pcsxr/plugins/peopsxgl/gpu.c

3624 lines
101 KiB
C
Executable File

/***************************************************************************
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)
#include "drawgl.h"
#elif !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"
#include "gte_accuracy.h"
#include "pgxp_gpu.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)
#elif defined(_MACOSX)
#ifdef PCSXRCORE
__private_extern char* Pcsxr_locale_text(char* toloc);
#define _(String) Pcsxr_locale_text(String)
#define N_(String) String
#else
#ifndef PCSXRPLUG
#warning please define the plug being built to use Mac OS X localization!
#define _(msgid) msgid
#define N_(msgid) msgid
#else
//Kludge to get the preprocessor to accept PCSXRPLUG as a variable.
#define PLUGLOC_x(x,y) x ## y
#define PLUGLOC_y(x,y) PLUGLOC_x(x,y)
#define PLUGLOC PLUGLOC_y(PCSXRPLUG,_locale_text)
__private_extern char* PLUGLOC(char* toloc);
#define _(String) PLUGLOC(String)
#define N_(String) String
#endif
#endif
#else
#define _(x) (x)
#define N_(x) (x)
#endif
#ifdef _MACGL
#include "drawgl.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");
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, 0.3f}; // 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\\pcsxr%04d.txt",iNum);
#else
sprintf(szTxt,"%s/pcsxr%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/pcsxr%04d.bmp",snapshotnr);
#else
sprintf(filename,"%s/pcsxr%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
resetGteVertices();
// 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;
XClassHint* classHint;
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("%s", "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_left_ptr);
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=ExposureMask |
VisibilityChangeMask |
FocusChangeMask |
KeyPressMask | KeyReleaseMask |
ButtonPressMask | ButtonReleaseMask |
PointerMotionMask;
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 | CWEventMask,
&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)
pCaptionText = "Pete MesaGL PSX Gpu";
// set the WM_NAME and WM_CLASS of the window
// set the titlebar name
XStoreName(display, window, pCaptionText);
// set the name and class hints for the window manager to use
classHint = XAllocClassHint();
if(classHint)
{
classHint->res_name = pCaptionText;
classHint->res_class = pCaptionText;
}
XSetClassHint(display, window, classHint);
XFree(classHint);
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);
}
XMapRaised(display,window);
XClearWindow(display,window);
XWindowEvent(display,window,ExposureMask,&event);
glXMakeCurrent(display,window,cx);
/*
printf("%s", glGetString(GL_VENDOR));
printf("\n");
printf("%s", 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;
#if !defined (_MACGL)
pConfigFile=CfgFile;
#endif
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
////////////////////////////////////////////////////////////////////////
static __inline void XPRIMdrawTexturedQuad(OGLVertex* vertex1, OGLVertex* vertex2,
OGLVertex* vertex3, OGLVertex* vertex4)
{
glBegin(GL_QUAD_STRIP);
glTexCoord2fv(&vertex1->sow);
PGXP_glVertexfv(&vertex1->x);
glTexCoord2fv(&vertex2->sow);
PGXP_glVertexfv(&vertex2->x);
glTexCoord2fv(&vertex4->sow);
PGXP_glVertexfv(&vertex4->x);
glTexCoord2fv(&vertex3->sow);
PGXP_glVertexfv(&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);
//PGXP_SetMatrix(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,resx,resy;RECT r;
if(!PSXDisplay.DisplayModeNew.x) return;
if(!PSXDisplay.DisplayModeNew.y) return;
resx = bForceRatio43 ? 640.0f : (float)PSXDisplay.DisplayModeNew.x;
resy = bForceRatio43 ? 480.0f : (float)PSXDisplay.DisplayModeNew.y;
xs=(float)iResX/resx;
ys=(float)iResY/resy;
s=min(xs,ys);
r.right =(int)(resx*s);
r.bottom=(int)(resy*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);
// PGXP_SetMatrix(0, PSXDisplay.DisplayModeNew.x, 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;
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++;
// Write odd pixel - Wrap from beginning to next index if going past GPU width
if(VRAMWrite.Width+VRAMWrite.x-VRAMWrite.RowsRemaining >= 1024) {
*((VRAMWrite.ImagePtr++)-1024) = (unsigned short)gdata;
} else { *VRAMWrite.ImagePtr++ = (unsigned short)gdata;}
if(VRAMWrite.ImagePtr>=psxVuw_eom) VRAMWrite.ImagePtr-=iGPUHeight*1024;// Check if went past framebuffer
VRAMWrite.RowsRemaining --;
// Check if end at odd pixel drawn
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;
}
// Write even pixel - Wrap from beginning to next index if going past GPU width
if(VRAMWrite.Width+VRAMWrite.x-VRAMWrite.RowsRemaining >= 1024) {
*((VRAMWrite.ImagePtr++)-1024) = (unsigned short)(gdata>>16);
} else *VRAMWrite.ImagePtr++ = (unsigned short)(gdata>>16);
if(VRAMWrite.ImagePtr>=psxVuw_eom) VRAMWrite.ImagePtr-=iGPUHeight*1024;// Check if went past framebuffer
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;
for (unsigned int i = 0; i < 4; i++) //iCB: remove stale vertex data
{
vertex[i].x = vertex[i].y = 0.f;
vertex[i].z = 0.95f;
vertex[i].w = 1.f;
vertex[i].PGXP_flag = 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) {
int pid = fork();
if (pid == 0) {
if (fork() == 0) {
execl(cfg, "cfgpeopsxgl", arg, NULL);
}
exit(0);
} else {
waitpid(pid, NULL, 0);
}
return;
}
strcpy(cfg, "./cfg/cfgpeopsxgl");
if (stat(cfg, &buf) != -1) {
int pid = fork();
if (pid == 0) {
if (fork() == 0) {
execl(cfg, "cfgpeopsxgl", arg, NULL);
}
exit(0);
} else {
waitpid(pid, NULL, 0);
}
return;
}
sprintf(cfg, "%s/.pcsxr/plugins/cfg/cfgpeopsxgl", getenv("HOME"));
if (stat(cfg, &buf) != -1) {
int pid = fork();
if (pid == 0) {
if (fork() == 0) {
execl(cfg, "cfgpeopsxgl", arg, NULL);
}
exit(0);
} else {
waitpid(pid, NULL, 0);
}
return;
}
printf("ERROR: cfgpeopsxgl file not found!\n");
}
long CALLBACK GPUconfigure(void)
{
StartCfgTool("configure");
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;
uint32_t depthCount = 0;
do
{
if(iGPUHeight==512) addr&=0x1FFFFC;
if(DMACommandCounter++ > 2000000) break;
if(CheckForEndlessLoop(addr)) break;
count = baseAddrB[addr+3];
dmaMem=addr+4;
if (count > 0)
{
PGXP_SetAddress(dmaMem >> 2, &baseAddrL[dmaMem >> 2], count);
GPUwriteDataMem(&baseAddrL[dmaMem >> 2], count);
}
else
PGXP_SetDepth(depthCount++);
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;
}