diff options
| author | SND\dario86_cp <SND\dario86_cp@e17a0e51-4ae3-4d35-97c3-1a29b211df97> | 2011-03-12 18:54:28 +0000 |
|---|---|---|
| committer | SND\dario86_cp <SND\dario86_cp@e17a0e51-4ae3-4d35-97c3-1a29b211df97> | 2011-03-12 18:54:28 +0000 |
| commit | a58cfdac407bc1d8fedc11acd924b275ba28cc51 (patch) | |
| tree | b4c2e08c34ef1bfe0ba947ef8eed931c9a43fc0e /plugins/peopsxgl/gpu.c | |
| parent | 9bdd06684bcc627c06ddcf4c406f6b48f0dfe389 (diff) | |
| download | pcsxr-a58cfdac407bc1d8fedc11acd924b275ba28cc51.tar.gz | |
Commited patch in issue #8171 (by darktjm).
git-svn-id: https://pcsxr.svn.codeplex.com/svn/pcsxr@64524 e17a0e51-4ae3-4d35-97c3-1a29b211df97
Diffstat (limited to 'plugins/peopsxgl/gpu.c')
| -rw-r--r-- | plugins/peopsxgl/gpu.c | 7056 |
1 files changed, 3527 insertions, 3529 deletions
diff --git a/plugins/peopsxgl/gpu.c b/plugins/peopsxgl/gpu.c index f379372b..092d32a5 100644 --- a/plugins/peopsxgl/gpu.c +++ b/plugins/peopsxgl/gpu.c @@ -1,3529 +1,3527 @@ -/***************************************************************************
- 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"
-
-#if !defined(_MACGL) && !defined(_WINDOWS)
-
-#include "config.h"
-
-#ifndef NOVMODE
-#include <X11/extensions/xf86vmode.h>
-static XF86VidModeModeInfo **modes=0;
-static int iOldMode=0;
-#endif
-
-#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"
-#ifdef _WINDOWS
-#include "resource.h"
-#include "ssave.h"
-#endif
-#ifdef ENABLE_NLS
-#include <libintl.h>
-#include <locale.h>
-#define _(x) gettext(x)
-#define N_(x) (x)
-#else
-#define _(x) (x)
-#define N_(x) (x)
-#endif
-
-////////////////////////////////////////////////////////////////////////
-// 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 = N_("OpenGL Driver");
-
-static char *PluginAuthor = N_("Pete Bernert");
-static char *libraryInfo = N_("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;
-uint32_t *psxVul;
-signed int *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;
-
-#ifdef _WINDOWS
-extern HGLRC GLCONTEXT;
-#endif
-
-uint32_t ulStatusControl[256];
-
-////////////////////////////////////////////////////////////////////////
-// global GPU vars
-////////////////////////////////////////////////////////////////////////
-
-static int GPUdataRet;
-int lGPUstatusRet;
-char szDispBuf[64];
-
-uint32_t dwGPUVersion = 0;
-int iGPUHeight = 512;
-int iGPUHeightMask = 511;
-int GlobalTextIL = 0;
-int iTileCheat = 0;
-
-static uint32_t gpuDataM[256];
-static unsigned char gpuCommand = 0;
-static int gpuDataC = 0;
-static int gpuDataP = 0;
-
-VRAMLoad_t VRAMWrite;
-VRAMLoad_t VRAMRead;
-int iDataWriteMode;
-int iDataReadMode;
-
-int lClearOnSwap;
-int 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;
-float iScanlineColor[] = {0,0,0, 0.3}; // easy on the eyes.
-int lSelectedSlot=0;
-unsigned char * pGfxCardScreen=0;
-int iBlurBuffer=0;
-int iScanBlend=0;
-int iRenderFVR=0;
-int iNoScreenSaver=0;
-uint32_t ulGPUInfoVals[16];
-int iFakePrimBusy = 0;
-int iRumbleVal = 0;
-int iRumbleTime = 0;
-uint32_t vBlank=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)
-////////////////////////////////////////////////////////////////////////
-
-#ifdef _WINDOWS
-char * GetConfigInfos(HWND hW)
-#else
-char * GetConfigInfos(int hW)
-#endif
-{
-#ifdef _WINDOWS
- HDC hdc;HGLRC hglrc;
-#endif
- 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 (mod)\r\n",libraryName,version,revision,build);
- strcat(pB,szTxt);
- sprintf(szTxt,"Author: %s\r\n",PluginAuthor);
- strcat(pB,szTxt);
-
-#ifdef _WINDOWS
- if(hW)
- {
- hdc = GetDC(hW);
- bSetupPixelFormat(hdc);
- hglrc = wglCreateContext(hdc);
- wglMakeCurrent(hdc, hglrc);
- }
-#endif
-
- 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");
-
-#ifdef _WINDOWS
- if(hW)
- {
- wglMakeCurrent(NULL, NULL);
- wglDeleteContext(hglrc);
- ReleaseDC(hW,hdc);
- }
- //----------------------------------------------------//
-#endif
-
- 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 [%08x]\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;
-
-#ifdef _WINDOWS
- sprintf(szTxt,"snap\\pcsx%04d.txt",iNum);
-#else
- sprintf(szTxt,"%s/pcsx%04d.txt",getenv("HOME"),iNum);
-#endif
-
- 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];int size;
- unsigned char empty[2]={0,0};int i;
- unsigned int 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++;
-#ifdef _WINDOWS
- sprintf(filename,"snap/pcsx%04d.bmp",snapshotnr);
-#else
- sprintf(filename,"%s/pcsx%04d.bmp",getenv("HOME"),snapshotnr);
-#endif
- 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);
-#ifdef _WINDOWS
- MessageBeep((UINT)-1);
-#endif
-}
-
-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(uint32_t));
-
- // 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 int *)psxVub;
- psxVuw=(unsigned short *)psxVub;
- psxVul=(uint32_t *)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(uint32_t));
-
- 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;
- vBlank = 0;
-
- STATUSREG = 0x14802000;
- GPUIsIdle;
- GPUIsReadyForCommands;
-
- return 0;
-}
-
-////////////////////////////////////////////////////////////////////////
-// GPU OPEN: funcs to open up the gpu display (Windows)
-////////////////////////////////////////////////////////////////////////
-
-#ifdef _WINDOWS
-
-void ChangeDesktop() // change destop resolution
-{
- DEVMODE dv;long lRes,iTry=0;
-
- while(iTry<10) // keep on hammering...
- {
- memset(&dv,0,sizeof(DEVMODE));
- dv.dmSize=sizeof(DEVMODE);
- dv.dmBitsPerPel=iColDepth;
- dv.dmPelsWidth=iResX;
- dv.dmPelsHeight=iResY;
-
- dv.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
-
- lRes=ChangeDisplaySettings(&dv,0); // ...hammering the anvil
-
- if(lRes==DISP_CHANGE_SUCCESSFUL) return;
- iTry++;Sleep(10);
- }
-}
-
-////////////////////////////////////////////////////////////////////////
-// OPEN interface func: attention!
-// some emus are calling this func in their main Window thread,
-// but all other interface funcs (to draw stuff) in a different thread!
-// that's a problem, since OGL is thread safe! Therefore we cannot
-// initialize the OGL stuff right here, we simply set a "bIsFirstFrame = TRUE"
-// flag, to initialize OGL on the first real draw call.
-// btw, we also call this open func ourselfes, each time when the user
-// is changing between fullscreen/window mode (ENTER key)
-// btw part 2: in windows the plugin gets the window handle from the
-// main emu, and doesn't create it's own window (if it would do it,
-// some PAD or SPU plugins would not work anymore)
-////////////////////////////////////////////////////////////////////////
-
-HMENU hPSEMenu=NULL;
-
-long CALLBACK GPUopen(HWND hwndGPU)
-{
- HDC hdc;RECT r;DEVMODE dv;
-
- hWWindow = hwndGPU; // store hwnd globally
-
- InitKeyHandler(); // init key handler (subclass window)
-
- if(bChangeWinMode) // user wants to change fullscreen/window mode?
- {
- ReadWinSizeConfig(); // -> get sizes again
- }
- else // first real startup
- {
- ReadConfig(); // -> read config from registry
-
- SetFrameRateConfig(); // -> setup frame rate stuff
- }
-
- if(iNoScreenSaver) EnableScreenSaver(FALSE); // at least we can try
-
-
- memset(&dv,0,sizeof(DEVMODE));
- dv.dmSize=sizeof(DEVMODE);
- EnumDisplaySettings(NULL,ENUM_CURRENT_SETTINGS,&dv);
-
- bIsFirstFrame = TRUE; // flag: we have to init OGL later in windows!
-
- if(bWindowMode) // win mode?
- {
- DWORD dw=GetWindowLong(hWWindow, GWL_STYLE); // -> adjust wnd style (owndc needed by some stupid ogl drivers)
- dw&=~WS_THICKFRAME;
- dw|=WS_BORDER|WS_CAPTION|CS_OWNDC;
- SetWindowLong(hWWindow, GWL_STYLE, dw);
-
- hPSEMenu=GetMenu(hWWindow); // -> hide emu menu (if any)
- if(hPSEMenu!=NULL) SetMenu(hWWindow,NULL);
-
- iResX=LOWORD(iWinSize);iResY=HIWORD(iWinSize);
- ShowWindow(hWWindow,SW_SHOWNORMAL);
-
- MoveWindow(hWWindow, // -> center wnd
- GetSystemMetrics(SM_CXFULLSCREEN)/2-iResX/2,
- GetSystemMetrics(SM_CYFULLSCREEN)/2-iResY/2,
- iResX+GetSystemMetrics(SM_CXFIXEDFRAME)+3,
- iResY+GetSystemMetrics(SM_CYFIXEDFRAME)+GetSystemMetrics(SM_CYCAPTION)+3,
- TRUE);
- UpdateWindow(hWWindow); // -> let windows do some update
-
- if(dv.dmBitsPerPel==16 || dv.dmBitsPerPel==32) // -> overwrite user color info with desktop color info
- iColDepth=dv.dmBitsPerPel;
- }
- else // fullscreen mode:
- {
- if(dv.dmBitsPerPel!=(unsigned int)iColDepth || // -> check, if we have to change resolution
- dv.dmPelsWidth !=(unsigned int)iResX ||
- dv.dmPelsHeight!=(unsigned int)iResY)
- bChangeRes=TRUE; else bChangeRes=FALSE;
-
- if(bChangeRes) ChangeDesktop(); // -> change the res (had to do an own func because of some MS 'optimizations')
-
- SetWindowLong(hWWindow, GWL_STYLE, CS_OWNDC); // -> adjust wnd style as well (to be sure)
-
- hPSEMenu=GetMenu(hWWindow); // -> hide menu
- if(hPSEMenu!=NULL) SetMenu(hWWindow,NULL);
- ShowWindow(hWWindow,SW_SHOWMAXIMIZED); // -> max mode
- }
-
- rRatioRect.left = rRatioRect.top=0;
- rRatioRect.right = iResX;
- rRatioRect.bottom = iResY;
-
- r.left=r.top=0;r.right=iResX;r.bottom=iResY; // hack for getting a clean black window until OGL gets initialized
- hdc = GetDC(hWWindow);
- FillRect(hdc,&r,(HBRUSH)GetStockObject(BLACK_BRUSH));
- bSetupPixelFormat(hdc);
- ReleaseDC(hWWindow,hdc);
-
- bDisplayNotSet = TRUE;
- bSetClip=TRUE;
-
- SetFixes(); // setup game fixes
-
- InitializeTextureStore(); // init texture mem
-
-// lGPUstatusRet = 0x74000000;
-
-// with some emus, we could do the OGL init right here... oh my
-// if(bIsFirstFrame) GLinitialize();
-
- return 0;
-}
-
-#elif !defined (_MACGL)
-
-////////////////////////////////////////////////////////////////////////
-// 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;Atom delwindow;
- 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;
- }
-
- delwindow = XInternAtom(display,"WM_DELETE_WINDOW",0);
- XSetWMProtocols(display, window, &delwindow, 1);
-
- 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);
-
- // set the window layer for GNOME
- {
- XEvent xev;
-
- memset(&xev, 0, sizeof(xev));
- xev.xclient.type = ClientMessage;
- xev.xclient.serial = 0;
- xev.xclient.send_event = 1;
- xev.xclient.message_type = XInternAtom(display, "_NET_WM_STATE", 0);
- xev.xclient.window = window;
- xev.xclient.format = 32;
- xev.xclient.data.l[0] = 1;
- xev.xclient.data.l[1] = XInternAtom(display, "_NET_WM_STATE_FULLSCREEN", 0);
- xev.xclient.data.l[2] = 0;
- xev.xclient.data.l[3] = 0;
- xev.xclient.data.l[4] = 0;
-
- XSendEvent(display, RootWindow(display, DefaultScreen(display)), 0,
- SubstructureRedirectMask | SubstructureNotifyMask, &xev);
- }
- }
-}
-
-#endif // !defined(_MACGL)
-
-#ifndef _WINDOWS
-
-#if defined(_MACGL)
-extern char * pCaptionText;
-#endif
-
-////////////////////////////////////////////////////////////////////////
-
-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)
-
- #if defined (_MACGL)
- unsigned long display = ulInitDisplay();
- #else
- sysdep_create_display(); // create display
- #endif
-
- InitializeTextureStore(); // init texture mem
-
- rRatioRect.left = rRatioRect.top=0;
- rRatioRect.right = iResX;
- rRatioRect.bottom = iResY;
-
- GLinitialize(); // init opengl
-
- if(disp)
- {
- #if defined (_MACGL)
- *disp = display;
- #else
- *disp=(unsigned long *)display; // return display ID to main emu
- #endif
- }
-
- if(display) return 0;
- return -1;
-}
-
-#endif // ndef _WINDOWS
-
-
-
-////////////////////////////////////////////////////////////////////////
-// close
-////////////////////////////////////////////////////////////////////////
-
-#ifdef _WINDOWS
-
-long CALLBACK GPUclose() // WINDOWS CLOSE
-{
- ExitKeyHandler();
-
- GLcleanup(); // close OGL
-
- if(bChangeRes) // change res back
- ChangeDisplaySettings(NULL,0);
-
- if(hPSEMenu) // set menu again
- SetMenu(hWWindow,hPSEMenu);
-
- if(pGfxCardScreen) free(pGfxCardScreen); // free helper memory
- pGfxCardScreen=0;
-
- if(iNoScreenSaver) EnableScreenSaver(TRUE); // enable screen saver again
-
- return 0;
-}
-
-#else
-
-long GPUclose() // LINUX CLOSE
-{
- GLcleanup(); // close OGL
-
- if(pGfxCardScreen) free(pGfxCardScreen); // free helper memory
- pGfxCardScreen=0;
- #if defined (_MACGL)
- CloseDisplay();
- #else
- osd_close_display(); // destroy display
- #endif
- return 0;
-}
-
-#endif
-
-////////////////////////////////////////////////////////////////////////
-// 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;
-
-#ifdef _WINDOWS
- HDC hdc=GetDC(hWWindow); // windows:
- wglMakeCurrent(hdc,GLCONTEXT); // -> make context current again
-#endif
-#if defined (_MACGL)
- BringContextForward();
-#endif
- 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)
-#ifdef _WINDOWS
- SwapBuffers(wglGetCurrentDC()); // -> to skip or not to skip
-#elif defined(_MACGL)
- DoBufferSwap();
-#else
- glXSwapBuffers(display,window);
-#endif
- }
- 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)
-#ifdef _WINDOWS
- SwapBuffers(wglGetCurrentDC()); // -> swap
-#elif defined(_MACGL)
- DoBufferSwap();
-#else
- glXSwapBuffers(display,window);
-#endif
- }
-
- 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);
- }
-
-#ifdef _WINDOWS
- ReleaseDC(hWWindow,hdc); // ! important !
-#endif
-
- 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();
-
-#ifdef _WINDOWS
- { // windows:
- HDC hdc=GetDC(hWWindow);
- wglMakeCurrent(hdc,GLCONTEXT); // -> make current again
- if(iDrawnSomething)
- SwapBuffers(wglGetCurrentDC()); // -> swap
- ReleaseDC(hWWindow,hdc); // -> ! important !
- }
-#elif defined (_MACGL)
-if (iDrawnSomething){
- DoBufferSwap();
- }
-#else
- if(iDrawnSomething) // linux:
- glXSwapBuffers(display,window);
-#endif
-
- if(iBlurBuffer) UnBlurBackBuffer();
-}
-
-////////////////////////////////////////////////////////////////////////
-// check if update needed
-////////////////////////////////////////////////////////////////////////
-
-void ChangeDispOffsetsX(void) // CENTER X
-{
- int lx,l;short sO;
-
- if(!PSXDisplay.Range.x1) return; // some range given?
-
- l=PSXDisplay.DisplayMode.x;
-
- l*=(int)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)
-}
-
-////////////////////////////////////////////////////////////////////////
-// window mode <-> fullscreen mode (windows)
-////////////////////////////////////////////////////////////////////////
-
-#ifdef _WINDOWS
-void ChangeWindowMode(void)
- {
- GPUclose();
- bWindowMode=!bWindowMode;
- GPUopen(hWWindow);
- bChangeWinMode=FALSE;
- }
-#endif
-
-////////////////////////////////////////////////////////////////////////
-// 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?
- {
- STATUSREG^=0x80000000;
- 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();
- }
-
-#if defined(_WINDOWS) || defined(_MACGL)
- if(bChangeWinMode) ChangeWindowMode();
-#endif
-}
-
-////////////////////////////////////////////////////////////////////////
-// process read request from GPU status register
-////////////////////////////////////////////////////////////////////////
-
-uint32_t 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 | (vBlank ? 0x80000000 : 0 );;
-}
-
-////////////////////////////////////////////////////////////////////////
-// processes data send to GPU status register
-// these are always single packet commands.
-////////////////////////////////////////////////////////////////////////
-
-void CALLBACK GPUwriteStatus(uint32_t gdata)
-{
- uint32_t lCommand=(gdata>>24)&0xff;
-
-#ifdef _WINDOWS
- if(bIsFirstFrame) GLinitialize(); // real ogl startup (needed by some emus)
-#endif
-
- ulStatusControl[lCommand]=gdata;
-
- switch(lCommand)
- {
- //--------------------------------------------------//
- // reset gpu
- case 0x00:
- memset(ulGPUInfoVals, 0x00, 16 * sizeof(uint32_t));
- 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(uint32_t *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=(uint32_t)*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|=(uint32_t)(*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;
-}
-
-uint32_t CALLBACK GPUreadData(void)
-{
- uint32_t 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(uint32_t *pMem, int iSize)
-{
- unsigned char command;
- uint32_t 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)|(((uint32_t)(*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(uint32_t gdata)
-{
- GPUwriteDataMem(&gdata,1);
-}
-
-////////////////////////////////////////////////////////////////////////
-// call config dlg
-////////////////////////////////////////////////////////////////////////
-
-#ifdef _WINDOWS
-
-long CALLBACK GPUconfigure(void)
-{
- HWND hWP=GetActiveWindow();
- DialogBox(hInst,MAKEINTRESOURCE(IDD_CFGDLG),
- hWP,(DLGPROC)CfgDlgProc);
-
- return 0;
-}
-
-#elif defined(_MACGL)
-long CALLBACK GPUconfigure(void)
-{
- DlgProc();
- return 0;
-}
-#else
-
-void StartCfgTool(char *arg) // linux: start external cfg tool
-{
- char cfg[256];
- struct stat buf;
-
- strcpy(cfg, "./cfgpeopsxgl");
- if (stat(cfg, &buf) != -1) {
- if (fork() == 0) {
- execl(cfg, "cfgpeopsxgl", arg, NULL);
- exit(0);
- }
- return;
- }
-
- strcpy(cfg, "./cfg/cfgpeopsxgl");
- if (stat(cfg, &buf) != -1) {
- if (fork() == 0) {
- execl(cfg, "cfgpeopsxgl", arg, NULL);
- exit(0);
- }
- return;
- }
-
- sprintf(cfg, "%s/.pcsx/plugins/cfg/cfgpeopsxgl", getenv("HOME"));
- if (stat(cfg, &buf) != -1) {
- if (fork() == 0) {
- execl(cfg, "cfgpeopsxgl", arg, NULL);
- exit(0);
- }
- return;
- }
-
- printf("ERROR: cfgpeopsxgl file not found!\n");
-}
-
-long CALLBACK GPUconfigure(void)
-{
- StartCfgTool("CFG");
- return 0;
-}
-
-#endif // def _WINDOWS / _MACGL
-
-////////////////////////////////////////////////////////////////////////
-// 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)
-////////////////////////////////////////////////////////////////////////
-
-uint32_t lUsedAddr[3];
-
-__inline BOOL CheckForEndlessLoop(uint32_t 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(uint32_t *baseAddrL, uint32_t addr)
-{
- uint32_t 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)
-{
-#ifdef _WINDOWS
- HWND hWP=GetActiveWindow(); // to be sure
- DialogBox(hInst,MAKEINTRESOURCE(IDD_DIALOG_ABOUT),
- hWP,(DLGPROC)AboutDlgProc);
-#elif defined(_MACGL)
-
- AboutDlgProc();
-#else
-
- StartCfgTool("ABOUT");
-
-#endif
-}
-
-////////////////////////////////////////////////////////////////////////
-// 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 GPUFREEZETAG
-{
- uint32_t ulFreezeVersion; // should be always 1 for now (set by main emu)
- uint32_t ulStatus; // current gpu status
- uint32_t ulControl[256]; // latest control register values
- unsigned char psxVRam[1024*1024*2]; // current VRam image (full 2 MB for ZN)
-} GPUFreeze_t;
-
-////////////////////////////////////////////////////////////////////////
-
-long CALLBACK GPUfreeze(uint32_t ulGetFreezeData,GPUFreeze_t * pF)
-{
- if(ulGetFreezeData==2)
- {
- int lSlotNum=*((int *)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(uint32_t));
- memcpy(pF->psxVRam, psxVub, 1024*iGPUHeight*2);
-
- return 1;
- }
-
- if(ulGetFreezeData!=0) return 0;
-
- STATUSREG=pF->ulStatus;
- memcpy(ulStatusControl,pF->ulControl,256*sizeof(uint32_t));
- 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(uint32_t dwFixBits)
-{
- dwEmuFixes=dwFixBits;
-}
-
-////////////////////////////////////////////////////////////////////////
-
-void CALLBACK GPUvisualVibration(uint32_t iSmall, uint32_t 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(uint32_t dwFlags)
-{
- dwCoreFlags=dwFlags;
-}
-
-void CALLBACK GPUvBlank( int val )
-{
- vBlank = val;
-}
+/*************************************************************************** + 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" + +#if !defined(_MACGL) && !defined(_WINDOWS) + +#include "config.h" + +#ifndef NOVMODE +#include <X11/extensions/xf86vmode.h> +static XF86VidModeModeInfo **modes=0; +static int iOldMode=0; +#endif + +#endif + +#define _IN_GPU + +#include "externals.h" +#include "psemu_plugin_defs.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" +#ifdef _WINDOWS +#include "resource.h" +#include "ssave.h" +#endif + +//////////////////////////////////////////////////////////////////////// +// 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 = N_("OpenGL Driver"); + +static char *PluginAuthor = N_("Pete Bernert"); +#if 0 +static char *libraryInfo = N_("Based on P.E.Op.S. MesaGL Driver V1.78\nCoded by Pete Bernert\n"); +#endif + +//////////////////////////////////////////////////////////////////////// +// 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; +uint32_t *psxVul; +signed int *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; + +uint32_t ulStatusControl[256]; + +//////////////////////////////////////////////////////////////////////// +// global GPU vars +//////////////////////////////////////////////////////////////////////// + +static int GPUdataRet; +int lGPUstatusRet; +char szDispBuf[64]; + +uint32_t dwGPUVersion = 0; +int iGPUHeight = 512; +int iGPUHeightMask = 511; +int GlobalTextIL = 0; +int iTileCheat = 0; + +static uint32_t gpuDataM[256]; +static unsigned char gpuCommand = 0; +static int gpuDataC = 0; +static int gpuDataP = 0; + +VRAMLoad_t VRAMWrite; +VRAMLoad_t VRAMRead; +int iDataWriteMode; +int iDataReadMode; + +int lClearOnSwap; +int 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; +float iScanlineColor[] = {0,0,0, 0.3}; // easy on the eyes. +int lSelectedSlot=0; +unsigned char * pGfxCardScreen=0; +int iBlurBuffer=0; +int iScanBlend=0; +int iRenderFVR=0; +int iNoScreenSaver=0; +uint32_t ulGPUInfoVals[16]; +int iFakePrimBusy = 0; +int iRumbleVal = 0; +int iRumbleTime = 0; +uint32_t vBlank=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; +} + +#if 0 +char * GPUgetLibInfos(void) +{ + return _(libraryInfo); +} +#endif + +//////////////////////////////////////////////////////////////////////// +// snapshot funcs (saves screen to bitmap / text infos into file) +//////////////////////////////////////////////////////////////////////// + +#ifdef _WINDOWS +static char * GetConfigInfos(HWND hW) +#else +static char * GetConfigInfos(int hW) +#endif +{ +#ifdef _WINDOWS + HDC hdc;HGLRC hglrc; +#endif + 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 (mod)\r\n",libraryName,version,revision,build); + strcat(pB,szTxt); + sprintf(szTxt,"Author: %s\r\n",PluginAuthor); + strcat(pB,szTxt); + +#ifdef _WINDOWS + if(hW) + { + hdc = GetDC(hW); + bSetupPixelFormat(hdc); + hglrc = wglCreateContext(hdc); + wglMakeCurrent(hdc, hglrc); + } +#endif + + 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"); + +#ifdef _WINDOWS + if(hW) + { + wglMakeCurrent(NULL, NULL); + wglDeleteContext(hglrc); + ReleaseDC(hW,hdc); + } + //----------------------------------------------------// +#endif + + 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 [%08x]\r\n",szO[bUseFixes],dwCfgFixes); + strcat(pB,szTxt); + //----------------------------------------------------// + return pB; +} + +//////////////////////////////////////////////////////////////////////// +// save text infos to file +//////////////////////////////////////////////////////////////////////// + +static void DoTextSnapShot(int iNum) +{ + FILE *txtfile;char szTxt[256];char * pB; + +#ifdef _WINDOWS + sprintf(szTxt,"snap\\pcsx%04d.txt",iNum); +#else + sprintf(szTxt,"%s/pcsx%04d.txt",getenv("HOME"),iNum); +#endif + + if((txtfile=fopen(szTxt,"wb"))==NULL) + return; + + pB=GetConfigInfos(0); + if(pB) + { + if(fwrite(pB,strlen(pB),1,txtfile) != 1) { + free(pB); + fclose(txtfile); + remove(szTxt); + return; + } + 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];int size; + unsigned char empty[2]={0,0};int i; + unsigned int 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++; +#ifdef _WINDOWS + sprintf(filename,"snap/pcsx%04d.bmp",snapshotnr); +#else + sprintf(filename,"%s/pcsx%04d.bmp",getenv("HOME"),snapshotnr); +#endif + 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;} + + if(fwrite(header,0x36,1,bmpfile) != 1) { + free(snapshotdumpmem); + fclose(bmpfile); + remove(filename); + return; + } + + 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;} + + if(fwrite(snapshotdumpmem,size*3,1,bmpfile) != 1 || + fwrite(empty,0x2,1,bmpfile) != 1) { + free(snapshotdumpmem); + fclose(bmpfile); + remove(filename); + return; + } + fclose(bmpfile); + free(snapshotdumpmem); + + DoTextSnapShot(snapshotnr); +#ifdef _WINDOWS + MessageBeep((UINT)-1); +#endif +} + +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(uint32_t)); + + // 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 int *)psxVub; + psxVuw=(unsigned short *)psxVub; + psxVul=(uint32_t *)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(uint32_t)); + + 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; + vBlank = 0; + + STATUSREG = 0x14802000; + GPUIsIdle; + GPUIsReadyForCommands; + + return 0; +} + +//////////////////////////////////////////////////////////////////////// +// GPU OPEN: funcs to open up the gpu display (Windows) +//////////////////////////////////////////////////////////////////////// + +#ifdef _WINDOWS + +void ChangeDesktop() // change destop resolution +{ + DEVMODE dv;long lRes,iTry=0; + + while(iTry<10) // keep on hammering... + { + memset(&dv,0,sizeof(DEVMODE)); + dv.dmSize=sizeof(DEVMODE); + dv.dmBitsPerPel=iColDepth; + dv.dmPelsWidth=iResX; + dv.dmPelsHeight=iResY; + + dv.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; + + lRes=ChangeDisplaySettings(&dv,0); // ...hammering the anvil + + if(lRes==DISP_CHANGE_SUCCESSFUL) return; + iTry++;Sleep(10); + } +} + +//////////////////////////////////////////////////////////////////////// +// OPEN interface func: attention! +// some emus are calling this func in their main Window thread, +// but all other interface funcs (to draw stuff) in a different thread! +// that's a problem, since OGL is thread safe! Therefore we cannot +// initialize the OGL stuff right here, we simply set a "bIsFirstFrame = TRUE" +// flag, to initialize OGL on the first real draw call. +// btw, we also call this open func ourselfes, each time when the user +// is changing between fullscreen/window mode (ENTER key) +// btw part 2: in windows the plugin gets the window handle from the +// main emu, and doesn't create it's own window (if it would do it, +// some PAD or SPU plugins would not work anymore) +//////////////////////////////////////////////////////////////////////// + +HMENU hPSEMenu=NULL; + +long CALLBACK GPUopen(HWND hwndGPU) +{ + HDC hdc;RECT r;DEVMODE dv; + + hWWindow = hwndGPU; // store hwnd globally + + InitKeyHandler(); // init key handler (subclass window) + + if(bChangeWinMode) // user wants to change fullscreen/window mode? + { + ReadWinSizeConfig(); // -> get sizes again + } + else // first real startup + { + ReadConfig(); // -> read config from registry + + SetFrameRateConfig(); // -> setup frame rate stuff + } + + if(iNoScreenSaver) EnableScreenSaver(FALSE); // at least we can try + + + memset(&dv,0,sizeof(DEVMODE)); + dv.dmSize=sizeof(DEVMODE); + EnumDisplaySettings(NULL,ENUM_CURRENT_SETTINGS,&dv); + + bIsFirstFrame = TRUE; // flag: we have to init OGL later in windows! + + if(bWindowMode) // win mode? + { + DWORD dw=GetWindowLong(hWWindow, GWL_STYLE); // -> adjust wnd style (owndc needed by some stupid ogl drivers) + dw&=~WS_THICKFRAME; + dw|=WS_BORDER|WS_CAPTION|CS_OWNDC; + SetWindowLong(hWWindow, GWL_STYLE, dw); + + hPSEMenu=GetMenu(hWWindow); // -> hide emu menu (if any) + if(hPSEMenu!=NULL) SetMenu(hWWindow,NULL); + + iResX=LOWORD(iWinSize);iResY=HIWORD(iWinSize); + ShowWindow(hWWindow,SW_SHOWNORMAL); + + MoveWindow(hWWindow, // -> center wnd + GetSystemMetrics(SM_CXFULLSCREEN)/2-iResX/2, + GetSystemMetrics(SM_CYFULLSCREEN)/2-iResY/2, + iResX+GetSystemMetrics(SM_CXFIXEDFRAME)+3, + iResY+GetSystemMetrics(SM_CYFIXEDFRAME)+GetSystemMetrics(SM_CYCAPTION)+3, + TRUE); + UpdateWindow(hWWindow); // -> let windows do some update + + if(dv.dmBitsPerPel==16 || dv.dmBitsPerPel==32) // -> overwrite user color info with desktop color info + iColDepth=dv.dmBitsPerPel; + } + else // fullscreen mode: + { + if(dv.dmBitsPerPel!=(unsigned int)iColDepth || // -> check, if we have to change resolution + dv.dmPelsWidth !=(unsigned int)iResX || + dv.dmPelsHeight!=(unsigned int)iResY) + bChangeRes=TRUE; else bChangeRes=FALSE; + + if(bChangeRes) ChangeDesktop(); // -> change the res (had to do an own func because of some MS 'optimizations') + + SetWindowLong(hWWindow, GWL_STYLE, CS_OWNDC); // -> adjust wnd style as well (to be sure) + + hPSEMenu=GetMenu(hWWindow); // -> hide menu + if(hPSEMenu!=NULL) SetMenu(hWWindow,NULL); + ShowWindow(hWWindow,SW_SHOWMAXIMIZED); // -> max mode + } + + rRatioRect.left = rRatioRect.top=0; + rRatioRect.right = iResX; + rRatioRect.bottom = iResY; + + r.left=r.top=0;r.right=iResX;r.bottom=iResY; // hack for getting a clean black window until OGL gets initialized + hdc = GetDC(hWWindow); + FillRect(hdc,&r,(HBRUSH)GetStockObject(BLACK_BRUSH)); + bSetupPixelFormat(hdc); + ReleaseDC(hWWindow,hdc); + + bDisplayNotSet = TRUE; + bSetClip=TRUE; + + SetFixes(); // setup game fixes + + InitializeTextureStore(); // init texture mem + +// lGPUstatusRet = 0x74000000; + +// with some emus, we could do the OGL init right here... oh my +// if(bIsFirstFrame) GLinitialize(); + + return 0; +} + +#elif !defined (_MACGL) + +//////////////////////////////////////////////////////////////////////// +// 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; + +//////////////////////////////////////////////////////////////////////// + +static 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 + } +} + +//////////////////////////////////////////////////////////////////////// + +static 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;Atom delwindow; + 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,(char *)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; + } + + delwindow = XInternAtom(display,"WM_DELETE_WINDOW",0); + XSetWMProtocols(display, window, &delwindow, 1); + + 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); + + // set the window layer for GNOME + { + XEvent xev; + + memset(&xev, 0, sizeof(xev)); + xev.xclient.type = ClientMessage; + xev.xclient.serial = 0; + xev.xclient.send_event = 1; + xev.xclient.message_type = XInternAtom(display, "_NET_WM_STATE", 0); + xev.xclient.window = window; + xev.xclient.format = 32; + xev.xclient.data.l[0] = 1; + xev.xclient.data.l[1] = XInternAtom(display, "_NET_WM_STATE_FULLSCREEN", 0); + xev.xclient.data.l[2] = 0; + xev.xclient.data.l[3] = 0; + xev.xclient.data.l[4] = 0; + + XSendEvent(display, RootWindow(display, DefaultScreen(display)), 0, + SubstructureRedirectMask | SubstructureNotifyMask, &xev); + } + } +} + +#endif // !defined(_MACGL) + +#ifndef _WINDOWS + +#if defined(_MACGL) +extern char * pCaptionText; +#endif + +//////////////////////////////////////////////////////////////////////// + +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) + + #if defined (_MACGL) + unsigned long display = ulInitDisplay(); + #else + sysdep_create_display(); // create display + #endif + + InitializeTextureStore(); // init texture mem + + rRatioRect.left = rRatioRect.top=0; + rRatioRect.right = iResX; + rRatioRect.bottom = iResY; + + GLinitialize(); // init opengl + + if(disp) + { + *disp = display; + } + + if(display) return 0; + return -1; +} + +#endif // ndef _WINDOWS + + + +//////////////////////////////////////////////////////////////////////// +// close +//////////////////////////////////////////////////////////////////////// + +#ifdef _WINDOWS + +long CALLBACK GPUclose() // WINDOWS CLOSE +{ + ExitKeyHandler(); + + GLcleanup(); // close OGL + + if(bChangeRes) // change res back + ChangeDisplaySettings(NULL,0); + + if(hPSEMenu) // set menu again + SetMenu(hWWindow,hPSEMenu); + + if(pGfxCardScreen) free(pGfxCardScreen); // free helper memory + pGfxCardScreen=0; + + if(iNoScreenSaver) EnableScreenSaver(TRUE); // enable screen saver again + + return 0; +} + +#else + +long GPUclose() // LINUX CLOSE +{ + GLcleanup(); // close OGL + + if(pGfxCardScreen) free(pGfxCardScreen); // free helper memory + pGfxCardScreen=0; + #if defined (_MACGL) + CloseDisplay(); + #else + osd_close_display(); // destroy display + #endif + return 0; +} + +#endif + +//////////////////////////////////////////////////////////////////////// +// 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 +//////////////////////////////////////////////////////////////////////// + +static 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 +//////////////////////////////////////////////////////////////////////// + +static __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 +//////////////////////////////////////////////////////////////////////// + +static 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) +//////////////////////////////////////////////////////////////////////// + +static 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 + +static 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; + +#ifdef _WINDOWS + HDC hdc=GetDC(hWWindow); // windows: + wglMakeCurrent(hdc,GLCONTEXT); // -> make context current again +#endif +#if defined (_MACGL) + BringContextForward(); +#endif + 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) +#ifdef _WINDOWS + SwapBuffers(wglGetCurrentDC()); // -> to skip or not to skip +#elif defined(_MACGL) + DoBufferSwap(); +#else + glXSwapBuffers(display,window); +#endif + } + 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) +#ifdef _WINDOWS + SwapBuffers(wglGetCurrentDC()); // -> swap +#elif defined(_MACGL) + DoBufferSwap(); +#else + glXSwapBuffers(display,window); +#endif + } + + 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); + } + +#ifdef _WINDOWS + ReleaseDC(hWWindow,hdc); // ! important ! +#endif + + 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(); + +#ifdef _WINDOWS + { // windows: + HDC hdc=GetDC(hWWindow); + wglMakeCurrent(hdc,GLCONTEXT); // -> make current again + if(iDrawnSomething) + SwapBuffers(wglGetCurrentDC()); // -> swap + ReleaseDC(hWWindow,hdc); // -> ! important ! + } +#elif defined (_MACGL) +if (iDrawnSomething){ + DoBufferSwap(); + } +#else + if(iDrawnSomething) // linux: + glXSwapBuffers(display,window); +#endif + + if(iBlurBuffer) UnBlurBackBuffer(); +} + +//////////////////////////////////////////////////////////////////////// +// check if update needed +//////////////////////////////////////////////////////////////////////// + +static void ChangeDispOffsetsX(void) // CENTER X +{ + int lx,l;short sO; + + if(!PSXDisplay.Range.x1) return; // some range given? + + l=PSXDisplay.DisplayMode.x; + + l*=(int)PSXDisplay.Range.x1; // some funky calculation + l/=2560;lx=l;l&=0xfffffff8; + + if(l==PreviousPSXDisplay.Range.x1) return; // some change? + + sO=PreviousPSXDisplay.Range.x0; // store old + + if(lx>=PSXDisplay.DisplayMode.x) // range bigger? + { + PreviousPSXDisplay.Range.x1= // -> take display width + PSXDisplay.DisplayMode.x; + PreviousPSXDisplay.Range.x0=0; // -> start pos is 0 + } + else // range smaller? center it + { + PreviousPSXDisplay.Range.x1=l; // -> store width (8 pixel aligned) + PreviousPSXDisplay.Range.x0= // -> calc start pos + (PSXDisplay.Range.x0-500)/8; + if(PreviousPSXDisplay.Range.x0<0) // -> we don't support neg. values yet + PreviousPSXDisplay.Range.x0=0; + + if((PreviousPSXDisplay.Range.x0+lx)> // -> uhuu... that's too much + PSXDisplay.DisplayMode.x) + { + PreviousPSXDisplay.Range.x0= // -> adjust start + PSXDisplay.DisplayMode.x-lx; + PreviousPSXDisplay.Range.x1+=lx-l; // -> adjust width + } + } + + if(sO!=PreviousPSXDisplay.Range.x0) // something changed? + { + bDisplayNotSet=TRUE; // -> recalc display stuff + } +} + +//////////////////////////////////////////////////////////////////////// + +static void ChangeDispOffsetsY(void) // CENTER Y +{ + int iT;short sO; // store previous y size + + if(PSXDisplay.PAL) iT=48; else iT=28; // different offsets on PAL/NTSC + + if(PSXDisplay.Range.y0>=iT) // crossed the security line? :) + { + PreviousPSXDisplay.Range.y1= // -> store width + PSXDisplay.DisplayModeNew.y; + + sO=(PSXDisplay.Range.y0-iT-4)*PSXDisplay.Double; // -> calc offset + if(sO<0) sO=0; + + PSXDisplay.DisplayModeNew.y+=sO; // -> add offset to y size, too + } + else sO=0; // else no offset + + if(sO!=PreviousPSXDisplay.Range.y0) // something changed? + { + PreviousPSXDisplay.Range.y0=sO; + bDisplayNotSet=TRUE; // -> recalc display stuff + } +} + +//////////////////////////////////////////////////////////////////////// +// 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 +//////////////////////////////////////////////////////////////////////// + +static void updateDisplayIfChanged(void) +{ + BOOL bUp; + + if ((PSXDisplay.DisplayMode.y == PSXDisplay.DisplayModeNew.y) && + (PSXDisplay.DisplayMode.x == PSXDisplay.DisplayModeNew.x)) + { + if((PSXDisplay.RGB24 == PSXDisplay.RGB24New) && + (PSXDisplay.Interlaced == PSXDisplay.InterlacedNew)) + return; // nothing has changed? fine, no swap buffer needed + } + else // some res change? + { + glLoadIdentity(); + 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) +} + +//////////////////////////////////////////////////////////////////////// +// window mode <-> fullscreen mode (windows) +//////////////////////////////////////////////////////////////////////// + +#ifdef _WINDOWS +void ChangeWindowMode(void) + { + GPUclose(); + bWindowMode=!bWindowMode; + GPUopen(hWWindow); + bChangeWinMode=FALSE; + } +#endif + +//////////////////////////////////////////////////////////////////////// +// swap update check (called by psx vsync function) +//////////////////////////////////////////////////////////////////////// + +static 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? + { + STATUSREG^=0x80000000; + 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(); + } + +#if defined(_WINDOWS) || defined(_MACGL) + if(bChangeWinMode) ChangeWindowMode(); +#endif +} + +//////////////////////////////////////////////////////////////////////// +// process read request from GPU status register +//////////////////////////////////////////////////////////////////////// + +uint32_t 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 | (vBlank ? 0x80000000 : 0 );; +} + +//////////////////////////////////////////////////////////////////////// +// processes data send to GPU status register +// these are always single packet commands. +//////////////////////////////////////////////////////////////////////// + +void CALLBACK GPUwriteStatus(uint32_t gdata) +{ + uint32_t lCommand=(gdata>>24)&0xff; + +#ifdef _WINDOWS + if(bIsFirstFrame) GLinitialize(); // real ogl startup (needed by some emus) +#endif + + ulStatusControl[lCommand]=gdata; + + switch(lCommand) + { + //--------------------------------------------------// + // reset gpu + case 0x00: + memset(ulGPUInfoVals, 0x00, 16 * sizeof(uint32_t)); + 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; + +static __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; +} + +static __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(uint32_t *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=(uint32_t)*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|=(uint32_t)(*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; +} + +uint32_t CALLBACK GPUreadData(void) +{ + uint32_t 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(uint32_t *pMem, int iSize) +{ + unsigned char command; + uint32_t 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)|(((uint32_t)(*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(uint32_t gdata) +{ + GPUwriteDataMem(&gdata,1); +} + +//////////////////////////////////////////////////////////////////////// +// call config dlg +//////////////////////////////////////////////////////////////////////// + +#ifdef _WINDOWS + +long CALLBACK GPUconfigure(void) +{ + HWND hWP=GetActiveWindow(); + DialogBox(hInst,MAKEINTRESOURCE(IDD_CFGDLG), + hWP,(DLGPROC)CfgDlgProc); + + return 0; +} + +#elif defined(_MACGL) +long CALLBACK GPUconfigure(void) +{ + DlgProc(); + return 0; +} +#else + +static void StartCfgTool(char *arg) // linux: start external cfg tool +{ + char cfg[256]; + struct stat buf; + + strcpy(cfg, "./cfgpeopsxgl"); + if (stat(cfg, &buf) != -1) { + if (fork() == 0) { + execl(cfg, "cfgpeopsxgl", arg, NULL); + exit(0); + } + return; + } + + strcpy(cfg, "./cfg/cfgpeopsxgl"); + if (stat(cfg, &buf) != -1) { + if (fork() == 0) { + execl(cfg, "cfgpeopsxgl", arg, NULL); + exit(0); + } + return; + } + + sprintf(cfg, "%s/.pcsx/plugins/cfg/cfgpeopsxgl", getenv("HOME")); + if (stat(cfg, &buf) != -1) { + if (fork() == 0) { + execl(cfg, "cfgpeopsxgl", arg, NULL); + exit(0); + } + return; + } + + printf("ERROR: cfgpeopsxgl file not found!\n"); +} + +long CALLBACK GPUconfigure(void) +{ + StartCfgTool("CFG"); + return 0; +} + +#endif // def _WINDOWS / _MACGL + +//////////////////////////////////////////////////////////////////////// +// 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) +//////////////////////////////////////////////////////////////////////// + +uint32_t lUsedAddr[3]; + +static __inline BOOL CheckForEndlessLoop(uint32_t 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(uint32_t *baseAddrL, uint32_t addr) +{ + uint32_t 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) +{ +#ifdef _WINDOWS + HWND hWP=GetActiveWindow(); // to be sure + DialogBox(hInst,MAKEINTRESOURCE(IDD_DIALOG_ABOUT), + hWP,(DLGPROC)AboutDlgProc); +#elif defined(_MACGL) + + AboutDlgProc(); +#else + + StartCfgTool("ABOUT"); + +#endif +} + +//////////////////////////////////////////////////////////////////////// +// 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 +//////////////////////////////////////////////////////////////////////// + +long CALLBACK GPUfreeze(uint32_t ulGetFreezeData,GPUFreeze_t * pF) +{ + if(ulGetFreezeData==2) + { + int lSlotNum=*((int *)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(uint32_t)); + memcpy(pF->psxVRam, psxVub, 1024*iGPUHeight*2); + + return 1; + } + + if(ulGetFreezeData!=0) return 0; + + STATUSREG=pF->ulStatus; + memcpy(ulStatusControl,pF->ulControl,256*sizeof(uint32_t)); + 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 +} +}; + +//////////////////////////////////////////////////////////////////////// + +static 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;} +} + +//////////////////////////////////////////////////////////////////////// + +long 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; + } + return 0; +} + +//////////////////////////////////////////////////////////////////////// + +long CALLBACK GPUshowScreenPic(unsigned char * pMem) +{ + DestroyPic(); + if(pMem==0) return 0; + CreatePic(pMem); + return 0; +} + +//////////////////////////////////////////////////////////////////////// + +#if 0 +void CALLBACK GPUsetfix(uint32_t dwFixBits) +{ + dwEmuFixes=dwFixBits; +} +#endif + +//////////////////////////////////////////////////////////////////////// + +void CALLBACK GPUvisualVibration(uint32_t iSmall, uint32_t 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) +//////////////////////////////////////////////////////////////////////// + +#if 0 +void CALLBACK GPUdisplayFlags(uint32_t dwFlags) +{ + dwCoreFlags=dwFlags; +} +#endif + +void CALLBACK GPUvBlank( int val ) +{ + vBlank = val; +} |
