diff options
| author | SND\weimingzhi_cp <SND\weimingzhi_cp@e17a0e51-4ae3-4d35-97c3-1a29b211df97> | 2009-05-09 10:25:10 +0000 |
|---|---|---|
| committer | SND\weimingzhi_cp <SND\weimingzhi_cp@e17a0e51-4ae3-4d35-97c3-1a29b211df97> | 2009-05-09 10:25:10 +0000 |
| commit | 51cf70467dfbcca5fbce7f25761678dd8b487d4e (patch) | |
| tree | 151add86c7591d2a496422cf8790daec26059af8 /plugins/peopsxgl/gpu.c | |
| parent | 29059dcf6e6fbc34c5eacd2a3c70995a1874f02b (diff) | |
| download | pcsxr-51cf70467dfbcca5fbce7f25761678dd8b487d4e.tar.gz | |
Integrated P.E.Op.S OpenGL plugin into the build tree (still does NOT work on x86_64)
git-svn-id: https://pcsxr.svn.codeplex.com/svn/pcsxr@23342 e17a0e51-4ae3-4d35-97c3-1a29b211df97
Diffstat (limited to 'plugins/peopsxgl/gpu.c')
| -rw-r--r-- | plugins/peopsxgl/gpu.c | 3187 |
1 files changed, 3187 insertions, 0 deletions
diff --git a/plugins/peopsxgl/gpu.c b/plugins/peopsxgl/gpu.c new file mode 100644 index 00000000..3e424f80 --- /dev/null +++ b/plugins/peopsxgl/gpu.c @@ -0,0 +1,3187 @@ +/***************************************************************************
+ gpu.c - description
+ -------------------
+ begin : Sun Mar 08 2009
+ copyright : (C) 1999-2009 by Pete Bernert
+ email : BlackDove@addcom.de
+ ***************************************************************************/
+
+/***************************************************************************
+ * *
+ * 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. *
+ * *
+ ***************************************************************************/
+
+// !!! enable this, if Linux XF86VidMode is not supported:
+//#define NOVMODE
+ +#include "stdafx.h"
+ +#ifndef NOVMODE
+#include <X11/extensions/xf86vmode.h>
+static XF86VidModeModeInfo **modes=0;
+static int iOldMode=0;
+#endif
+
+#define _IN_GPU
+
+#include "externals.h"
+#include "gpu.h"
+#include "draw.h"
+#include "cfg.h"
+#include "prim.h"
+#include "psemu_plugin_defs.h"
+#include "texture.h"
+#include "menu.h"
+#include "fps.h"
+#include "key.h"
+
+
+////////////////////////////////////////////////////////////////////////
+// PPDK developer must change libraryName field and can change revision and build
+////////////////////////////////////////////////////////////////////////
+
+const unsigned char version = 1; // do not touch - library for PSEmu 1.x
+const unsigned char revision = 1;
+const unsigned char build = 78;
+
+static char *libraryName = "OpenGL Driver";
+
+static char *PluginAuthor = "Pete Bernert";
+static char *libraryInfo = "Based on P.E.Op.S. MesaGL Driver V1.78\nCoded by Pete Bernert\n";
+
+////////////////////////////////////////////////////////////////////////
+// memory image of the PSX vram
+////////////////////////////////////////////////////////////////////////
+
+unsigned char *psxVSecure;
+unsigned char *psxVub;
+signed char *psxVsb;
+unsigned short *psxVuw;
+unsigned short *psxVuw_eom;
+signed short *psxVsw;
+unsigned long *psxVul;
+signed long *psxVsl;
+
+// macro for easy access to packet information
+#define GPUCOMMAND(x) ((x>>24) & 0xff)
+
+GLfloat gl_z=0.0f;
+BOOL bNeedInterlaceUpdate=FALSE;
+BOOL bNeedRGB24Update=FALSE;
+BOOL bChangeWinMode=FALSE;
+
+unsigned long ulStatusControl[256];
+
+////////////////////////////////////////////////////////////////////////
+// global GPU vars
+////////////////////////////////////////////////////////////////////////
+
+static long GPUdataRet;
+long lGPUstatusRet;
+char szDispBuf[64]; +
+uint32_t dwGPUVersion = 0;
+int iGPUHeight = 512;
+int iGPUHeightMask = 511;
+int GlobalTextIL = 0;
+int iTileCheat = 0; +
+static unsigned long gpuDataM[256];
+static unsigned char gpuCommand = 0;
+static long gpuDataC = 0;
+static long gpuDataP = 0;
+
+VRAMLoad_t VRAMWrite;
+VRAMLoad_t VRAMRead;
+int iDataWriteMode;
+int iDataReadMode;
+
+long lClearOnSwap;
+long lClearOnSwapColor;
+BOOL bSkipNextFrame = FALSE;
+int iColDepth;
+BOOL bChangeRes;
+BOOL bWindowMode;
+int iWinSize;
+
+// possible psx display widths
+short dispWidths[8] = {256,320,512,640,368,384,512,640};
+
+PSXDisplay_t PSXDisplay;
+PSXDisplay_t PreviousPSXDisplay;
+TWin_t TWin;
+short imageX0,imageX1;
+short imageY0,imageY1;
+BOOL bDisplayNotSet = TRUE;
+GLuint uiScanLine=0;
+int iUseScanLines=0;
+long lSelectedSlot=0;
+unsigned char * pGfxCardScreen=0;
+int iBlurBuffer=0;
+int iScanBlend=0;
+int iRenderFVR=0;
+int iNoScreenSaver=0;
+unsigned long ulGPUInfoVals[16];
+int iFakePrimBusy = 0;
+int iRumbleVal = 0;
+int iRumbleTime = 0;
+
+////////////////////////////////////////////////////////////////////////
+// stuff to make this a true PDK module
+////////////////////////////////////////////////////////////////////////
+
+char * CALLBACK PSEgetLibName(void)
+{
+ return libraryName;
+}
+
+unsigned long CALLBACK PSEgetLibType(void)
+{
+ return PSE_LT_GPU;
+}
+
+unsigned long CALLBACK PSEgetLibVersion(void)
+{
+ return version<<16|revision<<8|build;
+}
+
+char * GPUgetLibInfos(void)
+{
+ return libraryInfo;
+}
+
+////////////////////////////////////////////////////////////////////////
+// snapshot funcs (saves screen to bitmap / text infos into file)
+////////////////////////////////////////////////////////////////////////
+
+char * GetConfigInfos(int hW)
+{
+ char szO[2][4]={"off","on "};
+ char szTxt[256];
+ char * pB=(char *)malloc(32767);
+
+ if(!pB) return NULL;
+ *pB=0;
+ //----------------------------------------------------//
+ sprintf(szTxt,"Plugin: %s %d.%d.%d\r\n",libraryName,version,revision,build);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"Author: %s\r\n",PluginAuthor);
+ strcat(pB,szTxt);
+
+ sprintf(szTxt,"Card vendor: %s\r\n",(char *)glGetString(GL_VENDOR));
+ strcat(pB,szTxt);
+ sprintf(szTxt,"GFX card: %s\r\n",(char *)glGetString(GL_RENDERER));
+ strcat(pB,szTxt);
+ sprintf(szTxt,"OGL version: %s\r\n\r\n",(char *)glGetString(GL_VERSION));
+ strcat(pB,szTxt);
+ //strcat(pB,(char *)glGetString(GL_EXTENSIONS));
+ //strcat(pB,"\r\n\r\n");
+
+ if(hW && bWindowMode)
+ sprintf(szTxt,"Resolution/Color:\r\n- %dx%d ",LOWORD(iWinSize),HIWORD(iWinSize));
+ else
+ sprintf(szTxt,"Resolution/Color:\r\n- %dx%d ",iResX,iResY);
+ strcat(pB,szTxt);
+ if(bWindowMode) sprintf(szTxt,"Window mode\r\n");
+ else
+ {
+ sprintf(szTxt,"Fullscreen ");
+ strcat(pB,szTxt);
+ if(bChangeRes) sprintf(szTxt,"- Desktop changing [%d Bit]\r\n",iColDepth);
+ else sprintf(szTxt,"- NO desktop changing\r\n");
+ }
+ strcat(pB,szTxt);
+
+ if(iForceVSync>=0) sprintf(szTxt,"- V-Sync: %s\r\n",szO[iForceVSync]);
+ else strcpy(szTxt,"- V-Sync: Driver\r\n");
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Keep psx aspect ratio: %s\r\n\r\n",szO[bKeepRatio]);
+ strcat(pB,szTxt);
+ //----------------------------------------------------//
+ strcpy(szTxt,"Textures:\r\n- ");
+ if(iTexQuality==0) strcat(szTxt,"Default");
+ else if(iTexQuality==1) strcat(szTxt,"R4G4B4A4");
+ else if(iTexQuality==2) strcat(szTxt,"R5G5B5A1");
+ else if(iTexQuality==3) strcat(szTxt,"R8G8A8A8");
+ else if(iTexQuality==4) strcat(szTxt,"B8G8R8A8");
+ if(!hW && bGLExt) strcat(szTxt," (packed pixels)\r\n");
+ else strcat(szTxt,"\r\n");
+ strcat(pB,szTxt);
+ if(!hW)
+ {
+ sprintf(szTxt,"- Filtering: %d - edge clamping ",iFilterType);
+ if(iClampType==GL_TO_EDGE_CLAMP) strcat(szTxt,"supported\r\n");
+ else strcat(szTxt,"NOT supported\r\n");
+ }
+ else sprintf(szTxt,"- iFiltering: %d\r\n",iFilterType);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Hi-Res textures: %d\r\n",iHiResTextures);
+ strcat(pB,szTxt);
+ if(!hW)
+ {
+ sprintf(szTxt,"- Palettized tex windows: %s\r\n",szO[iUsePalTextures]);
+ strcat(pB,szTxt);
+ }
+ sprintf(szTxt,"- VRam size: %d MBytes",iVRamSize);
+ if(!hW)
+ sprintf(szTxt+strlen(szTxt)," - %d textures usable\r\n\r\n",iSortTexCnt);
+ else strcat(szTxt,"\r\n\r\n");
+ strcat(pB,szTxt);
+ //----------------------------------------------------//
+ sprintf(szTxt,"Framerate:\r\n- FPS limitation: %s\r\n",szO[bUseFrameLimit]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Frame skipping: %s\r\n",szO[bUseFrameSkip]);
+ strcat(pB,szTxt);
+ if(iFrameLimit==2)
+ strcpy(szTxt,"- FPS limit: Auto\r\n\r\n");
+ else sprintf(szTxt,"- FPS limit: %.1f\r\n\r\n",fFrameRate);
+ strcat(pB,szTxt);
+ //----------------------------------------------------//
+ sprintf(szTxt,"Compatibility:\r\n- Offscreen drawing: %d\r\n",iOffscreenDrawing);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Framebuffer texture: %d",iFrameTexType);
+ if(!hW && iFrameTexType==2)
+ {
+ if(gTexFrameName) strcat(szTxt," - texture created\r\n");
+ else strcat(szTxt," - not used yet\r\n");
+ }
+ else strcat(szTxt,"\r\n");
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Framebuffer access: %d\r\n",iFrameReadType);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Alpha multipass: %s\r\n",szO[bOpaquePass]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Mask bit: %s\r\n",szO[iUseMask]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Advanced blending: %s",szO[bAdvancedBlend]);
+ if(!hW && bAdvancedBlend)
+ {
+ if(bGLBlend) strcat(szTxt," (hardware)\r\n");
+ else strcat(szTxt," (software)\r\n");
+ }
+ else strcat(szTxt,"\r\n");
+ strcat(pB,szTxt);
+
+ if(!hW)
+ {
+ strcpy(szTxt,"- Subtractive blending: ");
+ if(glBlendEquationEXTEx)
+ {
+ if(bUseMultiPass) strcat(szTxt,"supported, but not used!");
+ else strcat(szTxt,"activated");
+ }
+ else strcat(szTxt," NOT supported!");
+ strcat(szTxt,"\r\n\r\n");
+ }
+ else strcpy(szTxt,"\r\n");
+
+ strcat(pB,szTxt);
+ //----------------------------------------------------//
+ sprintf(szTxt,"Misc:\r\n- Scanlines: %s",szO[iUseScanLines]);
+ strcat(pB,szTxt);
+ if(iUseScanLines) sprintf(szTxt," [%d]\r\n",iScanBlend);
+ else strcpy(szTxt,"\r\n");
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Line mode: %s\r\n",szO[bUseLines]);
+ strcat(pB,szTxt);
+// sprintf(szTxt,"- Line AA: %s\r\n",szO[bUseAntiAlias]);
+// fwrite(szTxt,lstrlen(szTxt),1,txtfile);
+ sprintf(szTxt,"- Unfiltered FB: %s\r\n",szO[bUseFastMdec]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- 15 bit FB: %s\r\n",szO[bUse15bitMdec]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Dithering: %s\r\n",szO[bDrawDither]);
+ strcat(pB,szTxt);
+ sprintf(szTxt,"- Screen smoothing: %s",szO[iBlurBuffer]);
+ strcat(pB,szTxt);
+ if(!hW && iBlurBuffer)
+ {
+ if(gTexBlurName) strcat(pB," - supported\r\n");
+ else strcat(pB," - not supported\r\n");
+ }
+ else strcat(pB,"\r\n");
+ sprintf(szTxt,"- Game fixes: %s [%08lx]\r\n",szO[bUseFixes],dwCfgFixes);
+ strcat(pB,szTxt);
+ //----------------------------------------------------//
+ return pB;
+}
+
+////////////////////////////////////////////////////////////////////////
+// save text infos to file
+////////////////////////////////////////////////////////////////////////
+
+void DoTextSnapShot(int iNum)
+{
+ FILE *txtfile;char szTxt[256];char * pB;
+
+ sprintf(szTxt,"%s/pcsx%04d.txt",getenv("HOME"),iNum);
+
+ if((txtfile=fopen(szTxt,"wb"))==NULL)
+ return;
+
+ pB=GetConfigInfos(0);
+ if(pB)
+ {
+ fwrite(pB,strlen(pB),1,txtfile);
+ free(pB);
+ }
+ fclose(txtfile);
+}
+
+////////////////////////////////////////////////////////////////////////
+// saves screen bitmap to file
+////////////////////////////////////////////////////////////////////////
+
+void DoSnapShot(void)
+{
+ unsigned char * snapshotdumpmem=NULL,* p,c;
+ FILE *bmpfile;char filename[256];
+ unsigned char header[0x36];long size;
+ unsigned char empty[2]={0,0};int i;
+ unsigned long snapshotnr = 0;
+ short SnapWidth;
+ short SnapHeigth;
+
+ bSnapShot=FALSE;
+
+ SnapWidth = iResX;
+ SnapHeigth = iResY;
+
+ size=SnapWidth * SnapHeigth * 3 + 0x38;
+
+ if((snapshotdumpmem=(unsigned char *)
+ malloc(SnapWidth*SnapHeigth*3))==NULL)
+ return;
+
+ // fill in proper values for BMP
+ for(i=0;i<0x36;i++) header[i]=0;
+ header[0]='B';
+ header[1]='M';
+ header[2]=(unsigned char)(size&0xff);
+ header[3]=(unsigned char)((size>>8)&0xff);
+ header[4]=(unsigned char)((size>>16)&0xff);
+ header[5]=(unsigned char)((size>>24)&0xff);
+ header[0x0a]=0x36;
+ header[0x0e]=0x28;
+ header[0x12]=(unsigned char)(SnapWidth%256);
+ header[0x13]=(unsigned char)(SnapWidth/256);
+ header[0x16]=(unsigned char)(SnapHeigth%256);
+ header[0x17]=(unsigned char)(SnapHeigth/256);
+ header[0x1a]=0x01;
+ header[0x1c]=0x18;
+ header[0x26]=0x12;
+ header[0x27]=0x0B;
+ header[0x2A]=0x12;
+ header[0x2B]=0x0B;
+
+ // increment snapshot value
+ // get filename
+ do
+ {
+ snapshotnr++;
+ sprintf(filename,"%s/pcsx%04d.bmp",getenv("HOME"),snapshotnr);
+ bmpfile=fopen(filename,"rb");
+ if(bmpfile==NULL)break;
+ fclose(bmpfile);
+ if(snapshotnr==9999) break;
+ }
+ while(TRUE);
+
+ // try opening new snapshot file
+ if((bmpfile=fopen(filename,"wb"))==NULL)
+ {free(snapshotdumpmem);return;}
+
+ fwrite(header,0x36,1,bmpfile);
+
+ glReadPixels(0,0,SnapWidth,SnapHeigth,GL_RGB,
+ GL_UNSIGNED_BYTE,snapshotdumpmem);
+ p=snapshotdumpmem;
+ size=SnapWidth * SnapHeigth;
+
+ for(i=0;i<size;i++,p+=3)
+ {c=*p;*p=*(p+2);*(p+2)=c;}
+
+ fwrite(snapshotdumpmem,size*3,1,bmpfile);
+ fwrite(empty,0x2,1,bmpfile);
+ fclose(bmpfile);
+ free(snapshotdumpmem);
+
+ DoTextSnapShot(snapshotnr);
+}
+
+void CALLBACK GPUmakeSnapshot(void)
+{
+ bSnapShot = TRUE;
+}
+
+////////////////////////////////////////////////////////////////////////
+// GPU INIT... here starts it all (first func called by emu)
+////////////////////////////////////////////////////////////////////////
+
+long CALLBACK GPUinit()
+{
+ memset(ulStatusControl,0,256*sizeof(unsigned long));
+
+ // different ways of accessing PSX VRAM
+
+ psxVSecure=(unsigned char *)malloc((iGPUHeight*2)*1024 + (1024*1024)); // always alloc one extra MB for soft drawing funcs security
+ if(!psxVSecure) return -1;
+
+ psxVub=psxVSecure+512*1024; // security offset into double sized psx vram!
+ psxVsb=(signed char *)psxVub;
+ psxVsw=(signed short *)psxVub;
+ psxVsl=(signed long *)psxVub;
+ psxVuw=(unsigned short *)psxVub;
+ psxVul=(unsigned long *)psxVub;
+
+ psxVuw_eom=psxVuw+1024*iGPUHeight; // pre-calc of end of vram
+
+ memset(psxVSecure,0x00,(iGPUHeight*2)*1024 + (1024*1024));
+ memset(ulGPUInfoVals,0x00,16*sizeof(unsigned long));
+
+ InitFrameCap(); // init frame rate stuff
+
+ PSXDisplay.RGB24 = 0; // init vars
+ PreviousPSXDisplay.RGB24= 0;
+ PSXDisplay.Interlaced = 0;
+ PSXDisplay.InterlacedTest=0;
+ PSXDisplay.DrawOffset.x = 0;
+ PSXDisplay.DrawOffset.y = 0;
+ PSXDisplay.DrawArea.x0 = 0;
+ PSXDisplay.DrawArea.y0 = 0;
+ PSXDisplay.DrawArea.x1 = 320;
+ PSXDisplay.DrawArea.y1 = 240;
+ PSXDisplay.DisplayMode.x= 320;
+ PSXDisplay.DisplayMode.y= 240;
+ PSXDisplay.Disabled = FALSE;
+ PreviousPSXDisplay.Range.x0 =0;
+ PreviousPSXDisplay.Range.x1 =0;
+ PreviousPSXDisplay.Range.y0 =0;
+ PreviousPSXDisplay.Range.y1 =0;
+ PSXDisplay.Range.x0=0;
+ PSXDisplay.Range.x1=0;
+ PSXDisplay.Range.y0=0;
+ PSXDisplay.Range.y1=0;
+ PreviousPSXDisplay.DisplayPosition.x = 1;
+ PreviousPSXDisplay.DisplayPosition.y = 1;
+ PSXDisplay.DisplayPosition.x = 1;
+ PSXDisplay.DisplayPosition.y = 1;
+ PreviousPSXDisplay.DisplayModeNew.y=0;
+ PSXDisplay.Double=1;
+ GPUdataRet=0x400;
+
+ PSXDisplay.DisplayModeNew.x=0;
+ PSXDisplay.DisplayModeNew.y=0;
+
+ //PreviousPSXDisplay.Height = PSXDisplay.Height = 239;
+
+ iDataWriteMode = DR_NORMAL;
+
+ // Reset transfer values, to prevent mis-transfer of data
+ memset(&VRAMWrite,0,sizeof(VRAMLoad_t));
+ memset(&VRAMRead,0,sizeof(VRAMLoad_t));
+
+ // device initialised already !
+ //lGPUstatusRet = 0x74000000;
+
+ STATUSREG = 0x14802000;
+ GPUIsIdle;
+ GPUIsReadyForCommands;
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// GPU OPEN: funcs to open up the gpu display (Windows)
+////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////
+// LINUX GPU OPEN: func to open up the gpu display (X stuff)
+// please note: in linux we are creating our own display, and we return
+// the display ID to the main emu... that's cleaner
+////////////////////////////////////////////////////////////////////////
+
+char * pCaptionText=0;
+int bFullScreen=0;
+Display *display;
+
+static Cursor cursor;
+static XVisualInfo *myvisual;
+static Colormap colormap;
+static Window window;
+
+static int bModeChanged=0;
+
+typedef struct
+{
+#define MWM_HINTS_DECORATIONS 2
+ long flags;
+ long functions;
+ long decorations;
+ long input_mode;
+} MotifWmHints;
+
+static int dbdepat[]={GLX_RGBA,GLX_DOUBLEBUFFER,GLX_DEPTH_SIZE,16,None};
+static int dbnodepat[]={GLX_RGBA,GLX_DOUBLEBUFFER,None};
+static GLXContext cx;
+
+static int fx=0;
+
+////////////////////////////////////////////////////////////////////////
+
+void osd_close_display (void) // close display
+{
+ if(display) // display exists?
+ {
+ glXDestroyContext(display,cx); // -> kill context
+ XFreeColormap(display, colormap); // -> kill colormap
+ XSync(display,False); // -> sync events
+
+#ifndef NOVMODE
+ if(bModeChanged) // -> repair screen mode
+ {
+ int myscreen=DefaultScreen(display);
+ XF86VidModeSwitchToMode(display,myscreen, // --> switch mode back
+ modes[iOldMode]);
+ XF86VidModeSetViewPort(display,myscreen,0,0); // --> set viewport upperleft
+ free(modes); // --> finally kill mode infos
+ bModeChanged=0; // --> done
+ }
+#endif
+
+ XCloseDisplay(display); // -> close display
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void sysdep_create_display(void) // create display
+{
+ XSetWindowAttributes winattr;float fxgamma=2;
+ int myscreen;char gammastr[14];
+ Screen * screen;XEvent event;
+ XSizeHints hints;XWMHints wm_hints;
+ MotifWmHints mwmhints;Atom mwmatom;
+ char *glxfx;
+
+ glxfx=getenv("MESA_GLX_FX"); // 3dfx mesa fullscreen flag
+ if(glxfx)
+ {
+ if(glxfx[0]=='f') // -> yup, fullscreen needed
+ {
+ fx=1; // -> raise flag
+ putenv("FX_GLIDE_NO_SPLASH=");
+ sprintf(gammastr,"SST_GAMMA=%2.1f",fxgamma); // -> set gamma
+ putenv(gammastr);
+ }
+ }
+
+ display=XOpenDisplay(NULL); // open display
+ if(!display) // no display?
+ {
+ fprintf (stderr,"Failed to open display!!!\n");
+ osd_close_display();
+ return; // -> bye
+ }
+
+ myscreen=DefaultScreen(display); // get screen id
+
+#ifdef NOVMODE
+ if(bFullScreen) {fx=1;bModeChanged=0;}
+#else
+ if(bFullScreen)
+ {
+ XF86VidModeModeLine mode;
+ int nmodes,iC;
+ fx=1; // raise flag
+ XF86VidModeGetModeLine(display,myscreen,&iC,&mode); // get actual mode info
+ if(mode.privsize) XFree(mode.private); // no need for private stuff
+ bModeChanged=0; // init mode change flag
+ if(iResX!=mode.hdisplay || iResY!=mode.vdisplay) // wanted mode is different?
+ {
+ XF86VidModeGetAllModeLines(display,myscreen, // -> enum all mode infos
+ &nmodes,&modes);
+ if(modes) // -> infos got?
+ {
+ for(iC=0;iC<nmodes;++iC) // -> loop modes
+ {
+ if(mode.hdisplay==modes[iC]->hdisplay && // -> act mode found?
+ mode.vdisplay==modes[iC]->vdisplay) // if yes: store mode id
+ iOldMode=iC;
+
+ if(iResX==modes[iC]->hdisplay && // -> wanted mode found?
+ iResY==modes[iC]->vdisplay)
+ {
+ XF86VidModeSwitchToMode(display,myscreen, // --> switch to mode
+ modes[iC]);
+ XF86VidModeSetViewPort(display,myscreen,0,0);
+ bModeChanged=1; // --> raise flag for repairing mode on close
+ }
+ }
+
+ if(bModeChanged==0) // -> no mode found?
+ {
+ free(modes); // --> free infos
+ printf("No proper fullscreen mode found!\n"); // --> some info output
+ }
+ }
+ }
+ }
+#endif
+
+ screen=DefaultScreenOfDisplay(display);
+
+ if(iZBufferDepth) // visual (with or without zbuffer)
+ myvisual=glXChooseVisual(display,myscreen,dbdepat);
+ else myvisual=glXChooseVisual(display,myscreen,dbnodepat);
+
+ if(!myvisual) // no visual?
+ {
+ fprintf(stderr,"Failed to obtain visual!!!\n"); // -> bye
+ osd_close_display();
+ return;
+ }
+
+ cx=glXCreateContext(display,myvisual,0,GL_TRUE); // create rendering context
+
+ if(!cx) // no context?
+ {
+ fprintf(stderr,"Failed to create OpenGL context!!!\n");
+ osd_close_display(); // -> bxe
+ return;
+ }
+
+ // pffff... much work for a simple blank cursor... oh, well...
+ if(!bFullScreen) cursor=XCreateFontCursor(display,XC_trek);
+ else
+ {
+ Pixmap p1,p2;XImage * img;
+ XColor b,w;unsigned char * idata;
+ XGCValues GCv;
+ GC GCc;
+
+ memset(&b,0,sizeof(XColor));
+ memset(&w,0,sizeof(XColor));
+ idata=(unsigned char *)malloc(8);
+ memset(idata,0,8);
+
+ p1=XCreatePixmap(display,RootWindow(display,myvisual->screen),8,8,1);
+ p2=XCreatePixmap(display,RootWindow(display,myvisual->screen),8,8,1);
+
+ img = XCreateImage(display,myvisual->visual,
+ 1,XYBitmap,0,idata,8,8,8,1);
+
+ GCv.function = GXcopy;
+ GCv.foreground = ~0;
+ GCv.background = 0;
+ GCv.plane_mask = AllPlanes;
+ GCc = XCreateGC(display,p1,
+ (GCFunction|GCForeground|GCBackground|GCPlaneMask),&GCv);
+
+ XPutImage(display, p1,GCc,img,0,0,0,0,8,8);
+ XPutImage(display, p2,GCc,img,0,0,0,0,8,8);
+ XFreeGC(display, GCc);
+
+ cursor = XCreatePixmapCursor(display,p1,p2,&b,&w,0,0);
+
+ XFreePixmap(display,p1);
+ XFreePixmap(display,p2);
+ XDestroyImage(img); // will free idata as well
+ }
+
+ colormap=XCreateColormap(display, // create colormap
+ RootWindow(display,myvisual->screen),
+ myvisual->visual,AllocNone);
+
+ winattr.background_pixel=0;
+ winattr.border_pixel=WhitePixelOfScreen(screen);
+ winattr.bit_gravity=ForgetGravity;
+ winattr.win_gravity=NorthWestGravity;
+ winattr.backing_store=NotUseful;
+ winattr.override_redirect=False;
+ winattr.save_under=False;
+ winattr.event_mask=0;
+ winattr.do_not_propagate_mask=0;
+ winattr.colormap=colormap;
+ winattr.cursor=None;
+
+ window=XCreateWindow(display, // create own window
+ RootWindow(display,DefaultScreen(display)),
+ 0,0,iResX,iResY,
+ 0,myvisual->depth,
+ InputOutput,myvisual->visual,
+ CWBorderPixel | CWBackPixel |
+ CWEventMask | CWDontPropagate |
+ CWColormap | CWCursor,
+ &winattr);
+
+ if(!window) // no window?
+ {
+ fprintf(stderr,"Failed in XCreateWindow()!!!\n");
+ osd_close_display(); // -> bye
+ return;
+ }
+
+ hints.flags=PMinSize|PMaxSize; // hints
+ if(fx) hints.flags|=USPosition|USSize;
+ else hints.flags|=PSize;
+
+ hints.min_width = hints.max_width = hints.base_width = iResX;
+ hints.min_height = hints.max_height = hints.base_height = iResY;
+
+ wm_hints.input=1;
+ wm_hints.flags=InputHint;
+
+ XSetWMHints(display,window,&wm_hints);
+ XSetWMNormalHints(display,window,&hints);
+ if(pCaptionText) // caption
+ XStoreName(display,window,pCaptionText);
+ else XStoreName(display,window,"Pete MesaGL PSX Gpu");
+
+ XDefineCursor(display,window,cursor); // cursor
+
+ if(fx) // window title bar hack
+ {
+ mwmhints.flags=MWM_HINTS_DECORATIONS;
+ mwmhints.decorations=0;
+ mwmatom=XInternAtom(display,"_MOTIF_WM_HINTS",0);
+ XChangeProperty(display,window,mwmatom,mwmatom,32,
+ PropModeReplace,(unsigned char *)&mwmhints,4);
+ }
+
+ XSelectInput(display,window, // input setup
+ FocusChangeMask | ExposureMask |
+ KeyPressMask | KeyReleaseMask);
+
+ XMapRaised(display,window);
+ XClearWindow(display,window);
+ XWindowEvent(display,window,ExposureMask,&event);
+ glXMakeCurrent(display,window,cx);
+
+/*
+ printf(glGetString(GL_VENDOR));
+ printf("\n");
+ printf(glGetString(GL_RENDERER));
+ printf("\n");
+*/
+
+ if(fx) // after make current: fullscreen resize
+ {
+ XResizeWindow(display,window,screen->width,screen->height);
+ hints.min_width = hints.max_width = hints.base_width = screen->width;
+ hints.min_height= hints.max_height = hints.base_height = screen->height;
+ XSetWMNormalHints(display,window,&hints);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+long GPUopen(unsigned long * disp,char * CapText,char * CfgFile)
+{
+ pCaptionText=CapText;
+ pConfigFile=CfgFile;
+
+ ReadConfig(); // read text file for config
+
+ SetFrameRateConfig(); // setup frame rate stuff
+
+ bIsFirstFrame = TRUE; // we have to init later (well, no really... in Linux we do all in GPUopen)
+
+ sysdep_create_display(); // create display
+
+ InitializeTextureStore(); // init texture mem
+
+ rRatioRect.left = rRatioRect.top=0;
+ rRatioRect.right = iResX;
+ rRatioRect.bottom = iResY;
+
+ GLinitialize(); // init opengl
+
+ if(disp)
+ {
+ *disp=(unsigned long)display; // return display ID to main emu
+ }
+
+ if(display) return 0;
+ return -1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// close
+////////////////////////////////////////////////////////////////////////
+ +long GPUclose() // LINUX CLOSE
+{
+ GLcleanup(); // close OGL
+
+ if(pGfxCardScreen) free(pGfxCardScreen); // free helper memory
+ pGfxCardScreen=0;
+
+ osd_close_display(); // destroy display
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// I shot the sheriff... last function called from emu
+////////////////////////////////////////////////////////////////////////
+
+long CALLBACK GPUshutdown()
+{
+ if(psxVSecure) free(psxVSecure); // kill emulated vram memory
+ psxVSecure=0;
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// paint it black: simple func to clean up optical border garbage
+////////////////////////////////////////////////////////////////////////
+
+void PaintBlackBorders(void)
+{
+ short s;
+
+ glDisable(GL_SCISSOR_TEST);
+ if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;}
+ if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}
+ if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}
+ glDisable(GL_ALPHA_TEST);
+
+ glBegin(GL_QUADS);
+
+ vertex[0].c.lcol=0xff000000;
+ SETCOL(vertex[0]);
+
+ if(PreviousPSXDisplay.Range.x0)
+ {
+ s=PreviousPSXDisplay.Range.x0+1;
+ glVertex3f(0,0,0.99996f);
+ glVertex3f(0,PSXDisplay.DisplayMode.y,0.99996f);
+ glVertex3f(s,PSXDisplay.DisplayMode.y,0.99996f);
+ glVertex3f(s,0,0.99996f);
+
+ s+=PreviousPSXDisplay.Range.x1-2;
+
+ glVertex3f(s,0,0.99996f);
+ glVertex3f(s,PSXDisplay.DisplayMode.y,0.99996f);
+ glVertex3f(PSXDisplay.DisplayMode.x,PSXDisplay.DisplayMode.y,0.99996f);
+ glVertex3f(PSXDisplay.DisplayMode.x,0,0.99996f);
+ }
+
+ if(PreviousPSXDisplay.Range.y0)
+ {
+ s=PreviousPSXDisplay.Range.y0+1;
+ glVertex3f(0,0,0.99996f);
+ glVertex3f(0,s,0.99996f);
+ glVertex3f(PSXDisplay.DisplayMode.x,s,0.99996f);
+ glVertex3f(PSXDisplay.DisplayMode.x,0,0.99996f);
+ }
+
+ glEnd();
+
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_SCISSOR_TEST);
+}
+
+////////////////////////////////////////////////////////////////////////
+// helper to draw scanlines
+////////////////////////////////////////////////////////////////////////
+
+__inline void XPRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2,
+ OGLVertex* vertex3, OGLVertex* vertex4)
+{
+
+ glBegin(GL_QUAD_STRIP);
+ glTexCoord2fv(&vertex1->sow);
+ glVertex3fv(&vertex1->x);
+
+ glTexCoord2fv(&vertex2->sow);
+ glVertex3fv(&vertex2->x);
+
+ glTexCoord2fv(&vertex4->sow);
+ glVertex3fv(&vertex4->x);
+
+ glTexCoord2fv(&vertex3->sow);
+ glVertex3fv(&vertex3->x);
+ glEnd();
+}
+
+////////////////////////////////////////////////////////////////////////
+// scanlines
+////////////////////////////////////////////////////////////////////////
+
+void SetScanLines(void)
+{
+ glLoadIdentity();
+ glOrtho(0,iResX,iResY, 0, -1, 1);
+
+ if(bKeepRatio)
+ glViewport(0,0,iResX,iResY);
+
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_ALPHA_TEST);
+ if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}
+
+ if(iScanBlend<0) // special texture mask scanline mode
+ {
+ if(!bTexEnabled) {glEnable(GL_TEXTURE_2D);bTexEnabled=TRUE;}
+ gTexName=gTexScanName;
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+ if(bGLBlend) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ if(!bBlendEnable) {glEnable(GL_BLEND);bBlendEnable=TRUE;}
+ SetScanTexTrans();
+
+ vertex[0].x=0;
+ vertex[0].y=iResY;
+ vertex[0].z=0.99996f;
+
+ vertex[1].x=iResX;
+ vertex[1].y=iResY;
+ vertex[1].z=0.99996f;
+
+ vertex[2].x=iResX;
+ vertex[2].y=0;
+ vertex[2].z=0.99996f;
+
+ vertex[3].x=0;
+ vertex[3].y=0;
+ vertex[3].z=0.99996f;
+
+ vertex[0].sow=0;
+ vertex[0].tow=0;
+ vertex[1].sow=(float)iResX/4.0f;
+ vertex[1].tow=0;
+ vertex[2].sow=vertex[1].sow;
+ vertex[2].tow=(float)iResY/4.0f;
+ vertex[3].sow=0;
+ vertex[3].tow=vertex[2].tow;
+
+ vertex[0].c.lcol=0xffffffff;
+ SETCOL(vertex[0]);
+
+ XPRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ if(bGLBlend) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, COMBINE_EXT);
+ }
+ else // typical line mode
+ {
+ if(bTexEnabled) {glDisable(GL_TEXTURE_2D);bTexEnabled=FALSE;}
+
+ if(iScanBlend==0)
+ {
+ if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}
+ vertex[0].c.lcol=0xff000000;
+ }
+ else
+ {
+ if(!bBlendEnable) {glEnable(GL_BLEND);bBlendEnable=TRUE;}
+ SetScanTrans();
+ vertex[0].c.lcol=iScanBlend<<24;
+ }
+
+ SETCOL(vertex[0]);
+
+ glCallList(uiScanLine);
+ }
+
+ glLoadIdentity();
+ glOrtho(0,PSXDisplay.DisplayMode.x,
+ PSXDisplay.DisplayMode.y, 0, -1, 1);
+
+ if(bKeepRatio)
+ glViewport(rRatioRect.left,
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,
+ rRatioRect.bottom); // init viewport
+
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_SCISSOR_TEST);
+}
+
+////////////////////////////////////////////////////////////////////////
+// blur, babe, blur (heavy performance hit for a so-so fullscreen effect)
+////////////////////////////////////////////////////////////////////////
+
+void BlurBackBuffer(void)
+{
+ if(!gTexBlurName) return;
+
+ if(bKeepRatio) glViewport(0,0,iResX,iResY);
+
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_ALPHA_TEST);
+ if(bOldSmoothShaded) {glShadeModel(GL_FLAT);bOldSmoothShaded=FALSE;}
+ if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}
+ if(!bTexEnabled) {glEnable(GL_TEXTURE_2D);bTexEnabled=TRUE;}
+ if(iZBufferDepth) glDisable(GL_DEPTH_TEST);
+ if(bDrawDither) glDisable(GL_DITHER);
+
+ gTexName=gTexBlurName;
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ glCopyTexSubImage2D( GL_TEXTURE_2D, 0, // get back buffer in texture
+ 0,
+ 0,
+ 0,
+ 0,
+ iResX,iResY);
+
+ vertex[0].x=0;
+ vertex[0].y=PSXDisplay.DisplayMode.y;
+ vertex[1].x=PSXDisplay.DisplayMode.x;
+ vertex[1].y=PSXDisplay.DisplayMode.y;
+ vertex[2].x=PSXDisplay.DisplayMode.x;
+ vertex[2].y=0;
+ vertex[3].x=0;
+ vertex[3].y=0;
+ vertex[0].sow=0;
+ vertex[0].tow=0;
+
+#ifdef OWNSCALE
+ vertex[1].sow=((GLfloat)iFTexA)/256.0f;
+ vertex[2].tow=((GLfloat)iFTexB)/256.0f;
+#else
+ vertex[1].sow=iFTexA;
+ vertex[2].tow=iFTexB;
+#endif
+ vertex[1].tow=0;
+ vertex[2].sow=vertex[1].sow;
+ vertex[3].sow=0;
+ vertex[3].tow=vertex[2].tow;
+
+ if(bGLBlend) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ vertex[0].c.lcol=0x7fffffff;
+ SETCOL(vertex[0]);
+
+ DrawMultiBlur(); // draw the backbuffer texture to create blur effect
+
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_SCISSOR_TEST);
+ if(iZBufferDepth) glEnable(GL_DEPTH_TEST);
+ if(bDrawDither) glEnable(GL_DITHER);
+ if(bGLBlend) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, COMBINE_EXT);
+
+ if(bKeepRatio)
+ glViewport(rRatioRect.left, // re-init viewport
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,
+ rRatioRect.bottom);
+}
+
+////////////////////////////////////////////////////////////////////////
+// "unblur" repairs the backbuffer after a blur
+
+void UnBlurBackBuffer(void)
+{
+ if(!gTexBlurName) return;
+
+ if(bKeepRatio) glViewport(0,0,iResX,iResY);
+
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_ALPHA_TEST);
+ if(bBlendEnable) {glDisable(GL_BLEND);bBlendEnable=FALSE;}
+ if(!bTexEnabled) {glEnable(GL_TEXTURE_2D);bTexEnabled=TRUE;}
+ if(iZBufferDepth) glDisable(GL_DEPTH_TEST);
+ if(bDrawDither) glDisable(GL_DITHER);
+
+ gTexName=gTexBlurName;
+ glBindTexture(GL_TEXTURE_2D, gTexName);
+
+ vertex[0].x=0;
+ vertex[0].y=PSXDisplay.DisplayMode.y;
+ vertex[1].x=PSXDisplay.DisplayMode.x;
+ vertex[1].y=PSXDisplay.DisplayMode.y;
+ vertex[2].x=PSXDisplay.DisplayMode.x;
+ vertex[2].y=0;
+ vertex[3].x=0;
+ vertex[3].y=0;
+ vertex[0].sow=0;
+ vertex[0].tow=0;
+#ifdef OWNSCALE
+ vertex[1].sow=((GLfloat)iFTexA)/256.0f;
+ vertex[2].tow=((GLfloat)iFTexB)/256.0f;
+#else
+ vertex[1].sow=iFTexA;
+ vertex[2].tow=iFTexB;
+#endif
+ vertex[1].tow=0;
+ vertex[2].sow=vertex[1].sow;
+ vertex[3].sow=0;
+ vertex[3].tow=vertex[2].tow;
+ if(bGLBlend) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ vertex[0].c.lcol=0xffffffff;
+ SETCOL(vertex[0]);
+
+ // simply draw the backbuffer texture (without blur)
+ XPRIMdrawTexturedQuad(&vertex[0], &vertex[1], &vertex[2], &vertex[3]);
+
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_SCISSOR_TEST);
+ if(iZBufferDepth) glEnable(GL_DEPTH_TEST);
+ if(bDrawDither) glEnable(GL_DITHER); // dither mode
+ if(bGLBlend) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, COMBINE_EXT);
+
+ if(bKeepRatio)
+ glViewport(rRatioRect.left,
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,
+ rRatioRect.bottom); // init viewport
+}
+
+////////////////////////////////////////////////////////////////////////
+// Update display (swap buffers)... called in interlaced mode on
+// every emulated vsync, otherwise whenever the displayed screen region
+// has been changed
+////////////////////////////////////////////////////////////////////////
+
+int iLastRGB24=0; // special vars for checking when to skip two display updates
+int iSkipTwo=0;
+
+void updateDisplay(void) // UPDATE DISPLAY
+{
+ BOOL bBlur=FALSE;
+
+ bFakeFrontBuffer=FALSE;
+ bRenderFrontBuffer=FALSE;
+
+ if(iRenderFVR) // frame buffer read fix mode still active?
+ {
+ iRenderFVR--; // -> if some frames in a row without read access: turn off mode
+ if(!iRenderFVR) bFullVRam=FALSE;
+ }
+
+ if(iLastRGB24 && iLastRGB24!=PSXDisplay.RGB24+1) // (mdec) garbage check
+ {
+ iSkipTwo=2; // -> skip two frames to avoid garbage if color mode changes
+ }
+ iLastRGB24=0;
+
+ 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(PreviousPSXDisplay.Range.x0|| // paint black borders around display area, if needed
+ PreviousPSXDisplay.Range.y0)
+ PaintBlackBorders();
+
+ if(PSXDisplay.Disabled) // display disabled?
+ {
+ // moved here
+ glDisable(GL_SCISSOR_TEST);
+ glClearColor(0,0,0,128); // -> clear whole backbuffer
+ glClear(uiBufferBits);
+ glEnable(GL_SCISSOR_TEST);
+ gl_z=0.0f;
+ bDisplayNotSet = TRUE;
+ }
+
+ if(iSkipTwo) // we are in skipping mood?
+ {
+ iSkipTwo--;
+ iDrawnSomething=0; // -> simply lie about something drawn
+ }
+
+ if(iBlurBuffer && !bSkipNextFrame) // "blur display" activated?
+ {BlurBackBuffer();bBlur=TRUE;} // -> blur it
+
+ if(iUseScanLines) SetScanLines(); // "scan lines" activated? do it
+
+ if(usCursorActive) ShowGunCursor(); // "gun cursor" wanted? show 'em
+
+ if(dwActFixes&128) // special FPS limitation mode?
+ {
+ if(bUseFrameLimit) PCFrameCap(); // -> ok, do it
+ if(bUseFrameSkip || ulKeybits&KEY_SHOWFPS)
+ PCcalcfps();
+ }
+
+ if(gTexPicName) DisplayPic(); // some gpu info picture active? display it
+
+ if(bSnapShot) DoSnapShot(); // snapshot key pressed? cheeeese :)
+
+ if(ulKeybits&KEY_SHOWFPS) // wanna see FPS?
+ {
+ sprintf(szDispBuf,"%06.1f",fps_cur);
+ DisplayText(); // -> show it
+ }
+
+ //----------------------------------------------------//
+ // main buffer swapping (well, or skip it)
+
+ if(bUseFrameSkip) // frame skipping active ?
+ {
+ if(!bSkipNextFrame)
+ {
+ if(iDrawnSomething)
+ glXSwapBuffers(display,window);
+ }
+ if(dwActFixes&0x180) // -> special old frame skipping: skip max one in a row
+ {
+ if((fps_skip < fFrameRateHz) && !(bSkipNextFrame))
+ {bSkipNextFrame = TRUE; fps_skip=fFrameRateHz;}
+ else bSkipNextFrame = FALSE;
+ }
+ else FrameSkip();
+ }
+ else // no skip ?
+ {
+ if(iDrawnSomething)
+ glXSwapBuffers(display,window);
+ }
+
+ 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);
+ glClearColor(r,g,b,128); // -> clear
+ glClear(uiBufferBits);
+ glEnable(GL_SCISSOR_TEST);
+ lClearOnSwap=0; // -> done
+ }
+ else
+ {
+ if(bBlur) UnBlurBackBuffer(); // unblur buff, if blurred before
+
+ if(iZBufferDepth) // clear zbuffer as well (if activated)
+ {
+ glDisable(GL_SCISSOR_TEST);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_SCISSOR_TEST);
+ }
+ }
+ 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);
+ }
+ }
+
+ //----------------------------------------------------//
+ // rumbling (main emu pad effect)
+
+ if(iRumbleTime) // shake screen by modifying view port
+ {
+ int i1=0,i2=0,i3=0,i4=0;
+
+ iRumbleTime--;
+ if(iRumbleTime)
+ {
+ i1=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2);
+ i2=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2);
+ i3=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2);
+ i4=((rand()*iRumbleVal)/RAND_MAX)-(iRumbleVal/2);
+ }
+
+ glViewport(rRatioRect.left+i1,
+ iResY-(rRatioRect.top+rRatioRect.bottom)+i2,
+ rRatioRect.right+i3,
+ rRatioRect.bottom+i4);
+ }
+
+ if(ulKeybits&KEY_RESETTEXSTORE) ResetStuff(); // reset on gpu mode changes? do it before next frame is filled
+}
+
+////////////////////////////////////////////////////////////////////////
+// update front display: smaller update func, if something has changed
+// in the frontbuffer... dirty, but hey... real men know no pain
+////////////////////////////////////////////////////////////////////////
+
+void updateFrontDisplay(void)
+{
+ if(PreviousPSXDisplay.Range.x0||
+ PreviousPSXDisplay.Range.y0)
+ PaintBlackBorders();
+
+ if(iBlurBuffer) BlurBackBuffer();
+
+ if(iUseScanLines) SetScanLines();
+
+ if(usCursorActive) ShowGunCursor();
+
+ bFakeFrontBuffer=FALSE;
+ bRenderFrontBuffer=FALSE;
+
+ if(gTexPicName) DisplayPic();
+ if(ulKeybits&KEY_SHOWFPS) DisplayText();
+
+ if(iDrawnSomething) // linux:
+ glXSwapBuffers(display,window);
+
+ if(iBlurBuffer) UnBlurBackBuffer();
+}
+
+////////////////////////////////////////////////////////////////////////
+// check if update needed
+////////////////////////////////////////////////////////////////////////
+
+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
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+
+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
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// Aspect ratio of ogl screen: simply adjusting ogl view port
+////////////////////////////////////////////////////////////////////////
+
+void SetAspectRatio(void)
+{
+ float xs,ys,s;RECT r;
+
+ if(!PSXDisplay.DisplayModeNew.x) return;
+ if(!PSXDisplay.DisplayModeNew.y) return;
+
+ xs=(float)iResX/(float)PSXDisplay.DisplayModeNew.x;
+ ys=(float)iResY/(float)PSXDisplay.DisplayModeNew.y;
+
+ s=min(xs,ys);
+ r.right =(int)((float)PSXDisplay.DisplayModeNew.x*s);
+ r.bottom=(int)((float)PSXDisplay.DisplayModeNew.y*s);
+ if(r.right > iResX) r.right = iResX;
+ if(r.bottom > iResY) r.bottom = iResY;
+ if(r.right < 1) r.right = 1;
+ if(r.bottom < 1) r.bottom = 1;
+
+ r.left = (iResX-r.right)/2;
+ r.top = (iResY-r.bottom)/2;
+
+ if(r.bottom<rRatioRect.bottom ||
+ r.right <rRatioRect.right)
+ {
+ RECT rC;
+ glClearColor(0,0,0,128);
+
+ if(r.right <rRatioRect.right)
+ {
+ rC.left=0;
+ rC.top=0;
+ rC.right=r.left;
+ rC.bottom=iResY;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ glClear(uiBufferBits);
+ rC.left=iResX-rC.right;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ glClear(uiBufferBits);
+ }
+
+ if(r.bottom <rRatioRect.bottom)
+ {
+ rC.left=0;
+ rC.top=0;
+ rC.right=iResX;
+ rC.bottom=r.top;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ glClear(uiBufferBits);
+ rC.top=iResY-rC.bottom;
+ glScissor(rC.left,rC.top,rC.right,rC.bottom);
+ glClear(uiBufferBits);
+ }
+
+ bSetClip=TRUE;
+ bDisplayNotSet=TRUE;
+ }
+
+ rRatioRect=r;
+
+
+ glViewport(rRatioRect.left,
+ iResY-(rRatioRect.top+rRatioRect.bottom),
+ rRatioRect.right,
+ rRatioRect.bottom); // init viewport
+}
+
+////////////////////////////////////////////////////////////////////////
+// big ass check, if an ogl swap buffer is needed
+////////////////////////////////////////////////////////////////////////
+
+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();
+ glOrtho(0,PSXDisplay.DisplayModeNew.x, // -> new psx resolution
+ PSXDisplay.DisplayModeNew.y, 0, -1, 1);
+ 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(iFrameLimit==2) SetAutoFrameCap(); // set new fps limit vals (depends on interlace)
+
+ if(bUp) updateDisplay(); // yeah, real update (swap buffer)
+}
+
+////////////////////////////////////////////////////////////////////////
+// swap update check (called by psx vsync function)
+////////////////////////////////////////////////////////////////////////
+
+BOOL bSwapCheck(void)
+{
+ static int iPosCheck=0;
+ static PSXPoint_t pO;
+ static PSXPoint_t pD;
+ static int iDoAgain=0;
+
+ if(PSXDisplay.DisplayPosition.x==pO.x &&
+ PSXDisplay.DisplayPosition.y==pO.y &&
+ PSXDisplay.DisplayEnd.x==pD.x &&
+ PSXDisplay.DisplayEnd.y==pD.y)
+ iPosCheck++;
+ else iPosCheck=0;
+
+ pO=PSXDisplay.DisplayPosition;
+ pD=PSXDisplay.DisplayEnd;
+
+ if(iPosCheck<=4) return FALSE;
+
+ iPosCheck=4;
+
+ if(PSXDisplay.Interlaced) return FALSE;
+
+ if (bNeedInterlaceUpdate||
+ bNeedRGB24Update ||
+ bNeedUploadAfter||
+ bNeedUploadTest ||
+ iDoAgain
+ )
+ {
+ iDoAgain=0;
+ if(bNeedUploadAfter)
+ iDoAgain=1;
+ if(bNeedUploadTest && PSXDisplay.InterlacedTest)
+ iDoAgain=1;
+
+ bDisplayNotSet = TRUE;
+ updateDisplay();
+
+ PreviousPSXDisplay.DisplayPosition.x=PSXDisplay.DisplayPosition.x;
+ PreviousPSXDisplay.DisplayPosition.y=PSXDisplay.DisplayPosition.y;
+ PreviousPSXDisplay.DisplayEnd.x=PSXDisplay.DisplayEnd.x;
+ PreviousPSXDisplay.DisplayEnd.y=PSXDisplay.DisplayEnd.y;
+ pO=PSXDisplay.DisplayPosition;
+ pD=PSXDisplay.DisplayEnd;
+
+ return TRUE;
+ }
+
+ return FALSE;
+}
+
+////////////////////////////////////////////////////////////////////////
+// gun cursor func: player=0-7, x=0-511, y=0-255
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUcursor(int iPlayer,int x,int y)
+{
+ if(iPlayer<0) return;
+ if(iPlayer>7) return;
+
+ usCursorActive|=(1<<iPlayer);
+
+ if(x<0) x=0;
+ if(x>iGPUHeightMask) x=iGPUHeightMask;
+ if(y<0) y=0;
+ if(y>255) y=255;
+
+ ptCursorPoint[iPlayer].x=x;
+ ptCursorPoint[iPlayer].y=y;
+}
+
+////////////////////////////////////////////////////////////////////////
+// update lace is called every VSync. Basically we limit frame rate
+// here, and in interlaced mode we swap ogl display buffers.
+////////////////////////////////////////////////////////////////////////
+
+static unsigned short usFirstPos=2;
+
+void CALLBACK GPUupdateLace(void)
+{
+ if(!(dwActFixes&0x1000))
+ STATUSREG^=0x80000000; // interlaced bit toggle, if the CC game fix is not active (see gpuReadStatus)
+
+ if(!(dwActFixes&128)) // normal frame limit func
+ CheckFrameRate();
+
+ if(iOffscreenDrawing==4) // special check if high offscreen drawing is on
+ {
+ if(bSwapCheck()) return;
+ }
+
+ 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
+ }
+ else if(usFirstPos==1) // initial updates (after startup)
+ {
+ updateDisplay();
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// process read request from GPU status register
+////////////////////////////////////////////////////////////////////////
+
+unsigned long CALLBACK GPUreadStatus(void)
+{
+ if(dwActFixes&0x1000) // CC game fix
+ {
+ static int iNumRead=0;
+ if((iNumRead++)==2)
+ {
+ iNumRead=0;
+ STATUSREG^=0x80000000; // interlaced bit toggle... we do it on every second read status... needed by some games (like ChronoCross)
+ }
+ }
+
+ if(iFakePrimBusy) // 27.10.2007 - emulating some 'busy' while drawing... pfff... not perfect, but since our emulated dma is not done in an extra thread...
+ {
+ iFakePrimBusy--;
+
+ if(iFakePrimBusy&1) // we do a busy-idle-busy-idle sequence after/while drawing prims
+ {
+ GPUIsBusy;
+ GPUIsNotReadyForCommands;
+ }
+ else
+ {
+ GPUIsIdle;
+ GPUIsReadyForCommands;
+ }
+ }
+
+ return STATUSREG;
+}
+
+////////////////////////////////////////////////////////////////////////
+// processes data send to GPU status register
+// these are always single packet commands.
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUwriteStatus(unsigned long gdata)
+{
+ unsigned long lCommand=(gdata>>24)&0xff;
+
+ ulStatusControl[lCommand]=gdata;
+
+ switch(lCommand)
+ {
+ //--------------------------------------------------//
+ // reset gpu
+ case 0x00:
+ memset(ulGPUInfoVals,0x00,16*sizeof(unsigned long));
+ lGPUstatusRet=0x14802000;
+ PSXDisplay.Disabled=1;
+ iDataWriteMode=iDataReadMode=DR_NORMAL;
+ 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;
+
+ // dis/enable display
+ case 0x03:
+ PreviousPSXDisplay.Disabled = PSXDisplay.Disabled;
+ PSXDisplay.Disabled = (gdata & 1);
+
+ if(PSXDisplay.Disabled)
+ STATUSREG|=GPUSTATUS_DISPLAYDISABLED;
+ else STATUSREG&=~GPUSTATUS_DISPLAYDISABLED;
+
+ if (iOffscreenDrawing==4 &&
+ PreviousPSXDisplay.Disabled &&
+ !(PSXDisplay.Disabled))
+ {
+
+ if(!PSXDisplay.RGB24)
+ {
+ PrepareFullScreenUpload(TRUE);
+ UploadScreen(TRUE);
+ updateDisplay();
+ }
+ }
+
+ return;
+
+ // setting transfer mode
+ case 0x04:
+ gdata &= 0x03; // only want the lower two bits
+
+ iDataWriteMode=iDataReadMode=DR_NORMAL;
+ if(gdata==0x02) iDataWriteMode=DR_VRAMTRANSFER;
+ if(gdata==0x03) iDataReadMode =DR_VRAMTRANSFER;
+
+ STATUSREG&=~GPUSTATUS_DMABITS; // clear the current settings of the DMA bits
+ STATUSREG|=(gdata << 29); // set the DMA bits according to the received data
+
+ return;
+
+ // setting display position
+ case 0x05:
+ {
+ short sx=(short)(gdata & 0x3ff);
+ short sy;
+
+ if(iGPUHeight==1024)
+ {
+ if(dwGPUVersion==2)
+ sy = (short)((gdata>>12)&0x3ff);
+ else sy = (short)((gdata>>10)&0x3ff);
+ }
+ else 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(usFirstPos)
+ {
+ usFirstPos--;
+ if(usFirstPos)
+ {
+ PreviousPSXDisplay.DisplayPosition.x = sx;
+ PreviousPSXDisplay.DisplayPosition.y = sy;
+ PSXDisplay.DisplayPosition.x = sx;
+ PSXDisplay.DisplayPosition.y = sy;
+ }
+ }
+
+ 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;
+ }
+
+ // setting width
+ case 0x06:
+
+ PSXDisplay.Range.x0=gdata & 0x7ff; //0x3ff;
+ PSXDisplay.Range.x1=(gdata>>12) & 0xfff;//0x7ff;
+
+ PSXDisplay.Range.x1-=PSXDisplay.Range.x0;
+
+ ChangeDispOffsetsX();
+
+ return;
+
+ // setting height
+ 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;
+
+ // setting display infos
+ 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
+
+ STATUSREG&=~GPUSTATUS_WIDTHBITS; // clear the width bits
+
+ STATUSREG|=
+ (((gdata & 0x03) << 17) |
+ ((gdata & 0x40) << 10)); // set the width bits
+
+ 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;
+ }
+
+ STATUSREG|=GPUSTATUS_INTERLACED;
+ }
+ else
+ {
+ PSXDisplay.InterlacedTest=0;
+ STATUSREG&=~GPUSTATUS_INTERLACED;
+ }
+
+ if (PSXDisplay.PAL)
+ STATUSREG|=GPUSTATUS_PAL;
+ else STATUSREG&=~GPUSTATUS_PAL;
+
+ if (PSXDisplay.Double==2)
+ STATUSREG|=GPUSTATUS_DOUBLEHEIGHT;
+ else STATUSREG&=~GPUSTATUS_DOUBLEHEIGHT;
+
+ if (PSXDisplay.RGB24New)
+ STATUSREG|=GPUSTATUS_RGB24;
+ else STATUSREG&=~GPUSTATUS_RGB24;
+
+ updateDisplayIfChanged();
+
+ return;
+
+ //--------------------------------------------------//
+ // ask about GPU version and other stuff
+ case 0x10:
+
+ gdata&=0xff;
+
+ switch(gdata)
+ {
+ case 0x02:
+ GPUdataRet=ulGPUInfoVals[INFO_TW]; // tw infos
+ return;
+ case 0x03:
+ GPUdataRet=ulGPUInfoVals[INFO_DRAWSTART]; // draw start
+ return;
+ case 0x04:
+ GPUdataRet=ulGPUInfoVals[INFO_DRAWEND]; // draw end
+ return;
+ case 0x05:
+ case 0x06:
+ GPUdataRet=ulGPUInfoVals[INFO_DRAWOFF]; // draw offset
+ return;
+ case 0x07:
+ if(dwGPUVersion==2)
+ GPUdataRet=0x01;
+ else GPUdataRet=0x02; // gpu type
+ return;
+ case 0x08:
+ case 0x0F: // some bios addr?
+ GPUdataRet=0xBFC03720;
+ return;
+ }
+ return;
+ //--------------------------------------------------//
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// vram read/write helpers
+////////////////////////////////////////////////////////////////////////
+
+BOOL bNeedWriteUpload=FALSE;
+
+__inline void FinishedVRAMWrite(void)
+{
+ if(bNeedWriteUpload)
+ {
+ bNeedWriteUpload=FALSE;
+ CheckWriteUpdate();
+ }
+
+ // set register to NORMAL operation
+ iDataWriteMode = DR_NORMAL;
+
+ // reset transfer values, to prevent mis-transfer of data
+ VRAMWrite.ColsRemaining = 0;
+ VRAMWrite.RowsRemaining = 0;
+}
+
+__inline void FinishedVRAMRead(void)
+{
+ // set register to NORMAL operation
+ iDataReadMode = DR_NORMAL;
+ // reset transfer values, to prevent mis-transfer of data
+ VRAMRead.x = 0;
+ VRAMRead.y = 0;
+ VRAMRead.Width = 0;
+ VRAMRead.Height = 0;
+ VRAMRead.ColsRemaining = 0;
+ VRAMRead.RowsRemaining = 0;
+
+ // indicate GPU is no longer ready for VRAM data in the STATUS REGISTER
+ STATUSREG&=~GPUSTATUS_READYFORVRAM;
+}
+
+////////////////////////////////////////////////////////////////////////
+// vram read check ex (reading from card's back/frontbuffer if needed...
+// slow!)
+////////////////////////////////////////////////////////////////////////
+
+void CheckVRamReadEx(int x, int y, int dx, int dy)
+{
+ unsigned short sArea;
+ int ux,uy,udx,udy,wx,wy;
+ unsigned short * p1, *p2;
+ float XS,YS;
+ unsigned char * ps;
+ unsigned char * px;
+ unsigned short s,sx;
+
+ if(STATUSREG&GPUSTATUS_RGB24) return;
+
+ if(((dx > PSXDisplay.DisplayPosition.x) &&
+ (x < PSXDisplay.DisplayEnd.x) &&
+ (dy > PSXDisplay.DisplayPosition.y) &&
+ (y < PSXDisplay.DisplayEnd.y)))
+ sArea=0;
+ else
+ if((!(PSXDisplay.InterlacedTest) &&
+ (dx > PreviousPSXDisplay.DisplayPosition.x) &&
+ (x < PreviousPSXDisplay.DisplayEnd.x) &&
+ (dy > PreviousPSXDisplay.DisplayPosition.y) &&
+ (y < PreviousPSXDisplay.DisplayEnd.y)))
+ sArea=1;
+ else
+ {
+ return;
+ }
+
+ //////////////
+
+ if(iRenderFVR)
+ {
+ bFullVRam=TRUE;iRenderFVR=2;return;
+ }
+ bFullVRam=TRUE;iRenderFVR=2;
+
+ //////////////
+
+ p2=0;
+
+ if(sArea==0)
+ {
+ ux=PSXDisplay.DisplayPosition.x;
+ uy=PSXDisplay.DisplayPosition.y;
+ udx=PSXDisplay.DisplayEnd.x-ux;
+ udy=PSXDisplay.DisplayEnd.y-uy;
+ if((PreviousPSXDisplay.DisplayEnd.x-
+ PreviousPSXDisplay.DisplayPosition.x)==udx &&
+ (PreviousPSXDisplay.DisplayEnd.y-
+ PreviousPSXDisplay.DisplayPosition.y)==udy)
+ p2=(psxVuw + (1024*PreviousPSXDisplay.DisplayPosition.y) +
+ PreviousPSXDisplay.DisplayPosition.x);
+ }
+ else
+ {
+ ux=PreviousPSXDisplay.DisplayPosition.x;
+ uy=PreviousPSXDisplay.DisplayPosition.y;
+ udx=PreviousPSXDisplay.DisplayEnd.x-ux;
+ udy=PreviousPSXDisplay.DisplayEnd.y-uy;
+ if((PSXDisplay.DisplayEnd.x-
+ PSXDisplay.DisplayPosition.x)==udx &&
+ (PSXDisplay.DisplayEnd.y-
+ PSXDisplay.DisplayPosition.y)==udy)
+ p2=(psxVuw + (1024*PSXDisplay.DisplayPosition.y) +
+ PSXDisplay.DisplayPosition.x);
+ }
+
+ p1=(psxVuw + (1024*uy) + ux);
+ if(p1==p2) p2=0;
+
+ x=0;y=0;
+ wx=dx=udx;wy=dy=udy;
+
+ if(udx<=0) return;
+ if(udy<=0) return;
+ if(dx<=0) return;
+ if(dy<=0) return;
+ if(wx<=0) return;
+ if(wy<=0) return;
+
+ XS=(float)rRatioRect.right/(float)wx;
+ YS=(float)rRatioRect.bottom/(float)wy;
+
+ dx=(int)((float)(dx)*XS);
+ dy=(int)((float)(dy)*YS);
+
+ if(dx>iResX) dx=iResX;
+ if(dy>iResY) dy=iResY;
+
+ if(dx<=0) return;
+ if(dy<=0) return;
+
+ // ogl y adjust
+ y=iResY-y-dy;
+
+ x+=rRatioRect.left;
+ y-=rRatioRect.top;
+
+ if(y<0) y=0; if((y+dy)>iResY) dy=iResY-y;
+
+ if(!pGfxCardScreen)
+ {
+ glPixelStorei(GL_PACK_ALIGNMENT,1);
+ pGfxCardScreen=(unsigned char *)malloc(iResX*iResY*4);
+ }
+
+ ps=pGfxCardScreen;
+
+ if(!sArea) glReadBuffer(GL_FRONT);
+
+ glReadPixels(x,y,dx,dy,GL_RGB,GL_UNSIGNED_BYTE,ps);
+
+ if(!sArea) glReadBuffer(GL_BACK);
+
+ s=0;
+
+ XS=(float)dx/(float)(udx);
+ YS=(float)dy/(float)(udy+1);
+
+ for(y=udy;y>0;y--)
+ {
+ for(x=0;x<udx;x++)
+ {
+ if(p1>=psxVuw && p1<psxVuw_eom)
+ {
+ px=ps+(3*((int)((float)x * XS))+
+ (3*dx)*((int)((float)y*YS)));
+ sx=(*px)>>3;px++;
+ s=sx;
+ sx=(*px)>>3;px++;
+ s|=sx<<5;
+ sx=(*px)>>3;
+ s|=sx<<10;
+ s&=~0x8000;
+ *p1=s;
+ }
+ if(p2>=psxVuw && p2<psxVuw_eom) *p2=s;
+
+ p1++;
+ if(p2) p2++;
+ }
+
+ p1 += 1024 - udx;
+ if(p2) p2 += 1024 - udx;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// vram read check (reading from card's back/frontbuffer if needed...
+// slow!)
+////////////////////////////////////////////////////////////////////////
+
+void CheckVRamRead(int x, int y, int dx, int dy,BOOL bFront)
+{
+ unsigned short sArea;unsigned short * p;
+ int ux,uy,udx,udy,wx,wy;float XS,YS;
+ unsigned char * ps, * px;
+ unsigned short s=0,sx;
+
+ if(STATUSREG&GPUSTATUS_RGB24) return;
+
+ if(((dx > PSXDisplay.DisplayPosition.x) &&
+ (x < PSXDisplay.DisplayEnd.x) &&
+ (dy > PSXDisplay.DisplayPosition.y) &&
+ (y < PSXDisplay.DisplayEnd.y)))
+ sArea=0;
+ else
+ if((!(PSXDisplay.InterlacedTest) &&
+ (dx > PreviousPSXDisplay.DisplayPosition.x) &&
+ (x < PreviousPSXDisplay.DisplayEnd.x) &&
+ (dy > PreviousPSXDisplay.DisplayPosition.y) &&
+ (y < PreviousPSXDisplay.DisplayEnd.y)))
+ sArea=1;
+ else
+ {
+ return;
+ }
+
+ if(dwActFixes&0x40)
+ {
+ if(iRenderFVR)
+ {
+ bFullVRam=TRUE;iRenderFVR=2;return;
+ }
+ bFullVRam=TRUE;iRenderFVR=2;
+ }
+
+ ux=x;uy=y;udx=dx;udy=dy;
+
+ if(sArea==0)
+ {
+ x -=PSXDisplay.DisplayPosition.x;
+ dx-=PSXDisplay.DisplayPosition.x;
+ y -=PSXDisplay.DisplayPosition.y;
+ dy-=PSXDisplay.DisplayPosition.y;
+ wx=PSXDisplay.DisplayEnd.x-PSXDisplay.DisplayPosition.x;
+ wy=PSXDisplay.DisplayEnd.y-PSXDisplay.DisplayPosition.y;
+ }
+ else
+ {
+ x -=PreviousPSXDisplay.DisplayPosition.x;
+ dx-=PreviousPSXDisplay.DisplayPosition.x;
+ y -=PreviousPSXDisplay.DisplayPosition.y;
+ dy-=PreviousPSXDisplay.DisplayPosition.y;
+ wx=PreviousPSXDisplay.DisplayEnd.x-PreviousPSXDisplay.DisplayPosition.x;
+ wy=PreviousPSXDisplay.DisplayEnd.y-PreviousPSXDisplay.DisplayPosition.y;
+ }
+ if(x<0) {ux-=x;x=0;}
+ if(y<0) {uy-=y;y=0;}
+ if(dx>wx) {udx-=(dx-wx);dx=wx;}
+ if(dy>wy) {udy-=(dy-wy);dy=wy;}
+ udx-=ux;
+ udy-=uy;
+
+ p=(psxVuw + (1024*uy) + ux);
+
+ if(udx<=0) return;
+ if(udy<=0) return;
+ if(dx<=0) return;
+ if(dy<=0) return;
+ if(wx<=0) return;
+ if(wy<=0) return;
+
+ XS=(float)rRatioRect.right/(float)wx;
+ YS=(float)rRatioRect.bottom/(float)wy;
+
+ dx=(int)((float)(dx)*XS);
+ dy=(int)((float)(dy)*YS);
+ x=(int)((float)x*XS);
+ y=(int)((float)y*YS);
+
+ dx-=x;
+ dy-=y;
+
+ if(dx>iResX) dx=iResX;
+ if(dy>iResY) dy=iResY;
+
+ if(dx<=0) return;
+ if(dy<=0) return;
+
+ // ogl y adjust
+ y=iResY-y-dy;
+
+ x+=rRatioRect.left;
+ y-=rRatioRect.top;
+
+ if(y<0) y=0; if((y+dy)>iResY) dy=iResY-y;
+
+ if(!pGfxCardScreen)
+ {
+ glPixelStorei(GL_PACK_ALIGNMENT,1);
+ pGfxCardScreen=(unsigned char *)malloc(iResX*iResY*4);
+ }
+
+ ps=pGfxCardScreen;
+
+ if(bFront) glReadBuffer(GL_FRONT);
+
+ glReadPixels(x,y,dx,dy,GL_RGB,GL_UNSIGNED_BYTE,ps);
+
+ if(bFront) glReadBuffer(GL_BACK);
+
+ XS=(float)dx/(float)(udx);
+ YS=(float)dy/(float)(udy+1);
+
+ for(y=udy;y>0;y--)
+ {
+ for(x=0;x<udx;x++)
+ {
+ if(p>=psxVuw && p<psxVuw_eom)
+ {
+ px=ps+(3*((int)((float)x * XS))+
+ (3*dx)*((int)((float)y*YS)));
+ sx=(*px)>>3;px++;
+ s=sx;
+ sx=(*px)>>3;px++;
+ s|=sx<<5;
+ sx=(*px)>>3;
+ s|=sx<<10;
+ s&=~0x8000;
+ *p=s;
+ }
+ p++;
+ }
+ p += 1024 - udx;
+ }
+}
+
+////////////////////////////////////////////////////////////////////////
+// core read from vram
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUreadDataMem(unsigned long * pMem, int iSize)
+{
+ int i;
+
+ if(iDataReadMode!=DR_VRAMTRANSFER) return;
+
+ GPUIsBusy;
+
+ // adjust read ptr, if necessary
+ while(VRAMRead.ImagePtr>=psxVuw_eom)
+ VRAMRead.ImagePtr-=iGPUHeight*1024;
+ while(VRAMRead.ImagePtr<psxVuw)
+ VRAMRead.ImagePtr+=iGPUHeight*1024;
+
+ if((iFrameReadType&1 && iSize>1) &&
+ !(iDrawnSomething==2 &&
+ VRAMRead.x == VRAMWrite.x &&
+ VRAMRead.y == VRAMWrite.y &&
+ VRAMRead.Width == VRAMWrite.Width &&
+ VRAMRead.Height == VRAMWrite.Height))
+ CheckVRamRead(VRAMRead.x,VRAMRead.y,
+ VRAMRead.x+VRAMRead.RowsRemaining,
+ VRAMRead.y+VRAMRead.ColsRemaining,
+ TRUE);
+
+ for(i=0;i<iSize;i++)
+ {
+ // do 2 seperate 16bit reads for compatibility (wrap issues)
+ if ((VRAMRead.ColsRemaining > 0) && (VRAMRead.RowsRemaining > 0))
+ {
+ // lower 16 bit
+ GPUdataRet=(unsigned long)*VRAMRead.ImagePtr;
+
+ VRAMRead.ImagePtr++;
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
+ VRAMRead.RowsRemaining --;
+
+ if(VRAMRead.RowsRemaining<=0)
+ {
+ VRAMRead.RowsRemaining = VRAMRead.Width;
+ VRAMRead.ColsRemaining--;
+ VRAMRead.ImagePtr += 1024 - VRAMRead.Width;
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
+ }
+
+ // higher 16 bit (always, even if it's an odd width)
+ GPUdataRet|=(unsigned long)(*VRAMRead.ImagePtr)<<16;
+ *pMem++=GPUdataRet;
+
+ if(VRAMRead.ColsRemaining <= 0)
+ {FinishedVRAMRead();goto ENDREAD;}
+
+ VRAMRead.ImagePtr++;
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
+ VRAMRead.RowsRemaining--;
+ if(VRAMRead.RowsRemaining<=0)
+ {
+ VRAMRead.RowsRemaining = VRAMRead.Width;
+ VRAMRead.ColsRemaining--;
+ VRAMRead.ImagePtr += 1024 - VRAMRead.Width;
+ if(VRAMRead.ImagePtr>=psxVuw_eom) VRAMRead.ImagePtr-=iGPUHeight*1024;
+ }
+ if(VRAMRead.ColsRemaining <= 0)
+ {FinishedVRAMRead();goto ENDREAD;}
+ }
+ else {FinishedVRAMRead();goto ENDREAD;}
+ }
+
+ENDREAD:
+ GPUIsIdle;
+}
+
+unsigned long CALLBACK GPUreadData(void)
+{
+ unsigned long l;
+ GPUreadDataMem(&l,1);
+ return GPUdataRet;
+}
+
+////////////////////////////////////////////////////////////////////////
+// helper table to know how much data is used by drawing commands
+////////////////////////////////////////////////////////////////////////
+
+const unsigned char primTableCX[256] =
+{
+ // 00
+ 0,0,3,0,0,0,0,0,
+ // 08
+ 0,0,0,0,0,0,0,0,
+ // 10
+ 0,0,0,0,0,0,0,0,
+ // 18
+ 0,0,0,0,0,0,0,0,
+ // 20
+ 4,4,4,4,7,7,7,7,
+ // 28
+ 5,5,5,5,9,9,9,9,
+ // 30
+ 6,6,6,6,9,9,9,9,
+ // 38
+ 8,8,8,8,12,12,12,12,
+ // 40
+ 3,3,3,3,0,0,0,0,
+ // 48
+// 5,5,5,5,6,6,6,6, //FLINE
+ 254,254,254,254,254,254,254,254,
+ // 50
+ 4,4,4,4,0,0,0,0,
+ // 58
+// 7,7,7,7,9,9,9,9, // LINEG3 LINEG4
+ 255,255,255,255,255,255,255,255,
+ // 60
+ 3,3,3,3,4,4,4,4, // TILE SPRT
+ // 68
+ 2,2,2,2,3,3,3,3, // TILE1
+ // 70
+ 2,2,2,2,3,3,3,3,
+ // 78
+ 2,2,2,2,3,3,3,3,
+ // 80
+ 4,0,0,0,0,0,0,0,
+ // 88
+ 0,0,0,0,0,0,0,0,
+ // 90
+ 0,0,0,0,0,0,0,0,
+ // 98
+ 0,0,0,0,0,0,0,0,
+ // a0
+ 3,0,0,0,0,0,0,0,
+ // a8
+ 0,0,0,0,0,0,0,0,
+ // b0
+ 0,0,0,0,0,0,0,0,
+ // b8
+ 0,0,0,0,0,0,0,0,
+ // c0
+ 3,0,0,0,0,0,0,0,
+ // c8
+ 0,0,0,0,0,0,0,0,
+ // d0
+ 0,0,0,0,0,0,0,0,
+ // d8
+ 0,0,0,0,0,0,0,0,
+ // e0
+ 0,1,1,1,1,1,1,0,
+ // e8
+ 0,0,0,0,0,0,0,0,
+ // f0
+ 0,0,0,0,0,0,0,0,
+ // f8
+ 0,0,0,0,0,0,0,0
+};
+
+////////////////////////////////////////////////////////////////////////
+// processes data send to GPU data register
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUwriteDataMem(unsigned long * pMem, int iSize)
+{
+ unsigned char command;
+ unsigned long gdata=0;
+ int i=0;
+ GPUIsBusy;
+ GPUIsNotReadyForCommands;
+
+STARTVRAM:
+
+ if(iDataWriteMode==DR_VRAMTRANSFER)
+ {
+ // make sure we are in vram
+ while(VRAMWrite.ImagePtr>=psxVuw_eom)
+ VRAMWrite.ImagePtr-=iGPUHeight*1024;
+ while(VRAMWrite.ImagePtr<psxVuw)
+ VRAMWrite.ImagePtr+=iGPUHeight*1024;
+
+ // now do the loop
+ while(VRAMWrite.ColsRemaining>0)
+ {
+ while(VRAMWrite.RowsRemaining>0)
+ {
+ if(i>=iSize) {goto ENDVRAM;}
+ i++;
+
+ gdata=*pMem++;
+
+ *VRAMWrite.ImagePtr++ = (unsigned short)gdata;
+ if(VRAMWrite.ImagePtr>=psxVuw_eom) VRAMWrite.ImagePtr-=iGPUHeight*1024;
+ VRAMWrite.RowsRemaining --;
+
+ if(VRAMWrite.RowsRemaining <= 0)
+ {
+ VRAMWrite.ColsRemaining--;
+ if (VRAMWrite.ColsRemaining <= 0) // last pixel is odd width
+ {
+ gdata=(gdata&0xFFFF)|(((unsigned long)(*VRAMWrite.ImagePtr))<<16);
+ FinishedVRAMWrite();
+ goto ENDVRAM;
+ }
+ VRAMWrite.RowsRemaining = VRAMWrite.Width;
+ VRAMWrite.ImagePtr += 1024 - VRAMWrite.Width;
+ }
+
+ *VRAMWrite.ImagePtr++ = (unsigned short)(gdata>>16);
+ if(VRAMWrite.ImagePtr>=psxVuw_eom) VRAMWrite.ImagePtr-=iGPUHeight*1024;
+ VRAMWrite.RowsRemaining --;
+ }
+
+ VRAMWrite.RowsRemaining = VRAMWrite.Width;
+ VRAMWrite.ColsRemaining--;
+ VRAMWrite.ImagePtr += 1024 - VRAMWrite.Width;
+ }
+
+ FinishedVRAMWrite();
+ }
+
+ENDVRAM:
+
+ if(iDataWriteMode==DR_NORMAL)
+ {
+ void (* *primFunc)(unsigned char *);
+ if(bSkipNextFrame) primFunc=primTableSkip;
+ else primFunc=primTableJ;
+
+ for(;i<iSize;)
+ {
+ if(iDataWriteMode==DR_VRAMTRANSFER) goto STARTVRAM;
+
+ gdata=*pMem++;i++;
+
+ if(gpuDataC == 0)
+ {
+ command = (unsigned char)((gdata>>24) & 0xff);
+
+ if(primTableCX[command])
+ {
+ gpuDataC = primTableCX[command];
+ gpuCommand = command;
+ gpuDataM[0] = gdata;
+ gpuDataP = 1;
+ }
+ else continue;
+ }
+ else
+ {
+ gpuDataM[gpuDataP] = gdata;
+ if(gpuDataC>128)
+ {
+ if((gpuDataC==254 && gpuDataP>=3) ||
+ (gpuDataC==255 && gpuDataP>=4 && !(gpuDataP&1)))
+ {
+ if((gpuDataM[gpuDataP] & 0xF000F000) == 0x50005000)
+ gpuDataP=gpuDataC-1;
+ }
+ }
+ gpuDataP++;
+ }
+
+ if(gpuDataP == gpuDataC)
+ {
+ gpuDataC=gpuDataP=0;
+ primFunc[gpuCommand]((unsigned char *)gpuDataM);
+
+ if(dwEmuFixes&0x0001 || dwActFixes&0x20000) // hack for emulating "gpu busy" in some games
+ iFakePrimBusy=4;
+ }
+ }
+ }
+
+ GPUdataRet=gdata;
+
+ GPUIsReadyForCommands;
+ GPUIsIdle;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUwriteData(unsigned long gdata)
+{
+ GPUwriteDataMem(&gdata,1);
+}
+
+////////////////////////////////////////////////////////////////////////
+// this function will be removed soon (or 'soonish') (or never)
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUsetMode(unsigned long gdata)
+{
+ // ignore old psemu setmode:
+
+ // imageTransfer = gdata;
+ // iDataWriteMode=(gdata&1)?DR_VRAMTRANSFER:DR_NORMAL;
+ // iDataReadMode =(gdata&2)?DR_VRAMTRANSFER:DR_NORMAL;
+}
+
+// and this function will be removed soon as well, hehehe...
+long CALLBACK GPUgetMode(void)
+{
+ // ignore old psemu setmode
+ // return imageTransfer;
+
+ long iT=0;
+
+ if(iDataWriteMode==DR_VRAMTRANSFER) iT|=0x1;
+ if(iDataReadMode ==DR_VRAMTRANSFER) iT|=0x2;
+
+ return iT;
+}
+
+////////////////////////////////////////////////////////////////////////
+// call config dlg
+////////////////////////////////////////////////////////////////////////
+
+void StartCfgTool(char *arg) // linux: start external cfg tool
+{ + char cfg[256]; + struct stat buf; + + strcpy(cfg, "./cfgpeopsxgl"); + if (stat(cfg, &buf) != -1) { + strcat(cfg, " "); + strcat(cfg, arg); + system(cfg); + return; + } + + strcpy(cfg, "./cfg/cfgpeopsxgl"); + if (stat(cfg, &buf) != -1) { + strcat(cfg, " "); + strcat(cfg, arg); + system(cfg); + return; + } + + sprintf(cfg, "%s/.pcsx/plugins/cfg/cfgpeopsxgl", getenv("HOME")); + if (stat(cfg, &buf) != -1) { + strcat(cfg, " "); + strcat(cfg, arg); + system(cfg); + return; + } + + printf("ERROR: cfgpeopsxgl file not found!\n"); +}
+
+long CALLBACK GPUconfigure(void)
+{
+ StartCfgTool("CFG");
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// sets all kind of act fixes
+////////////////////////////////////////////////////////////////////////
+
+void SetFixes(void)
+{
+ ReInitFrameCap();
+
+ if(dwActFixes & 0x2000)
+ dispWidths[4]=384;
+ else dispWidths[4]=368;
+}
+
+////////////////////////////////////////////////////////////////////////
+// Pete Special: make an 'intelligent' dma chain check (<-Tekken3)
+////////////////////////////////////////////////////////////////////////
+
+unsigned long lUsedAddr[3];
+
+__inline BOOL CheckForEndlessLoop(unsigned long laddr)
+{
+ if(laddr==lUsedAddr[1]) return TRUE;
+ if(laddr==lUsedAddr[2]) return TRUE;
+
+ if(laddr<lUsedAddr[0]) lUsedAddr[1]=laddr;
+ else lUsedAddr[2]=laddr;
+ lUsedAddr[0]=laddr;
+ return FALSE;
+}
+
+////////////////////////////////////////////////////////////////////////
+// core gives a dma chain to gpu: same as the gpuwrite interface funcs
+////////////////////////////////////////////////////////////////////////
+
+long CALLBACK GPUdmaChain(unsigned long * baseAddrL, unsigned long addr)
+{
+ unsigned long dmaMem;
+ unsigned char * baseAddrB;
+ short count;unsigned int DMACommandCounter = 0;
+
+ if(bIsFirstFrame) GLinitialize();
+
+ GPUIsBusy;
+
+ lUsedAddr[0]=lUsedAddr[1]=lUsedAddr[2]=0xffffff;
+
+ baseAddrB = (unsigned char*) baseAddrL;
+
+ do
+ {
+ if(iGPUHeight==512) addr&=0x1FFFFC;
+
+ if(DMACommandCounter++ > 2000000) break;
+ if(CheckForEndlessLoop(addr)) break;
+
+ count = baseAddrB[addr+3];
+
+ dmaMem=addr+4;
+
+ if(count>0) GPUwriteDataMem(&baseAddrL[dmaMem>>2],count);
+
+ addr = baseAddrL[addr>>2]&0xffffff;
+ }
+ while (addr != 0xffffff);
+
+ GPUIsIdle;
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// show about dlg
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUabout(void)
+{
+ StartCfgTool("ABOUT");
+}
+
+////////////////////////////////////////////////////////////////////////
+// We are ever fine ;)
+////////////////////////////////////////////////////////////////////////
+
+long CALLBACK GPUtest(void)
+{
+ // if test fails this function should return negative value for error (unable to continue)
+ // and positive value for warning (can continue but output might be crappy)
+
+ return 0;
+}
+
+////////////////////////////////////////////////////////////////////////
+// save state funcs
+////////////////////////////////////////////////////////////////////////
+
+typedef struct
+{
+ unsigned long ulFreezeVersion; // should be always 1 for now
+ unsigned long ulStatus; // current gpu status
+ unsigned long ulControl[256]; // latest control register values
+ unsigned char psxVRam[1024*1024*2]; // current VRam image
+} GPUFreeze_t;
+
+////////////////////////////////////////////////////////////////////////
+
+long CALLBACK GPUfreeze(unsigned long ulGetFreezeData,GPUFreeze_t * pF)
+{
+ if(ulGetFreezeData==2)
+ {
+ long lSlotNum=*((long *)pF);
+ if(lSlotNum<0) return 0;
+ if(lSlotNum>8) return 0;
+ lSelectedSlot=lSlotNum+1;
+ return 1;
+ }
+
+ if(!pF) return 0;
+ if(pF->ulFreezeVersion!=1) return 0;
+
+ if(ulGetFreezeData==1)
+ {
+ pF->ulStatus=STATUSREG;
+ memcpy(pF->ulControl,ulStatusControl,256*sizeof(unsigned long));
+ memcpy(pF->psxVRam, psxVub, 1024*iGPUHeight*2);
+
+ return 1;
+ }
+
+ if(ulGetFreezeData!=0) return 0;
+
+ STATUSREG=pF->ulStatus;
+ memcpy(ulStatusControl,pF->ulControl,256*sizeof(unsigned long));
+ memcpy(psxVub, pF->psxVRam, 1024*iGPUHeight*2);
+
+ ResetTextureArea(TRUE);
+
+ GPUwriteStatus(ulStatusControl[0]);
+ GPUwriteStatus(ulStatusControl[1]);
+ GPUwriteStatus(ulStatusControl[2]);
+ GPUwriteStatus(ulStatusControl[3]);
+ GPUwriteStatus(ulStatusControl[8]);
+ GPUwriteStatus(ulStatusControl[6]);
+ GPUwriteStatus(ulStatusControl[7]);
+ GPUwriteStatus(ulStatusControl[5]);
+ GPUwriteStatus(ulStatusControl[4]);
+
+ return 1;
+}
+
+////////////////////////////////////////////////////////////////////////
+// special "emu infos" / "emu effects" functions
+////////////////////////////////////////////////////////////////////////
+
+//00 = black
+//01 = white
+//10 = red
+//11 = transparent
+
+unsigned char cFont[10][120]=
+{
+// 0
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 1
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x05,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x05,0x55,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 2
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x01,0x40,0x00,0x00,
+ 0x80,0x00,0x05,0x00,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x15,0x55,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 3
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x01,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 4
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x54,0x00,0x00,
+ 0x80,0x00,0x01,0x54,0x00,0x00,
+ 0x80,0x00,0x01,0x54,0x00,0x00,
+ 0x80,0x00,0x05,0x14,0x00,0x00,
+ 0x80,0x00,0x14,0x14,0x00,0x00,
+ 0x80,0x00,0x15,0x55,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x55,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 5
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x15,0x55,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x15,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 6
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x01,0x54,0x00,0x00,
+ 0x80,0x00,0x05,0x00,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x14,0x00,0x00,0x00,
+ 0x80,0x00,0x15,0x54,0x00,0x00,
+ 0x80,0x00,0x15,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 7
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x15,0x55,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x50,0x00,0x00,
+ 0x80,0x00,0x01,0x40,0x00,0x00,
+ 0x80,0x00,0x01,0x40,0x00,0x00,
+ 0x80,0x00,0x05,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 8
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+},
+// 9
+{0xaa,0xaa,0xaa,0xaa,0xaa,0xaa,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x05,0x54,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x05,0x00,0x00,
+ 0x80,0x00,0x14,0x15,0x00,0x00,
+ 0x80,0x00,0x05,0x55,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x05,0x00,0x00,
+ 0x80,0x00,0x00,0x14,0x00,0x00,
+ 0x80,0x00,0x05,0x50,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0x80,0x00,0x00,0x00,0x00,0x00,
+ 0xaa,0xaa,0xaa,0xaa,0xaa,0xaa
+}
+};
+
+////////////////////////////////////////////////////////////////////////
+
+void PaintPicDot(unsigned char * p,unsigned char c)
+{
+ if(c==0) {*p++=0x00;*p++=0x00;*p=0x00;return;}
+ if(c==1) {*p++=0xff;*p++=0xff;*p=0xff;return;}
+ if(c==2) {*p++=0x00;*p++=0x00;*p=0xff;return;}
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUgetScreenPic(unsigned char * pMem)
+{
+ float XS,YS;int x,y,v;
+ unsigned char * ps, * px, * pf;
+ unsigned char c;
+
+ if(!pGfxCardScreen)
+ {
+ glPixelStorei(GL_PACK_ALIGNMENT,1);
+ pGfxCardScreen=(unsigned char *)malloc(iResX*iResY*4);
+ }
+
+ ps=pGfxCardScreen;
+
+ glReadBuffer(GL_FRONT);
+
+ glReadPixels(0,0,iResX,iResY,GL_RGB,GL_UNSIGNED_BYTE,ps);
+
+ glReadBuffer(GL_BACK);
+
+ XS=(float)iResX/128;
+ YS=(float)iResY/96;
+ pf=pMem;
+
+ for(y=96;y>0;y--)
+ {
+ for(x=0;x<128;x++)
+ {
+ px=ps+(3*((int)((float)x * XS))+
+ (3*iResX)*((int)((float)y*YS)));
+ *(pf+0)=*(px+2);
+ *(pf+1)=*(px+1);
+ *(pf+2)=*(px+0);
+ pf+=3;
+ }
+ }
+
+ /////////////////////////////////////////////////////////////////////
+ // generic number/border painter
+
+ pf=pMem+(103*3);
+
+ for(y=0;y<20;y++)
+ {
+ for(x=0;x<6;x++)
+ {
+ c=cFont[lSelectedSlot][x+y*6];
+ v=(c&0xc0)>>6;
+ PaintPicDot(pf,(unsigned char)v);pf+=3; // paint the dots into the rect
+ v=(c&0x30)>>4;
+ PaintPicDot(pf,(unsigned char)v);pf+=3;
+ v=(c&0x0c)>>2;
+ PaintPicDot(pf,(unsigned char)v);pf+=3;
+ v=c&0x03;
+ PaintPicDot(pf,(unsigned char)v);pf+=3;
+ }
+ pf+=104*3;
+ }
+
+ pf=pMem;
+ for(x=0;x<128;x++)
+ {
+ *(pf+(95*128*3))=0x00;*pf++=0x00;
+ *(pf+(95*128*3))=0x00;*pf++=0x00;
+ *(pf+(95*128*3))=0xff;*pf++=0xff;
+ }
+ pf=pMem;
+ for(y=0;y<96;y++)
+ {
+ *(pf+(127*3))=0x00;*pf++=0x00;
+ *(pf+(127*3))=0x00;*pf++=0x00;
+ *(pf+(127*3))=0xff;*pf++=0xff;
+ pf+=127*3;
+ }
+
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUshowScreenPic(unsigned char * pMem)
+{
+ DestroyPic();
+ if(pMem==0) return;
+ CreatePic(pMem);
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUsetfix(unsigned long dwFixBits)
+{
+ dwEmuFixes=dwFixBits;
+}
+
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUvisualVibration(unsigned long iSmall, unsigned long iBig)
+{
+ int iVibVal;
+
+ if(PSXDisplay.DisplayModeNew.x) // calc min "shake pixel" from screen width
+ iVibVal=max(1,iResX/PSXDisplay.DisplayModeNew.x);
+ else iVibVal=1;
+ // big rumble: 4...15 sp ; small rumble 1...3 sp
+ if(iBig) iRumbleVal=max(4*iVibVal,min(15*iVibVal,((int)iBig *iVibVal)/10));
+ else iRumbleVal=max(1*iVibVal,min( 3*iVibVal,((int)iSmall*iVibVal)/10));
+
+ srand(timeGetTime()); // init rand (will be used in BufferSwap)
+
+ iRumbleTime=15; // let the rumble last 16 buffer swaps
+}
+
+////////////////////////////////////////////////////////////////////////
+// main emu can set display infos (A/M/G/D)
+////////////////////////////////////////////////////////////////////////
+
+void CALLBACK GPUdisplayFlags(unsigned long dwFlags)
+{
+ dwCoreFlags=dwFlags;
+}
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