daedalus/Source/HLEGraphics/uCodes/Ucode_FB.h
2020-08-02 15:46:55 -07:00

109 lines
3.1 KiB
C

/*
Copyright (C) 2013 StrmnNrmn
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef HLEGRAPHICS_UCODES_UCODE_FB_H_
#define HLEGRAPHICS_UCODES_UCODE_FB_H_
#ifndef DAEDALUS_PSP
static bool LoadFrameBuffer(u32 origin)
{
u32 width = Memory_VI_GetRegister( VI_WIDTH_REG );
if( width == 0 )
{
//DAEDALUS_ERROR("Loading 0 size frame buffer?");
return false;
}
if( origin <= width*2 )
{
//DAEDALUS_ERROR("Loading small frame buffer not supported");
return false;
}
//ToDO: We should use uViWidth and uViHeight?
#define FB_WIDTH 320
#define FB_HEIGHT 240
DAEDALUS_ASSERT(g_CI.Size == G_IM_SIZ_16b,"32b frame buffer is not supported");
//DAEDALUS_ASSERT((uViWidth+1) == FB_WIDTH,"Variable width is not handled");
//DAEDALUS_ASSERT((uViHeight+1) == FB_HEIGHT,"Variable height is not handled");
TextureInfo ti;
ti.SetSwapped (0);
ti.SetPalette (0);
ti.SetTlutAddress (gTlutLoadAddresses[0]);
ti.SetTLutFormat (kTT_RGBA16);
ti.SetFormat (0);
ti.SetSize (2);
ti.SetLoadAddress (origin - width*2);
ti.SetWidth (FB_WIDTH);
ti.SetHeight (FB_HEIGHT);
ti.SetPitch (width << 2 >> 1);
gRenderer->LoadTextureDirectly(ti);
return true;
}
//Borrowed from StrmnNrmn's N64js
static inline void DrawFrameBuffer(u32 origin)
{
u16 * pixels = (u16*)malloc(FB_WIDTH*FB_HEIGHT * sizeof(u16)); // TODO: should cache this, but at some point we'll need to deal with variable framebuffer size, so do this later.
u32 src_offset = 0;
for (u32 y = 0; y < FB_HEIGHT; ++y)
{
u32 dst_row_offset = y * FB_WIDTH;
u32 dst_offset = dst_row_offset;
for (u32 x = 0; x < FB_WIDTH; ++x)
{
pixels[dst_offset] = (g_pu8RamBase[(origin + src_offset)^U8_TWIDDLE]<<8) | g_pu8RamBase[(origin + src_offset+ 1)^U8_TWIDDLE] | 1; // NB: or 1 to ensure we have alpha
dst_offset += 1;
src_offset += 2;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, FB_WIDTH, FB_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, pixels);
//ToDO: Implement me PSP
//Doesn't work
//sceGuTexMode( GU_PSM_5551, 0, 0, 1 ); // maxmips/a2/swizzle = 0
//sceGuTexImage(0, texture->GetCorrectedWidth(), texture->GetCorrectedHeight(), texture->GetBlockWidth(), pixels);
gRenderer->Draw2DTexture(0, 0, FB_WIDTH, FB_HEIGHT, 0, 0, FB_WIDTH, FB_HEIGHT);
free(pixels);
}
void RenderFrameBuffer(u32 origin)
{
gRenderer->SetVIScales();
gRenderer->BeginScene();
if (LoadFrameBuffer(origin))
DrawFrameBuffer(origin);
gRenderer->EndScene();
gGraphicsPlugin->UpdateScreen();
}
#endif // DAEDALUS_PSP
#endif // HLEGRAPHICS_UCODES_UCODE_FB_H_