320(dest + fb_offset_dest, src + fb_offset_src, isRGB24);
fb_offset_src = (fb_offset_src + stride) & fb_mask;
fb_offset_dest = (fb_offset_dest + dstride) & fb_mask;
} while(--lines);
break;
default:
size_t size = isRGB24 ? *w * 3 : *w * 2;
do {
memcpy(dest + fb_offset_dest, src + fb_offset_src, size);
fb_offset_src = (fb_offset_src + stride) & fb_mask;
fb_offset_dest = (fb_offset_dest + dstride) & fb_mask;
} while(--lines);
break;
}
return gpu_unai.downscale_vram;
}
static void map_downscale_buffer(void)
{
if (gpu_unai.downscale_vram)
return;
gpu_unai.downscale_vram = (uint16_t*)gpu.mmap(DOWNSCALE_VRAM_SIZE);
if (gpu_unai.downscale_vram == NULL) {
fprintf(stderr, "failed to map downscale buffer\n");
gpu.get_downscale_buffer = NULL;
}
else {
gpu.get_downscale_buffer = get_downscale_buffer;
}
}
static void unmap_downscale_buffer(void)
{
if (gpu_unai.downscale_vram == NULL)
return;
gpu.munmap(gpu_unai.downscale_vram, DOWNSCALE_VRAM_SIZE);
gpu_unai.downscale_vram = NULL;
gpu.get_downscale_buffer = NULL;
}
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<<TABLE_BITS);++i)
{
double v = 1.0 / double(i);
#ifdef GPU_TABLE_10_BITS
v *= double(0xffffffff>>1);
#else
v *= double(0x80000000);
#endif
s_invTable[i-1]=s32(v);
}
#endif
SetupLightLUT();
SetupDitheringConstants();
if (gpu_unai.config.scale_hires) {
map_downscale_buffer();
}
return 0;
}
void renderer_finish(void)
{
unmap_downscale_buffer();
}
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
if (gpu_unai.config.scale_hires) {
gpu_unai.ilace_mask |= gpu.status.interlace;
}
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;
gpu_unai.config.scale_hires = cbs->gpu_unai.scale_hires;
gpu.state.downscale_enable = gpu_unai.config.scale_hires;
if (gpu_unai.config.scale_hires) {
map_downscale_buffer();
} else {
unmap_downscale_buffer();
}
}
void renderer_sync(void)
{
}
void renderer_notify_update_lace(int updated)
{
}
// vim:shiftwidth=2:expandtab
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