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/****************************************************************************
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* FCE Ultra
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* Nintendo Wii / Gamecube Port
*
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* Tantric 2008 - 2009
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*
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* gcvideo . cpp
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*
* Video rendering
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# include <gccore.h>
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# include <unistd.h>
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# include <ogcsys.h>
# include <stdio.h>
# include <stdlib.h>
# include <string.h>
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# include <malloc.h>
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# include <ogc/texconv.h>
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# include <ogc/lwp_watchdog.h>
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# include <ogc/machine/processor.h>
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# include "fceugx.h"
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# include "fceusupport.h"
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# include "gcvideo.h"
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# include "gcaudio.h"
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# include "menu.h"
# include "pad.h"
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# include "gui/gui.h"
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int FDSTimer = 0 ;
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u32 FrameTimer = 0 ;
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int FDSSwitchRequested ;
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/*** External 2D Video ***/
/*** 2D Video Globals ***/
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GXRModeObj * vmode = NULL ; // Graphics Mode Object
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static u32 * xfb [ 2 ] = { NULL , NULL } ; // Framebuffers
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static int whichfb = 0 ; // Frame buffer toggle
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int screenheight = 480 ;
int screenwidth = 640 ;
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bool progressive = false ;
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static int oldRenderMode = - 1 ; // set to GCSettings.render when changing (temporarily) to another mode
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/*** 3D GX ***/
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# define TEX_WIDTH 256
# define TEX_HEIGHT 240
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# define DEFAULT_FIFO_SIZE ( 256 * 1024 )
static u8 gp_fifo [ DEFAULT_FIFO_SIZE ] ATTRIBUTE_ALIGN ( 32 ) ;
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static u32 copynow = GX_FALSE ;
static GXTexObj texobj ;
static Mtx view ;
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static Mtx GXmodelView2D ;
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/*** Texture memory ***/
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static unsigned char texturemem [ TEX_WIDTH * TEX_HEIGHT * 4 ] ATTRIBUTE_ALIGN ( 32 ) ;
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static int UpdateVideo = 1 ;
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static bool vmode_60hz = true ;
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u8 * gameScreenPng = NULL ;
int gameScreenPngSize = 0 ;
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# define HASPECT 256
# define VASPECT 240
// Need something to hold the PC palette
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struct pcpal {
unsigned char r ;
unsigned char g ;
unsigned char b ;
} pcpalette [ 256 ] ;
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static unsigned int gcpalette [ 256 ] ; // Much simpler GC palette
static unsigned short rgb565 [ 256 ] ; // Texture map palette
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bool shutter_3d_mode , anaglyph_3d_mode , eye_3d ;
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bool AnaglyphPaletteValid = false ; //CAK: Has the anaglyph palette below been generated yet?
static unsigned short anaglyph565 [ 64 ] [ 64 ] ; //CAK: Texture map left right combination anaglyph palette
static void GenerateAnaglyphPalette ( ) ; //CAK: function prototype for generating the anaglyph palette
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static long long prev ;
static long long now ;
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/* New texture based scaler */
typedef struct tagcamera
{
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guVector pos ;
guVector up ;
guVector view ;
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}
camera ;
/*** Square Matrix
This structure controls the size of the image on the screen .
Think of the output as a - 80 x 80 by - 60 x 60 graph .
* * */
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static s16 square [ ] ATTRIBUTE_ALIGN ( 32 ) =
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{
/*
* X , Y , Z
* Values set are for roughly 4 : 3 aspect
*/
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- HASPECT , VASPECT , 0 , // 0
HASPECT , VASPECT , 0 , // 1
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HASPECT , - VASPECT , 0 , // 2
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- HASPECT , - VASPECT , 0 // 3
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} ;
static camera cam = { { 0.0F , 0.0F , 0.0F } ,
{ 0.0F , 0.5F , 0.0F } ,
{ 0.0F , 0.0F , - 0.5F }
} ;
/***
* * * Custom Video modes ( used to emulate original console video modes )
* * */
/** Original NES PAL Resolutions: **/
/* 240 lines progressive (PAL 50Hz) */
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static GXRModeObj PAL_240p =
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{
VI_TVMODE_PAL_DS , // viDisplayMode
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512 , // fbWidth
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240 , // efbHeight
240 , // xfbHeight
( VI_MAX_WIDTH_PAL - 640 ) / 2 , // viXOrigin
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( VI_MAX_HEIGHT_PAL - 480 ) / 2 , // viYOrigin
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640 , // viWidth
480 , // viHeight
VI_XFBMODE_SF , // xFBmode
GX_FALSE , // field_rendering
GX_FALSE , // aa
// sample points arranged in increasing Y order
{
{ 6 , 6 } , { 6 , 6 } , { 6 , 6 } , // pix 0, 3 sample points, 1/12 units, 4 bits each
{ 6 , 6 } , { 6 , 6 } , { 6 , 6 } , // pix 1
{ 6 , 6 } , { 6 , 6 } , { 6 , 6 } , // pix 2
{ 6 , 6 } , { 6 , 6 } , { 6 , 6 } // pix 3
} ,
// vertical filter[7], 1/64 units, 6 bits each
{
0 , // line n-1
0 , // line n-1
21 , // line n
22 , // line n
21 , // line n
0 , // line n+1
0 // line n+1
}
} ;
/** Original NES NTSC Resolutions: **/
/* 240 lines progressive (NTSC or PAL 60Hz) */
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static GXRModeObj NTSC_240p =
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{
VI_TVMODE_EURGB60_DS , // viDisplayMode
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512 , // fbWidth
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240 , // efbHeight
240 , // xfbHeight
( VI_MAX_WIDTH_NTSC - 640 ) / 2 , // viXOrigin
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( VI_MAX_HEIGHT_NTSC - 480 ) / 2 , // viYOrigin
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640 , // viWidth
480 , // viHeight
VI_XFBMODE_SF , // xFBmode
GX_FALSE , // field_rendering
GX_FALSE , // aa
// sample points arranged in increasing Y order
{
{ 6 , 6 } , { 6 , 6 } , { 6 , 6 } , // pix 0, 3 sample points, 1/12 units, 4 bits each
{ 6 , 6 } , { 6 , 6 } , { 6 , 6 } , // pix 1
{ 6 , 6 } , { 6 , 6 } , { 6 , 6 } , // pix 2
{ 6 , 6 } , { 6 , 6 } , { 6 , 6 } // pix 3
} ,
// vertical filter[7], 1/64 units, 6 bits each
{
0 , // line n-1
0 , // line n-1
21 , // line n
22 , // line n
21 , // line n
0 , // line n+1
0 // line n+1
}
} ;
/* TV Modes table */
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static GXRModeObj * tvmodes [ 2 ] = {
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& NTSC_240p , & PAL_240p
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} ;
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/****************************************************************************
* setFrameTimer ( )
* change frame timings depending on whether ROM is NTSC or PAL
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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static u32 normaldiff ;
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void setFrameTimer ( )
{
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if ( FCEUI_GetCurrentVidSystem ( NULL , NULL ) = = 1 ) // PAL
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normaldiff = 20000 ; // 50hz
else
normaldiff = 16667 ; // 60hz
prev = gettime ( ) ;
}
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void SyncSpeed ( )
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{
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// same timing as game - no adjustment necessary
if ( ( vmode_60hz & & normaldiff = = 16667 ) | | ( ! vmode_60hz & & normaldiff = = 20000 ) )
if ( ! shutter_3d_mode & & ! anaglyph_3d_mode ) return ; //CAK: But don't exit if in a 30/25Hz 3D mode.
//CAK: Note that the 3D modes (except Pulfrich) still call this function at 60/50Hz, but half the
// time there is no video rendering to go with it, so we need some delays.
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now = gettime ( ) ;
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u32 diff = diff_usec ( prev , now ) ;
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if ( turbomode )
{
// do nothing
}
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else if ( diff > normaldiff )
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{
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frameskip + + ; //CAK: In 3D this will be ignored, then reset to 0 when leaving 3D
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}
else // ahead, so hold up
{
while ( diff_usec ( prev , now ) < normaldiff )
{
now = gettime ( ) ;
usleep ( 50 ) ;
}
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}
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prev = now ;
}
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/****************************************************************************
* VideoThreading
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# define TSTACK 16384
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static lwp_t vbthread = LWP_THREAD_NULL ;
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static unsigned char vbstack [ TSTACK ] ;
/****************************************************************************
* vbgetback
*
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* This callback enables the emulator to keep running while waiting for a
* vertical blank .
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*
* Putting LWP to good use : )
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
static void *
vbgetback ( void * arg )
{
while ( 1 )
{
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VIDEO_WaitVSync ( ) ;
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LWP_SuspendThread ( vbthread ) ;
}
return NULL ;
}
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/****************************************************************************
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* copy_to_xfb
*
* Stock code to copy the GX buffer to the current display mode .
* Also increments the frameticker , as it ' s called for each vb .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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static inline void
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copy_to_xfb ( u32 arg )
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{
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if ( copynow = = GX_TRUE )
{
GX_CopyDisp ( xfb [ whichfb ] , GX_TRUE ) ;
GX_Flush ( ) ;
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copynow = GX_FALSE ;
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}
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FrameTimer + + ;
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// FDS switch disk requested - need to eject, select, and insert
// but not all at once!
if ( FDSSwitchRequested )
{
switch ( FDSSwitchRequested )
{
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case 1 :
FDSSwitchRequested + + ;
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FCEUI_FDSInsert ( ) ; // eject disk
FDSTimer = 0 ;
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break ;
case 2 :
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if ( FDSTimer > 60 )
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{
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FDSSwitchRequested + + ;
FDSTimer = 0 ;
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FCEUI_FDSSelect ( ) ; // select other side
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FCEUI_FDSInsert ( ) ; // insert disk
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}
break ;
case 3 :
if ( FDSTimer > 200 )
{
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FDSSwitchRequested = 0 ;
FDSTimer = 0 ;
}
break ;
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}
FDSTimer + + ;
}
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}
/****************************************************************************
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* Scaler Support Functions
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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static inline void
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draw_init ( )
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{
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GX_ClearVtxDesc ( ) ;
GX_SetVtxDesc ( GX_VA_POS , GX_INDEX8 ) ;
GX_SetVtxDesc ( GX_VA_CLR0 , GX_INDEX8 ) ;
GX_SetVtxDesc ( GX_VA_TEX0 , GX_DIRECT ) ;
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GX_SetVtxAttrFmt ( GX_VTXFMT0 , GX_VA_POS , GX_POS_XYZ , GX_S16 , 0 ) ;
GX_SetVtxAttrFmt ( GX_VTXFMT0 , GX_VA_CLR0 , GX_CLR_RGBA , GX_RGBA8 , 0 ) ;
GX_SetVtxAttrFmt ( GX_VTXFMT0 , GX_VA_TEX0 , GX_TEX_ST , GX_F32 , 0 ) ;
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GX_SetArray ( GX_VA_POS , square , 3 * sizeof ( s16 ) ) ;
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GX_SetNumTexGens ( 1 ) ;
GX_SetNumChans ( 0 ) ;
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GX_SetTexCoordGen ( GX_TEXCOORD0 , GX_TG_MTX2x4 , GX_TG_TEX0 , GX_IDENTITY ) ;
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GX_SetTevOp ( GX_TEVSTAGE0 , GX_REPLACE ) ;
GX_SetTevOrder ( GX_TEVSTAGE0 , GX_TEXCOORD0 , GX_TEXMAP0 , GX_COLORNULL ) ;
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memset ( & view , 0 , sizeof ( Mtx ) ) ;
guLookAt ( view , & cam . pos , & cam . up , & cam . view ) ;
GX_LoadPosMtxImm ( view , GX_PNMTX0 ) ;
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GX_InvVtxCache ( ) ; // update vertex cache
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}
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static inline void
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draw_vert ( u8 pos , u8 c , f32 s , f32 t )
{
GX_Position1x8 ( pos ) ;
GX_Color1x8 ( c ) ;
GX_TexCoord2f32 ( s , t ) ;
}
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static inline void
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draw_square ( Mtx v )
{
Mtx m ; // model matrix.
Mtx mv ; // modelview matrix.
guMtxIdentity ( m ) ;
guMtxTransApply ( m , m , 0 , 0 , - 100 ) ;
guMtxConcat ( v , m , mv ) ;
GX_LoadPosMtxImm ( mv , GX_PNMTX0 ) ;
GX_Begin ( GX_QUADS , GX_VTXFMT0 , 4 ) ;
draw_vert ( 0 , 0 , 0.0 , 0.0 ) ;
draw_vert ( 1 , 0 , 1.0 , 0.0 ) ;
draw_vert ( 2 , 0 , 1.0 , 1.0 ) ;
draw_vert ( 3 , 0 , 0.0 , 1.0 ) ;
GX_End ( ) ;
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}
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/****************************************************************************
* StopGX
*
* Stops GX ( when exiting )
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void StopGX ( )
{
GX_AbortFrame ( ) ;
GX_Flush ( ) ;
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VIDEO_SetBlack ( TRUE ) ;
VIDEO_Flush ( ) ;
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}
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/****************************************************************************
* UpdateScaling
*
* This function updates the quad aspect ratio .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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static inline void
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UpdateScaling ( )
{
int xscale , yscale ;
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// update scaling
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if ( GCSettings . render = = 0 ) // original render mode
{
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xscale = 512 / 2 ; // use GX scaler instead VI
yscale = TEX_HEIGHT / 2 ;
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}
else // unfiltered and filtered mode
{
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xscale = 256 ;
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yscale = vmode - > efbHeight / 2 ;
}
if ( GCSettings . widescreen )
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{
if ( GCSettings . render = = 0 )
xscale = ( 3 * xscale ) / 4 ;
else
xscale = 256 ; // match the original console's width for "widescreen" to prevent flickering
}
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xscale * = GCSettings . zoomHor ;
yscale * = GCSettings . zoomVert ;
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// update vertex position matrix
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square [ 0 ] = square [ 9 ] = ( - xscale ) + GCSettings . xshift ;
square [ 3 ] = square [ 6 ] = ( xscale ) + GCSettings . xshift ;
square [ 1 ] = square [ 4 ] = ( yscale ) - GCSettings . yshift ;
square [ 7 ] = square [ 10 ] = ( - yscale ) - GCSettings . yshift ;
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DCFlushRange ( square , 32 ) ; // update memory BEFORE the GPU accesses it!
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draw_init ( ) ;
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}
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/****************************************************************************
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* FindVideoMode
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*
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* Finds the optimal video mode , or uses the user - specified one
* Also configures original video modes
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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static GXRModeObj * FindVideoMode ( )
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{
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GXRModeObj * mode ;
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// choose the desired video mode
switch ( GCSettings . videomode )
{
case 1 : // NTSC (480i)
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mode = & TVNtsc480IntDf ;
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break ;
case 2 : // Progressive (480p)
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mode = & TVNtsc480Prog ;
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break ;
case 3 : // PAL (50Hz)
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mode = & TVPal528IntDf ;
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break ;
case 4 : // PAL (60Hz)
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mode = & TVEurgb60Hz480IntDf ;
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break ;
default :
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mode = VIDEO_GetPreferredMode ( NULL ) ;
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if ( mode = = & TVPal576IntDfScale )
mode = & TVPal528IntDf ;
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# ifdef HW_DOL
/* we have component cables, but the preferred mode is interlaced
* why don ' t we switch into progressive ?
* on the Wii , the user can do this themselves on their Wii Settings */
if ( VIDEO_HaveComponentCable ( ) )
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mode = & TVNtsc480Prog ;
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# endif
break ;
}
// configure original modes
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switch ( mode - > viTVMode > > 2 )
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{
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case VI_PAL :
// 576 lines (PAL 50Hz)
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vmode_60hz = false ;
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// Original Video modes (forced to PAL 50Hz)
// set video signal mode
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NTSC_240p . viTVMode = VI_TVMODE_PAL_DS ;
NTSC_240p . viYOrigin = ( VI_MAX_HEIGHT_PAL - 480 ) / 2 ;
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break ;
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case VI_NTSC :
// 480 lines (NTSC 60Hz)
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vmode_60hz = true ;
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// Original Video modes (forced to NTSC 60Hz)
// set video signal mode
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PAL_240p . viTVMode = VI_TVMODE_NTSC_DS ;
PAL_240p . viYOrigin = ( VI_MAX_HEIGHT_NTSC - 480 ) / 2 ;
NTSC_240p . viTVMode = VI_TVMODE_NTSC_DS ;
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break ;
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default :
// 480 lines (PAL 60Hz)
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vmode_60hz = true ;
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// Original Video modes (forced to PAL 60Hz)
// set video signal mode
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PAL_240p . viTVMode = VI_TVMODE ( mode - > viTVMode > > 2 , VI_NON_INTERLACE ) ;
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PAL_240p . viYOrigin = ( VI_MAX_HEIGHT_NTSC - 480 ) / 2 ;
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NTSC_240p . viTVMode = VI_TVMODE ( mode - > viTVMode > > 2 , VI_NON_INTERLACE ) ;
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break ;
}
// check for progressive scan
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if ( mode - > viTVMode = = VI_TVMODE_NTSC_PROG )
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progressive = true ;
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else
progressive = false ;
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2009-04-22 20:15:36 +02:00
# ifdef HW_RVL
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if ( CONF_GetAspectRatio ( ) = = CONF_ASPECT_16_9 )
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mode - > viWidth = 678 ;
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else
mode - > viWidth = 672 ;
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if ( vmode_60hz )
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{
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mode - > viXOrigin = ( VI_MAX_WIDTH_NTSC - mode - > viWidth ) / 2 ;
mode - > viYOrigin = ( VI_MAX_HEIGHT_NTSC - mode - > viHeight ) / 2 ;
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}
else
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{
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mode - > viXOrigin = ( VI_MAX_WIDTH_PAL - mode - > viWidth ) / 2 ;
mode - > viYOrigin = ( VI_MAX_HEIGHT_PAL - mode - > viHeight ) / 2 ;
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}
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# endif
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return mode ;
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}
/****************************************************************************
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* SetupVideoMode
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*
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* Sets up the given video mode
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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static void SetupVideoMode ( GXRModeObj * mode )
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{
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if ( vmode = = mode )
return ;
VIDEO_SetPostRetraceCallback ( NULL ) ;
copynow = GX_FALSE ;
VIDEO_Configure ( mode ) ;
VIDEO_Flush ( ) ;
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// Clear framebuffers etc.
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VIDEO_ClearFrameBuffer ( mode , xfb [ 0 ] , COLOR_BLACK ) ;
VIDEO_ClearFrameBuffer ( mode , xfb [ 1 ] , COLOR_BLACK ) ;
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VIDEO_SetNextFramebuffer ( xfb [ 0 ] ) ;
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2008-10-27 23:33:18 +01:00
VIDEO_SetBlack ( FALSE ) ;
VIDEO_Flush ( ) ;
VIDEO_WaitVSync ( ) ;
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if ( mode - > viTVMode & VI_NON_INTERLACE )
VIDEO_WaitVSync ( ) ;
else
while ( VIDEO_GetNextField ( ) )
VIDEO_WaitVSync ( ) ;
VIDEO_SetPostRetraceCallback ( ( VIRetraceCallback ) copy_to_xfb ) ;
vmode = mode ;
}
2008-10-23 10:18:40 +02:00
2009-09-16 09:53:18 +02:00
/****************************************************************************
* InitGCVideo
*
* This function MUST be called at startup .
* - also sets up menu video mode
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void
InitGCVideo ( )
{
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VIDEO_Init ( ) ;
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// Allocate the video buffers
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xfb [ 0 ] = ( u32 * ) memalign ( 32 , 640 * 576 * 2 ) ;
xfb [ 1 ] = ( u32 * ) memalign ( 32 , 640 * 576 * 2 ) ;
DCInvalidateRange ( xfb [ 0 ] , 640 * 576 * 2 ) ;
DCInvalidateRange ( xfb [ 1 ] , 640 * 576 * 2 ) ;
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xfb [ 0 ] = ( u32 * ) MEM_K0_TO_K1 ( xfb [ 0 ] ) ;
xfb [ 1 ] = ( u32 * ) MEM_K0_TO_K1 ( xfb [ 1 ] ) ;
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GXRModeObj * rmode = FindVideoMode ( ) ;
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# ifdef HW_RVL
if ( CONF_GetAspectRatio ( ) = = CONF_ASPECT_16_9 & & ( * ( u32 * ) ( 0xCD8005A0 ) > > 16 ) = = 0xCAFE ) // Wii U
{
write32 ( 0xd8006a0 , 0x30000004 ) , mask32 ( 0xd8006a8 , 0 , 2 ) ;
}
# endif
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SetupVideoMode ( rmode ) ;
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LWP_CreateThread ( & vbthread , vbgetback , NULL , vbstack , TSTACK , 68 ) ;
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// Initialize GX
GXColor background = { 0 , 0 , 0 , 0xff } ;
memset ( & gp_fifo , 0 , DEFAULT_FIFO_SIZE ) ;
GX_Init ( & gp_fifo , DEFAULT_FIFO_SIZE ) ;
GX_SetCopyClear ( background , 0x00ffffff ) ;
GX_SetDispCopyGamma ( GX_GM_1_0 ) ;
GX_SetCullMode ( GX_CULL_NONE ) ;
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}
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void ResetFbWidth ( int width , GXRModeObj * rmode )
{
if ( rmode - > fbWidth = = width )
return ;
rmode - > fbWidth = width ;
if ( rmode ! = vmode )
return ;
GX_InvVtxCache ( ) ;
VIDEO_Configure ( rmode ) ;
VIDEO_Flush ( ) ;
}
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/****************************************************************************
* ResetVideo_Emu
*
* Reset the video / rendering mode for the emulator rendering
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void
ResetVideo_Emu ( )
{
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GXRModeObj * rmode ;
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Mtx44 p ;
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2011-05-15 20:33:57 +02:00
// set VI mode and audio sample rate depending on if original mode is used
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if ( GCSettings . render = = 0 )
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{
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rmode = tvmodes [ FCEUI_GetCurrentVidSystem ( NULL , NULL ) ] ;
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UpdateSampleRate ( 48220 ) ;
}
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else
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{
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rmode = FindVideoMode ( ) ;
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if ( GCSettings . widescreen )
ResetFbWidth ( 640 , rmode ) ;
else
ResetFbWidth ( 512 , rmode ) ;
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UpdateSampleRate ( 48130 ) ;
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}
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SetupVideoMode ( rmode ) ; // reconfigure VI
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GXColor background = { 0 , 0 , 0 , 255 } ;
GX_SetCopyClear ( background , 0x00ffffff ) ;
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// reconfigure GX
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GX_SetViewport ( 0 , 0 , rmode - > fbWidth , rmode - > efbHeight , 0 , 1 ) ;
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GX_SetDispCopyYScale ( ( f32 ) rmode - > xfbHeight / ( f32 ) rmode - > efbHeight ) ;
GX_SetScissor ( 0 , 0 , rmode - > fbWidth , rmode - > efbHeight ) ;
2009-03-28 18:23:08 +01:00
2008-10-23 10:18:40 +02:00
GX_SetDispCopySrc ( 0 , 0 , rmode - > fbWidth , rmode - > efbHeight ) ;
GX_SetDispCopyDst ( rmode - > fbWidth , rmode - > xfbHeight ) ;
2018-08-16 17:36:28 +02:00
u8 sharp [ 7 ] = { 0 , 0 , 21 , 22 , 21 , 0 , 0 } ;
u8 soft [ 7 ] = { 8 , 8 , 10 , 12 , 10 , 8 , 8 } ;
u8 * vfilter =
GCSettings . render = = 3 ? sharp
: GCSettings . render = = 4 ? soft
: rmode - > vfilter ;
GX_SetCopyFilter ( rmode - > aa , rmode - > sample_pattern , ( rmode - > xfbMode = = VI_XFBMODE_SF ) ? GX_FALSE : GX_TRUE , vfilter ) ;
2009-03-28 18:23:08 +01:00
2008-10-23 10:18:40 +02:00
GX_SetFieldMode ( rmode - > field_rendering , ( ( rmode - > viHeight = = 2 * rmode - > xfbHeight ) ? GX_ENABLE : GX_DISABLE ) ) ;
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if ( rmode - > aa )
GX_SetPixelFmt ( GX_PF_RGB565_Z16 , GX_ZC_LINEAR ) ;
else
GX_SetPixelFmt ( GX_PF_RGB8_Z24 , GX_ZC_LINEAR ) ;
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GX_SetZMode ( GX_TRUE , GX_LEQUAL , GX_TRUE ) ;
GX_SetColorUpdate ( GX_TRUE ) ;
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guOrtho ( p , rmode - > efbHeight / 2 , - ( rmode - > efbHeight / 2 ) , - ( rmode - > fbWidth / 2 ) , rmode - > fbWidth / 2 , 100 , 1000 ) ; // matrix, t, b, l, r, n, f
2008-10-23 10:18:40 +02:00
GX_LoadProjectionMtx ( p , GX_ORTHOGRAPHIC ) ;
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// set aspect ratio
draw_init ( ) ;
UpdateScaling ( ) ;
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// reinitialize texture
GX_InvalidateTexAll ( ) ;
2010-06-08 20:21:09 +02:00
GX_InitTexObj ( & texobj , texturemem , TEX_WIDTH , TEX_HEIGHT , GX_TF_RGB565 , GX_CLAMP , GX_CLAMP , GX_FALSE ) ; // initialize the texture obj we are going to use
2008-10-27 14:49:35 +01:00
if ( ! ( GCSettings . render & 1 ) )
GX_InitTexObjLOD ( & texobj , GX_NEAR , GX_NEAR_MIP_NEAR , 2.5 , 9.0 , 0.0 , GX_FALSE , GX_FALSE , GX_ANISO_1 ) ; // original/unfiltered video mode: force texture filtering OFF
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GX_LoadTexObj ( & texobj , GX_TEXMAP0 ) ;
2008-11-10 04:36:21 +01:00
memset ( texturemem , 0 , TEX_WIDTH * TEX_HEIGHT * 2 ) ; // clear texture memory
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}
2008-09-02 03:57:21 +02:00
/****************************************************************************
* RenderFrame
*
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* Render a single frame
2008-09-02 03:57:21 +02:00
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
2008-10-18 17:58:54 +02:00
2008-10-23 10:18:40 +02:00
void RenderFrame ( unsigned char * XBuf )
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{
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// Ensure previous vb has complete
2008-10-18 17:58:54 +02:00
while ( ( LWP_ThreadIsSuspended ( vbthread ) = = 0 ) | | ( copynow = = GX_TRUE ) )
usleep ( 50 ) ;
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// swap framebuffers
whichfb ^ = 1 ;
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// video has changed
if ( UpdateVideo )
{
UpdateVideo = 0 ;
ResetVideo_Emu ( ) ; // reset video to emulator rendering settings
}
2008-10-23 10:18:40 +02:00
2008-10-25 20:20:13 +02:00
int width , height ;
2008-11-07 08:48:17 +01:00
2009-01-26 07:36:19 +01:00
u8 borderheight = 0 ;
u8 borderwidth = 0 ;
// 0 = off, 1 = vertical, 2 = horizontal, 3 = both
if ( GCSettings . hideoverscan = = 1 | | GCSettings . hideoverscan = = 3 )
borderheight = 8 ;
if ( GCSettings . hideoverscan > = 2 )
borderwidth = 8 ;
2008-11-07 08:48:17 +01:00
2010-06-08 20:21:09 +02:00
u16 * texture = ( unsigned short * ) texturemem + ( borderheight < < 8 ) + ( borderwidth < < 2 ) ;
u8 * src1 = XBuf + ( borderheight < < 8 ) + borderwidth ;
u8 * src2 = XBuf + ( borderheight < < 8 ) + borderwidth + 256 ;
u8 * src3 = XBuf + ( borderheight < < 8 ) + borderwidth + 512 ;
u8 * src4 = XBuf + ( borderheight < < 8 ) + borderwidth + 768 ;
2009-07-22 09:01:09 +02:00
2010-06-08 20:21:09 +02:00
// fill the texture
for ( height = 0 ; height < 240 - ( borderheight < < 1 ) ; height + = 4 )
2009-07-21 08:26:38 +02:00
{
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for ( width = 0 ; width < 256 - ( borderwidth < < 1 ) ; width + = 4 )
2008-10-23 10:18:40 +02:00
{
2010-06-08 20:21:09 +02:00
// Row one
* texture + + = rgb565 [ * src1 + + ] ;
* texture + + = rgb565 [ * src1 + + ] ;
* texture + + = rgb565 [ * src1 + + ] ;
* texture + + = rgb565 [ * src1 + + ] ;
// Row two
* texture + + = rgb565 [ * src2 + + ] ;
* texture + + = rgb565 [ * src2 + + ] ;
* texture + + = rgb565 [ * src2 + + ] ;
* texture + + = rgb565 [ * src2 + + ] ;
// Row three
* texture + + = rgb565 [ * src3 + + ] ;
* texture + + = rgb565 [ * src3 + + ] ;
* texture + + = rgb565 [ * src3 + + ] ;
* texture + + = rgb565 [ * src3 + + ] ;
// Row four
* texture + + = rgb565 [ * src4 + + ] ;
* texture + + = rgb565 [ * src4 + + ] ;
* texture + + = rgb565 [ * src4 + + ] ;
* texture + + = rgb565 [ * src4 + + ] ;
2008-10-23 10:18:40 +02:00
}
2010-06-08 20:21:09 +02:00
src1 + = 768 + ( borderwidth < < 1 ) ; // line 4*N
src2 + = 768 + ( borderwidth < < 1 ) ; // line 4*(N+1)
src3 + = 768 + ( borderwidth < < 1 ) ; // line 4*(N+2)
src4 + = 768 + ( borderwidth < < 1 ) ; // line 4*(N+3)
texture + = ( borderwidth < < 3 ) ;
2008-10-23 10:18:40 +02:00
}
2008-10-27 23:33:18 +01:00
// load texture into GX
2009-07-21 08:26:38 +02:00
DCFlushRange ( texturemem , TEX_WIDTH * TEX_HEIGHT * 4 ) ;
// clear texture objects
GX_InvalidateTexAll ( ) ;
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2008-10-27 15:08:43 +01:00
// render textured quad
2008-10-23 10:18:40 +02:00
draw_square ( view ) ;
2010-04-06 01:16:20 +02:00
GX_DrawDone ( ) ;
2008-10-23 10:18:40 +02:00
2009-06-15 10:21:53 +02:00
if ( ScreenshotRequested )
{
if ( GCSettings . render = = 0 ) // we can't take a screenshot in Original mode
{
oldRenderMode = 0 ;
GCSettings . render = 2 ; // switch to unfiltered mode
UpdateVideo = 1 ; // request the switch
}
else
{
ScreenshotRequested = 0 ;
TakeScreenshot ( ) ;
if ( oldRenderMode ! = - 1 )
{
GCSettings . render = oldRenderMode ;
oldRenderMode = - 1 ;
}
ConfigRequested = 1 ;
}
}
2009-04-06 09:27:40 +02:00
// EFB is ready to be copied into XFB
2008-10-27 23:33:18 +01:00
VIDEO_SetNextFramebuffer ( xfb [ whichfb ] ) ;
2010-04-06 01:16:20 +02:00
VIDEO_Flush ( ) ;
2009-06-15 10:21:53 +02:00
2008-10-23 10:18:40 +02:00
copynow = GX_TRUE ;
2008-10-18 17:58:54 +02:00
// Return to caller, don't waste time waiting for vb
LWP_ResumeThread ( vbthread ) ;
2008-09-02 03:57:21 +02:00
}
2010-12-27 00:44:46 +01:00
/****************************************************************************
* RenderFrame
*
* Render a single frame
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void RenderStereoFrames ( unsigned char * XBufLeft , unsigned char * XBufRight )
{
// Ensure previous vb has complete
while ( ( LWP_ThreadIsSuspended ( vbthread ) = = 0 ) | | ( copynow = = GX_TRUE ) )
usleep ( 50 ) ;
// swap framebuffers
whichfb ^ = 1 ;
// video has changed
if ( UpdateVideo )
{
UpdateVideo = 0 ;
ResetVideo_Emu ( ) ; // reset video to emulator rendering settings
}
//CAK: May need to regenerate the anaglyph 3D palette that is used below
if ( ! AnaglyphPaletteValid )
GenerateAnaglyphPalette ( ) ;
int width , height ;
u8 borderheight = 0 ;
u8 borderwidth = 0 ;
// 0 = off, 1 = vertical, 2 = horizontal, 3 = both
if ( GCSettings . hideoverscan = = 1 | | GCSettings . hideoverscan = = 3 )
borderheight = 8 ;
if ( GCSettings . hideoverscan > = 2 )
borderwidth = 8 ;
u16 * texture = ( unsigned short * ) texturemem + ( borderheight < < 8 ) + ( borderwidth < < 2 ) ;
u8 * Lsrc1 = XBufLeft + ( borderheight < < 8 ) + borderwidth ;
u8 * Lsrc2 = XBufLeft + ( borderheight < < 8 ) + borderwidth + 256 ;
u8 * Lsrc3 = XBufLeft + ( borderheight < < 8 ) + borderwidth + 512 ;
u8 * Lsrc4 = XBufLeft + ( borderheight < < 8 ) + borderwidth + 768 ;
u8 * Rsrc1 = XBufRight + ( borderheight < < 8 ) + borderwidth ;
u8 * Rsrc2 = XBufRight + ( borderheight < < 8 ) + borderwidth + 256 ;
u8 * Rsrc3 = XBufRight + ( borderheight < < 8 ) + borderwidth + 512 ;
u8 * Rsrc4 = XBufRight + ( borderheight < < 8 ) + borderwidth + 768 ;
// fill the texture with red/cyan anaglyph
for ( height = 0 ; height < 240 - ( borderheight < < 1 ) ; height + = 4 )
{
for ( width = 0 ; width < 256 - ( borderwidth < < 1 ) ; width + = 4 )
{
// Row one
* texture + + = anaglyph565 [ ( * Lsrc1 + + ) & 63 ] [ ( * Rsrc1 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc1 + + ) & 63 ] [ ( * Rsrc1 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc1 + + ) & 63 ] [ ( * Rsrc1 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc1 + + ) & 63 ] [ ( * Rsrc1 + + ) & 63 ] ;
// Row two
* texture + + = anaglyph565 [ ( * Lsrc2 + + ) & 63 ] [ ( * Rsrc2 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc2 + + ) & 63 ] [ ( * Rsrc2 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc2 + + ) & 63 ] [ ( * Rsrc2 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc2 + + ) & 63 ] [ ( * Rsrc2 + + ) & 63 ] ;
// Row three
* texture + + = anaglyph565 [ ( * Lsrc3 + + ) & 63 ] [ ( * Rsrc3 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc3 + + ) & 63 ] [ ( * Rsrc3 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc3 + + ) & 63 ] [ ( * Rsrc3 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc3 + + ) & 63 ] [ ( * Rsrc3 + + ) & 63 ] ;
// Row four
* texture + + = anaglyph565 [ ( * Lsrc4 + + ) & 63 ] [ ( * Rsrc4 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc4 + + ) & 63 ] [ ( * Rsrc4 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc4 + + ) & 63 ] [ ( * Rsrc4 + + ) & 63 ] ;
* texture + + = anaglyph565 [ ( * Lsrc4 + + ) & 63 ] [ ( * Rsrc4 + + ) & 63 ] ;
}
Lsrc1 + = 768 + ( borderwidth < < 1 ) ; // line 4*N
Lsrc2 + = 768 + ( borderwidth < < 1 ) ; // line 4*(N+1)
Lsrc3 + = 768 + ( borderwidth < < 1 ) ; // line 4*(N+2)
Lsrc4 + = 768 + ( borderwidth < < 1 ) ; // line 4*(N+3)
Rsrc1 + = 768 + ( borderwidth < < 1 ) ; // line 4*N
Rsrc2 + = 768 + ( borderwidth < < 1 ) ; // line 4*(N+1)
Rsrc3 + = 768 + ( borderwidth < < 1 ) ; // line 4*(N+2)
Rsrc4 + = 768 + ( borderwidth < < 1 ) ; // line 4*(N+3)
texture + = ( borderwidth < < 3 ) ;
}
// load texture into GX
DCFlushRange ( texturemem , TEX_WIDTH * TEX_HEIGHT * 4 ) ;
// clear texture objects
GX_InvalidateTexAll ( ) ;
// render textured quad
draw_square ( view ) ;
GX_DrawDone ( ) ;
if ( ScreenshotRequested )
{
if ( GCSettings . render = = 0 ) // we can't take a screenshot in Original mode
{
oldRenderMode = 0 ;
GCSettings . render = 2 ; // switch to unfiltered mode
UpdateVideo = 1 ; // request the switch
}
else
{
ScreenshotRequested = 0 ;
TakeScreenshot ( ) ;
if ( oldRenderMode ! = - 1 )
{
GCSettings . render = oldRenderMode ;
oldRenderMode = - 1 ;
}
ConfigRequested = 1 ;
}
}
// EFB is ready to be copied into XFB
VIDEO_SetNextFramebuffer ( xfb [ whichfb ] ) ;
VIDEO_Flush ( ) ;
copynow = GX_TRUE ;
// Return to caller, don't waste time waiting for vb
LWP_ResumeThread ( vbthread ) ;
}
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/****************************************************************************
* TakeScreenshot
*
* Copies the current screen into a GX texture
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void TakeScreenshot ( )
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{
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IMGCTX pngContext = PNGU_SelectImageFromBuffer ( savebuffer ) ;
if ( pngContext ! = NULL )
{
gameScreenPngSize = PNGU_EncodeFromEFB ( pngContext , vmode - > fbWidth , vmode - > efbHeight ) ;
PNGU_ReleaseImageContext ( pngContext ) ;
gameScreenPng = ( u8 * ) malloc ( gameScreenPngSize ) ;
memcpy ( gameScreenPng , savebuffer , gameScreenPngSize ) ;
}
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}
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void ClearScreenshot ( )
{
if ( gameScreenPng )
{
gameScreenPngSize = 0 ;
free ( gameScreenPng ) ;
gameScreenPng = NULL ;
}
}
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/****************************************************************************
* ResetVideo_Menu
*
* Reset the video / rendering mode for the menu
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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void
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ResetVideo_Menu ( )
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{
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Mtx44 p ;
f32 yscale ;
u32 xfbHeight ;
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GXRModeObj * rmode = FindVideoMode ( ) ;
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SetupVideoMode ( rmode ) ; // reconfigure VI
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// clears the bg to color and clears the z buffer
GXColor background = { 0 , 0 , 0 , 255 } ;
GX_SetCopyClear ( background , 0x00ffffff ) ;
yscale = GX_GetYScaleFactor ( vmode - > efbHeight , vmode - > xfbHeight ) ;
xfbHeight = GX_SetDispCopyYScale ( yscale ) ;
GX_SetScissor ( 0 , 0 , vmode - > fbWidth , vmode - > efbHeight ) ;
GX_SetDispCopySrc ( 0 , 0 , vmode - > fbWidth , vmode - > efbHeight ) ;
GX_SetDispCopyDst ( vmode - > fbWidth , xfbHeight ) ;
GX_SetCopyFilter ( vmode - > aa , vmode - > sample_pattern , GX_TRUE , vmode - > vfilter ) ;
GX_SetFieldMode ( vmode - > field_rendering , ( ( vmode - > viHeight = = 2 * vmode - > xfbHeight ) ? GX_ENABLE : GX_DISABLE ) ) ;
if ( vmode - > aa )
GX_SetPixelFmt ( GX_PF_RGB565_Z16 , GX_ZC_LINEAR ) ;
else
GX_SetPixelFmt ( GX_PF_RGB8_Z24 , GX_ZC_LINEAR ) ;
// setup the vertex descriptor
// tells the flipper to expect direct data
GX_ClearVtxDesc ( ) ;
GX_InvVtxCache ( ) ;
GX_InvalidateTexAll ( ) ;
GX_SetVtxDesc ( GX_VA_TEX0 , GX_NONE ) ;
GX_SetVtxDesc ( GX_VA_POS , GX_DIRECT ) ;
GX_SetVtxDesc ( GX_VA_CLR0 , GX_DIRECT ) ;
GX_SetVtxAttrFmt ( GX_VTXFMT0 , GX_VA_POS , GX_POS_XYZ , GX_F32 , 0 ) ;
GX_SetVtxAttrFmt ( GX_VTXFMT0 , GX_VA_CLR0 , GX_CLR_RGBA , GX_RGBA8 , 0 ) ;
GX_SetVtxAttrFmt ( GX_VTXFMT0 , GX_VA_TEX0 , GX_TEX_ST , GX_F32 , 0 ) ;
GX_SetZMode ( GX_FALSE , GX_LEQUAL , GX_TRUE ) ;
GX_SetNumChans ( 1 ) ;
GX_SetNumTexGens ( 1 ) ;
GX_SetTevOp ( GX_TEVSTAGE0 , GX_PASSCLR ) ;
GX_SetTevOrder ( GX_TEVSTAGE0 , GX_TEXCOORD0 , GX_TEXMAP0 , GX_COLOR0A0 ) ;
GX_SetTexCoordGen ( GX_TEXCOORD0 , GX_TG_MTX2x4 , GX_TG_TEX0 , GX_IDENTITY ) ;
guMtxIdentity ( GXmodelView2D ) ;
guMtxTransApply ( GXmodelView2D , GXmodelView2D , 0.0F , 0.0F , - 50.0F ) ;
GX_LoadPosMtxImm ( GXmodelView2D , GX_PNMTX0 ) ;
guOrtho ( p , 0 , 479 , 0 , 639 , 0 , 300 ) ;
GX_LoadProjectionMtx ( p , GX_ORTHOGRAPHIC ) ;
GX_SetViewport ( 0 , 0 , vmode - > fbWidth , vmode - > efbHeight , 0 , 1 ) ;
GX_SetBlendMode ( GX_BM_BLEND , GX_BL_SRCALPHA , GX_BL_INVSRCALPHA , GX_LO_CLEAR ) ;
GX_SetAlphaUpdate ( GX_TRUE ) ;
}
/****************************************************************************
* Menu_Render
*
* Renders everything current sent to GX , and flushes video
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void Menu_Render ( )
{
whichfb ^ = 1 ; // flip framebuffer
GX_SetZMode ( GX_TRUE , GX_LEQUAL , GX_TRUE ) ;
GX_SetColorUpdate ( GX_TRUE ) ;
GX_CopyDisp ( xfb [ whichfb ] , GX_TRUE ) ;
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GX_DrawDone ( ) ;
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VIDEO_SetNextFramebuffer ( xfb [ whichfb ] ) ;
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VIDEO_Flush ( ) ;
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VIDEO_WaitVSync ( ) ;
}
/****************************************************************************
* Menu_DrawImg
*
* Draws the specified image on screen using GX
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void Menu_DrawImg ( f32 xpos , f32 ypos , u16 width , u16 height , u8 data [ ] ,
f32 degrees , f32 scaleX , f32 scaleY , u8 alpha )
{
if ( data = = NULL )
return ;
GXTexObj texObj ;
GX_InitTexObj ( & texObj , data , width , height , GX_TF_RGBA8 , GX_CLAMP , GX_CLAMP , GX_FALSE ) ;
GX_LoadTexObj ( & texObj , GX_TEXMAP0 ) ;
GX_InvalidateTexAll ( ) ;
GX_SetTevOp ( GX_TEVSTAGE0 , GX_MODULATE ) ;
GX_SetVtxDesc ( GX_VA_TEX0 , GX_DIRECT ) ;
Mtx m , m1 , m2 , mv ;
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width > > = 1 ;
height > > = 1 ;
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guMtxIdentity ( m1 ) ;
guMtxScaleApply ( m1 , m1 , scaleX , scaleY , 1.0 ) ;
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guVector axis = ( guVector ) { 0 , 0 , 1 } ;
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guMtxRotAxisDeg ( m2 , & axis , degrees ) ;
guMtxConcat ( m2 , m1 , m ) ;
guMtxTransApply ( m , m , xpos + width , ypos + height , 0 ) ;
guMtxConcat ( GXmodelView2D , m , mv ) ;
GX_LoadPosMtxImm ( mv , GX_PNMTX0 ) ;
GX_Begin ( GX_QUADS , GX_VTXFMT0 , 4 ) ;
GX_Position3f32 ( - width , - height , 0 ) ;
GX_Color4u8 ( 0xFF , 0xFF , 0xFF , alpha ) ;
GX_TexCoord2f32 ( 0 , 0 ) ;
GX_Position3f32 ( width , - height , 0 ) ;
GX_Color4u8 ( 0xFF , 0xFF , 0xFF , alpha ) ;
GX_TexCoord2f32 ( 1 , 0 ) ;
GX_Position3f32 ( width , height , 0 ) ;
GX_Color4u8 ( 0xFF , 0xFF , 0xFF , alpha ) ;
GX_TexCoord2f32 ( 1 , 1 ) ;
GX_Position3f32 ( - width , height , 0 ) ;
GX_Color4u8 ( 0xFF , 0xFF , 0xFF , alpha ) ;
GX_TexCoord2f32 ( 0 , 1 ) ;
GX_End ( ) ;
GX_LoadPosMtxImm ( GXmodelView2D , GX_PNMTX0 ) ;
GX_SetTevOp ( GX_TEVSTAGE0 , GX_PASSCLR ) ;
GX_SetVtxDesc ( GX_VA_TEX0 , GX_NONE ) ;
}
/****************************************************************************
* Menu_DrawRectangle
*
* Draws a rectangle at the specified coordinates using GX
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void Menu_DrawRectangle ( f32 x , f32 y , f32 width , f32 height , GXColor color , u8 filled )
{
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long n = 4 ;
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f32 x2 = x + width ;
f32 y2 = y + height ;
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guVector v [ ] = { { x , y , 0.0f } , { x2 , y , 0.0f } , { x2 , y2 , 0.0f } , { x , y2 , 0.0f } , { x , y , 0.0f } } ;
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u8 fmt = GX_TRIANGLEFAN ;
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if ( ! filled )
{
fmt = GX_LINESTRIP ;
n = 5 ;
}
GX_Begin ( fmt , GX_VTXFMT0 , n ) ;
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for ( long i = 0 ; i < n ; + + i )
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{
GX_Position3f32 ( v [ i ] . x , v [ i ] . y , v [ i ] . z ) ;
GX_Color4u8 ( color . r , color . g , color . b , color . a ) ;
}
GX_End ( ) ;
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}
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static void OptimisedAnaglyph ( u8 * r , u8 * g , u8 * b , u8 lr , u8 lg , u8 lb , u8 rr , u8 rg , u8 rb )
{
// The left eye needs to see a bit of every colour mixed into the red channel
// otherwise it will have trouble matching it to the right eye.
// the left eye also needs to be brighter.
int ar = ( lr * 600 + lg * 300 + lb * 200 ) / 1000 ;
if ( ar > 255 )
ar = 255 ;
* r = ar ;
int ag = ( rg * 700 + rr * 200 ) / 1000 ;
if ( ag > 255 )
ag = 255 ;
* g = ag ;
* b = rb ;
}
#if 0
//CAK: This 3D palette is for high contrast white on black games like Falsion
static void RedBlueMonoAnaglyph ( u8 * r , u8 * g , u8 * b , u8 lr , u8 lg , u8 lb , u8 rr , u8 rg , u8 rb )
{
// The left eye needs to see a bit of every colour mixed into the red channel
// otherwise it will have trouble matching it to the right eye.
// the left eye also needs to be brighter.
int ar = ( lr * 300 + lg * 500 + lb * 200 ) / 1000 ;
if ( ar > 255 )
ar = 255 ;
* r = ar ;
* g = 0 ;
int ab = ( rr * 300 + rg * 500 + rb * 200 ) / 1000 ;
if ( ab > 255 )
ab = 255 ;
* b = ab ;
}
//CAK: This 3D palette is for high contrast white on black games like Falsion
static void RedGreenMonoAnaglyph ( u8 * r , u8 * g , u8 * b , u8 lr , u8 lg , u8 lb , u8 rr , u8 rg , u8 rb )
{
// The left eye needs to see a bit of every colour mixed into the red channel
// otherwise it will have trouble matching it to the right eye.
// the left eye also needs to be brighter.
int ar = ( lr * 300 + lg * 500 + lb * 200 ) / 1000 ;
if ( ar > 255 )
ar = 255 ;
* r = ar ;
int ab = ( rr * 300 + rg * 500 + rb * 200 ) / 1000 ;
if ( ab > 255 )
ab = 255 ;
* g = ab ;
* b = 0 ;
}
//CAK: This 3D palette is for high contrast white on black games like Falsion
static void RedCyanMonoAnaglyph ( u8 * r , u8 * g , u8 * b , u8 lr , u8 lg , u8 lb , u8 rr , u8 rg , u8 rb )
{
// The left eye needs to see a bit of every colour mixed into the red channel
// otherwise it will have trouble matching it to the right eye.
// the left eye also needs to be brighter.
int ar = ( lr * 300 + lg * 500 + lb * 200 ) / 1000 ;
if ( ar > 255 )
ar = 255 ;
* r = ar ;
int ab = ( rr * 300 + rg * 500 + rb * 200 ) / 2000 ;
if ( ab > 255 )
ab = 255 ;
* g = ab ;
* b = ab ;
}
//CAK: This 3D palette is good for games which were already in anaglyph
static void FullColourAnaglyph ( u8 * r , u8 * g , u8 * b , u8 lr , u8 lg , u8 lb , u8 rr , u8 rg , u8 rb )
{
// The left eye needs to see a bit of every colour mixed into the red channel
// otherwise it will have trouble matching it to the right eye.
// the left eye also needs to be brighter.
* r = lr ;
* g = rg ;
* b = rb ;
}
# endif
//CAK: Create an RGB 565 colour (used in textures) for this stereoscopic 3D combination of 2 NES colours.
static void GenerateAnaglyphPalette ( )
{
for ( int left = 0 ; left < 64 ; left + + )
{
for ( int right = 0 ; right < 64 ; right + + )
{
u8 ar , ag , ab ;
OptimisedAnaglyph ( & ar , & ag , & ab , pcpalette [ left ] . r , pcpalette [ left ] . g , pcpalette [ left ] . b , pcpalette [ right ] . r , pcpalette [ right ] . g , pcpalette [ right ] . b ) ;
anaglyph565 [ left ] [ right ] = ( ( ar & 0xf8 ) < < 8 ) | ( ( ag & 0xfc ) < < 3 ) | ( ( ab & 0xf8 ) > > 3 ) ;
}
}
AnaglyphPaletteValid = true ;
}
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/****************************************************************************
* rgbcolor
*
* Support routine for gcpalette
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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static unsigned int rgbcolor ( u8 r1 , u8 g1 , u8 b1 , u8 r2 , u8 g2 , u8 b2 )
{
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int y1 , cb1 , cr1 , y2 , cb2 , cr2 , cb , cr ;
y1 = ( 299 * r1 + 587 * g1 + 114 * b1 ) / 1000 ;
cb1 = ( - 16874 * r1 - 33126 * g1 + 50000 * b1 + 12800000 ) / 100000 ;
cr1 = ( 50000 * r1 - 41869 * g1 - 8131 * b1 + 12800000 ) / 100000 ;
y2 = ( 299 * r2 + 587 * g2 + 114 * b2 ) / 1000 ;
cb2 = ( - 16874 * r2 - 33126 * g2 + 50000 * b2 + 12800000 ) / 100000 ;
cr2 = ( 50000 * r2 - 41869 * g2 - 8131 * b2 + 12800000 ) / 100000 ;
cb = ( cb1 + cb2 ) > > 1 ;
cr = ( cr1 + cr2 ) > > 1 ;
return ( ( y1 < < 24 ) | ( cb < < 16 ) | ( y2 < < 8 ) | cr ) ;
}
/****************************************************************************
* SetPalette
*
* A shadow copy of the palette is maintained , in case the NES Emu kernel
* requests a copy .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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void FCEUD_SetPalette ( u8 index , u8 r , u8 g , u8 b )
{
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/*** Make PC compatible copy ***/
pcpalette [ index ] . r = r ;
pcpalette [ index ] . g = g ;
pcpalette [ index ] . b = b ;
/*** Generate Gamecube palette ***/
gcpalette [ index ] = rgbcolor ( r , g , b , r , g , b ) ;
/*** Generate RGB565 texture palette ***/
rgb565 [ index ] = ( ( r & 0xf8 ) < < 8 ) |
( ( g & 0xfc ) < < 3 ) |
( ( b & 0xf8 ) > > 3 ) ;
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/*** Will need to generate stereoscopic palette later. ***/
AnaglyphPaletteValid = false ;
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}
/****************************************************************************
* GetPalette
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
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void FCEUD_GetPalette ( u8 i , u8 * r , u8 * g , u8 * b )
{
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* r = pcpalette [ i ] . r ;
* g = pcpalette [ i ] . g ;
* b = pcpalette [ i ] . b ;
}
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void SetPalette ( )
{
if ( GCSettings . currpal = = 0 )
{
// Do palette reset
FCEU_ResetPalette ( ) ;
}
else
{
// Now setup this palette
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u8 i , r , g , b ;
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for ( i = 0 ; i < 64 ; i + + )
{
r = palettes [ GCSettings . currpal - 1 ] . data [ i ] > > 16 ;
g = ( palettes [ GCSettings . currpal - 1 ] . data [ i ] & 0xff00 ) > > 8 ;
b = ( palettes [ GCSettings . currpal - 1 ] . data [ i ] & 0xff ) ;
FCEUD_SetPalette ( i , r , g , b ) ;
FCEUD_SetPalette ( i + 64 , r , g , b ) ;
FCEUD_SetPalette ( i + 128 , r , g , b ) ;
FCEUD_SetPalette ( i + 192 , r , g , b ) ;
}
}
}
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struct st_palettes palettes [ ] = {
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{ " smooth-fbx " , " Smooth (FBX) " ,
{ 0x6A6D6A , 0x001380 , 0x1E008A , 0x39007A ,
0x550056 , 0x5A0018 , 0x4F1000 , 0x3D1C00 ,
0x253200 , 0x003D00 , 0x004000 , 0x003924 ,
0x002E55 , 0x000000 , 0x000000 , 0x000000 ,
0xB9BCB9 , 0x1850C7 , 0x4B30E3 , 0x7322D6 ,
0x951FA9 , 0x9D285C , 0x983700 , 0x7F4C00 ,
0x5E6400 , 0x227700 , 0x027E02 , 0x007645 ,
0x006E8A , 0x000000 , 0x000000 , 0x000000 ,
0xFFFFFF , 0x68A6FF , 0x8C9CFF , 0xB586FF ,
0xD975FD , 0xE377B9 , 0xE58D68 , 0xD49D29 ,
0xB3AF0C , 0x7BC211 , 0x55CA47 , 0x46CB81 ,
0x47C1C5 , 0x4A4D4A , 0x000000 , 0x000000 ,
0xFFFFFF , 0xCCEAFF , 0xDDDEFF , 0xECDAFF ,
0xF8D7FE , 0xFCD6F5 , 0xFDDBCF , 0xF9E7B5 ,
0xF1F0AA , 0xDAFAA9 , 0xC9FFBC , 0xC3FBD7 ,
0xC4F6F6 , 0xBEC1BE , 0x000000 , 0x000000 }
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} ,
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{ " pvm-style-d93-fbx " , " PVM Style D93 (FBX) " ,
{ 0x696B63 , 0x001774 , 0x1E0087 , 0x340073 ,
0x560057 , 0x5E0013 , 0x531A00 , 0x3B2400 ,
0x243000 , 0x063A00 , 0x003F00 , 0x003B1E ,
0x00334E , 0x000000 , 0x000000 , 0x000000 ,
0xB9BBB3 , 0x1453B9 , 0x4D2CDA , 0x671EDE ,
0x98189C , 0x9D2344 , 0xA03E00 , 0x8D5500 ,
0x656D00 , 0x2C7900 , 0x008100 , 0x007D42 ,
0x00788A , 0x000000 , 0x000000 , 0x000000 ,
0xFFFFFF , 0x69A8FF , 0x9691FF , 0xB28AFA ,
0xEA7DFA , 0xF37BC7 , 0xF28E59 , 0xE6AD27 ,
0xD7C805 , 0x90DF07 , 0x64E53C , 0x45E27D ,
0x48D5D9 , 0x4E5048 , 0x000000 , 0x000000 ,
0xFFFFFF , 0xD2EAFF , 0xE2E2FF , 0xE9D8FF ,
0xF5D2FF , 0xF8D9EA , 0xFADEB9 , 0xF9E89B ,
0xF3F28C , 0xD3FA91 , 0xB8FCA8 , 0xAEFACA ,
0xCAF3F3 , 0xBEC0B8 , 0x000000 , 0x000000 }
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} ,
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{ " composite-direct-fbx " , " Composite Direct (FBX) " ,
{ 0x656565 , 0x00127D , 0x18008E , 0x360082 ,
0x56005D , 0x5A0018 , 0x4F0500 , 0x381900 ,
0x1D3100 , 0x003D00 , 0x004100 , 0x003B17 ,
0x002E55 , 0x000000 , 0x000000 , 0x000000 ,
0xAFAFAF , 0x194EC8 , 0x472FE3 , 0x6B1FD7 ,
0x931BAE , 0x9E1A5E , 0x993200 , 0x7B4B00 ,
0x5B6700 , 0x267A00 , 0x008200 , 0x007A3E ,
0x006E8A , 0x000000 , 0x000000 , 0x000000 ,
0xFFFFFF , 0x64A9FF , 0x8E89FF , 0xB676FF ,
0xE06FFF , 0xEF6CC4 , 0xF0806A , 0xD8982C ,
0xB9B40A , 0x83CB0C , 0x5BD63F , 0x4AD17E ,
0x4DC7CB , 0x4C4C4C , 0x000000 , 0x000000 ,
0xFFFFFF , 0xC7E5FF , 0xD9D9FF , 0xE9D1FF ,
0xF9CEFF , 0xFFCCF1 , 0xFFD4CB , 0xF8DFB1 ,
0xEDEAA4 , 0xD6F4A4 , 0xC5F8B8 , 0xBEF6D3 ,
0xBFF1F1 , 0xB9B9B9 , 0x000000 , 0x000000 }
} ,
{ " nes-classic-fbx-fs " , " NES Classic (FBX-FS) " ,
{ 0x60615F , 0x000083 , 0x1D0195 , 0x340875 ,
0x51055E , 0x56000F , 0x4C0700 , 0x372308 ,
0x203A0B , 0x0F4B0E , 0x194C16 , 0x02421E ,
0x023154 , 0x000000 , 0x000000 , 0x000000 ,
0xA9AAA8 , 0x104BBF , 0x4712D8 , 0x6300CA ,
0x8800A9 , 0x930B46 , 0x8A2D04 , 0x6F5206 ,
0x5C7114 , 0x1B8D12 , 0x199509 , 0x178448 ,
0x206B8E , 0x000000 , 0x000000 , 0x000000 ,
0xFBFBFB , 0x6699F8 , 0x8974F9 , 0xAB58F8 ,
0xD557EF , 0xDE5FA9 , 0xDC7F59 , 0xC7A224 ,
0xA7BE03 , 0x75D703 , 0x60E34F , 0x3CD68D ,
0x56C9CC , 0x414240 , 0x000000 , 0x000000 ,
0xFBFBFB , 0xBED4FA , 0xC9C7F9 , 0xD7BEFA ,
0xE8B8F9 , 0xF5BAE5 , 0xF3CAC2 , 0xDFCDA7 ,
0xD9E09C , 0xC9EB9E , 0xC0EDB8 , 0xB5F4C7 ,
0xB9EAE9 , 0xABABAB , 0x000000 , 0x000000 }
} ,
{ " rgb " , " PC-10 " ,
{ 0x6D6D6D , 0x002492 , 0x0000DB , 0x6D49DB ,
0x92006D , 0xB6006D , 0xB62400 , 0x924900 ,
0x6D4900 , 0x244900 , 0x006D24 , 0x009200 ,
0x004949 , 0x000000 , 0x000000 , 0x000000 ,
0xB6B6B6 , 0x006DDB , 0x0049FF , 0x9200FF ,
0xB600FF , 0xFF0092 , 0xFF0000 , 0xDB6D00 ,
0x926D00 , 0x249200 , 0x009200 , 0x00B66D ,
0x009292 , 0x242424 , 0x000000 , 0x000000 ,
0xFFFFFF , 0x6DB6FF , 0x9292FF , 0xDB6DFF ,
0xFF00FF , 0xFF6DFF , 0xFF9200 , 0xFFB600 ,
0xDBDB00 , 0x6DDB00 , 0x00FF00 , 0x49FFDB ,
0x00FFFF , 0x494949 , 0x000000 , 0x000000 ,
0xFFFFFF , 0xB6DBFF , 0xDBB6FF , 0xFFB6FF ,
0xFF92FF , 0xFFB6B6 , 0xFFDB92 , 0xFFFF49 ,
0xFFFF6D , 0xB6FF49 , 0x92FF6D , 0x49FFDB ,
0x92DBFF , 0x929292 , 0x000000 , 0x000000 }
2016-12-10 20:37:33 +01:00
} ,
2018-08-18 21:08:09 +02:00
{ " sony-cxa2025as-us " , " Sony CXA " ,
{ 0x585858 , 0x00238C , 0x00139B , 0x2D0585 ,
0x5D0052 , 0x7A0017 , 0x7A0800 , 0x5F1800 ,
0x352A00 , 0x093900 , 0x003F00 , 0x003C22 ,
0x00325D , 0x000000 , 0x000000 , 0x000000 ,
0xA1A1A1 , 0x0053EE , 0x153CFE , 0x6028E4 ,
0xA91D98 , 0xD41E41 , 0xD22C00 , 0xAA4400 ,
0x6C5E00 , 0x2D7300 , 0x007D06 , 0x007852 ,
0x0069A9 , 0x000000 , 0x000000 , 0x000000 ,
0xFFFFFF , 0x1FA5FE , 0x5E89FE , 0xB572FE ,
0xFE65F6 , 0xFE6790 , 0xFE773C , 0xFE9308 ,
0xC4B200 , 0x79CA10 , 0x3AD54A , 0x11D1A4 ,
0x06BFFE , 0x424242 , 0x000000 , 0x000000 ,
0xFFFFFF , 0xA0D9FE , 0xBDCCFE , 0xE1C2FE ,
0xFEBCFB , 0xFEBDD0 , 0xFEC5A9 , 0xFED18E ,
0xE9DE86 , 0xC7E992 , 0xA8EEB0 , 0x95ECD9 ,
0x91E4FE , 0xACACAC , 0x000000 , 0x000000 }
} ,
{ " wavebeam " , " Wavebeam " ,
{ 0x6B6B6B , 0x001B88 , 0x21009A , 0x40008C ,
0x600067 , 0x64001E , 0x590800 , 0x481600 ,
0x283600 , 0x004500 , 0x004908 , 0x00421D ,
0x003659 , 0x000000 , 0x000000 , 0x000000 ,
0xB4B4B4 , 0x1555D3 , 0x4337EF , 0x7425DF ,
0x9C19B9 , 0xAC0F64 , 0xAA2C00 , 0x8A4B00 ,
0x666B00 , 0x218300 , 0x008A00 , 0x008144 ,
0x007691 , 0x000000 , 0x000000 , 0x000000 ,
0xFFFFFF , 0x63B2FF , 0x7C9CFF , 0xC07DFE ,
0xE977FF , 0xF572CD , 0xF4886B , 0xDDA029 ,
0xBDBD0A , 0x89D20E , 0x5CDE3E , 0x4BD886 ,
0x4DCFD2 , 0x525252 , 0x000000 , 0x000000 ,
0xFFFFFF , 0xBCDFFF , 0xD2D2FF , 0xE1C8FF ,
0xEFC7FF , 0xFFC3E1 , 0xFFCAC6 , 0xF2DAAD ,
0xEBE3A0 , 0xD2EDA2 , 0xBCF4B4 , 0xB5F1CE ,
0xB6ECF1 , 0xBFBFBF , 0x000000 , 0x000000 }
2016-12-10 20:37:33 +01:00
}
2008-09-02 03:57:21 +02:00
} ;
2010-04-06 01:16:20 +02:00
2012-07-07 19:45:30 +02:00
//CAK: We need to know the OUT1 pin of the expansion port for Famicom 3D System glasses
extern uint8 shutter_3d ;
//CAK: We need to know the palette in RAM for red/cyan anaglyph 3D games (3D World Runner and Rad Racer)
extern uint8 PALRAM [ 0x20 ] ;
bool old_shutter_3d_mode = 0 , old_anaglyph_3d_mode = 0 ;
uint8 prev_shutter_3d = 0 , prev_prev_shutter_3d = 0 ;
uint8 pal_3d = 0 , prev_pal_3d = 0 , prev_prev_pal_3d = 0 ;
bool CheckForAnaglyphPalette ( )
{
//CAK: It can also have none of these when all blacks
bool hasRed = false , hasCyan = false , hasOther = false ;
pal_3d = 0 ;
//CAK: first 12 background colours are used for anaglyph (last 4 are for status bar)
for ( int i = 0 ; i < 12 ; i + + )
{
switch ( PALRAM [ i ] & 63 )
{
case 0x00 :
case 0x0F : //CAK: blacks
break ;
case 0x01 :
case 0x11 :
case 0x0A :
case 0x1A :
case 0x0C :
case 0x1C :
case 0x2C : //CAK: cyan
hasCyan = true ;
break ;
case 0x05 :
case 0x15 :
case 0x06 :
case 0x16 : //CAK: reds
hasRed = true ;
break ;
default :
hasOther = true ;
}
}
if ( hasOther | | ( hasRed & & hasCyan ) )
return false ;
//CAK: last 8 sprite colours are used for anaglyph (first 8 are for screen-level sprites)
for ( int i = 24 ; i < 32 ; i + + )
{
switch ( PALRAM [ i ] & 63 )
{
case 0x00 :
case 0x0F : //CAK: blacks
break ;
case 0x01 :
case 0x11 :
case 0x0A :
case 0x1A :
case 0x0C :
case 0x1C :
case 0x2c : //CAK: cyan
hasCyan = true ;
break ;
case 0x05 :
case 0x15 :
case 0x06 :
case 0x16 : //CAK: reds
hasRed = true ;
break ;
default :
hasOther = true ;
}
}
if ( hasOther | | ( hasRed & & hasCyan ) | | ( ! hasRed & & ! hasCyan ) )
return false ;
eye_3d = hasCyan ;
if ( hasCyan )
pal_3d = 2 ;
else
pal_3d = 1 ;
return true ;
}
//CAK: Handles automatically entering and exiting stereoscopic 3D mode, and detecting which eye to draw
void Check3D ( )
{
//CAK: Stereoscopic 3D game mode detection
shutter_3d_mode = ( shutter_3d ! = prev_shutter_3d & & shutter_3d = = prev_prev_shutter_3d ) ;
prev_prev_shutter_3d = prev_shutter_3d ;
prev_shutter_3d = shutter_3d ;
if ( shutter_3d_mode )
{
fskip = 0 ;
eye_3d = ! shutter_3d ;
}
else if ( old_shutter_3d_mode )
{
//CAK: exited stereoscopic 3d mode, reset frameskip to 0
fskip = 0 ;
fskipc = 0 ;
frameskip = 0 ;
}
else
{
//CAK: Only check anaglyph when it's not a Famicom 3D System game
//Games are detected as anaglyph, only when they alternate between a very limited red palette
//and a very limited blue/green palette. It's very unlikely other games will do that, but
//not impossible.
anaglyph_3d_mode = CheckForAnaglyphPalette ( ) & & pal_3d ! = prev_pal_3d & & pal_3d = = prev_prev_pal_3d & & prev_pal_3d ! = 0 ;
prev_prev_pal_3d = prev_pal_3d ;
prev_pal_3d = pal_3d ;
if ( anaglyph_3d_mode )
{
fskip = 0 ;
}
else if ( old_anaglyph_3d_mode )
{
//CAK: exited stereoscopic 3d mode, reset frameskip to 0
fskip = 0 ;
fskipc = 0 ;
frameskip = 0 ;
}
//CAK: TODO: make a backup of palette whenever not in anaglyph mode,
//and use it to override anaglyph's horible palette for full colour 3D
//note the difficulty will be that palette entries get rearranged to
//animate the road and will still need to be rearranged in our backup palette
}
old_shutter_3d_mode = shutter_3d_mode ;
old_anaglyph_3d_mode = anaglyph_3d_mode ;
}