mirror of
https://github.com/hrydgard/ppsspp.git
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282 lines
4.9 KiB
C
282 lines
4.9 KiB
C
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "../Globals.h"
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#include <cstring>
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// TODO: this doesn't belong here
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struct Color4
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{
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float r,g,b,a;
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Color4() : r(0), g(0), b(0), a(0) { }
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Color4(float _r, float _g, float _b, float _a=1.0f)
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{
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r=_r; g=_g; b=_b; a=_a;
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}
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Color4(const float in[4]) {r=in[0];g=in[1];b=in[2];a=in[3];}
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float &operator [](int i) {return *(&r + i);}
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const float &operator [](int i) const {return *(&r + i);}
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Color4 operator *(float f) const
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{
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return Color4(f*r,f*g,f*b,f*a);
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}
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Color4 operator *(const Color4 &c) const
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{
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return Color4(r*c.r,g*c.g,b*c.b,a*c.a);
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}
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void operator *=(const Color4 &c)
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{
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r*=c.r,g*=c.g,b*=c.b,a*=c.a;
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}
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Color4 operator +(const Color4 &c) const
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{
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return Color4(r+c.r,g+c.g,b+c.b,a+c.a);
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}
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void operator +=(const Color4 &c)
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{
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r+=c.r;
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g+=c.g;
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b+=c.b;
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a+=c.a;
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}
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void GetFromRGB(u32 col)
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{
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r = ((col>>16)&0xff)/255.0f;
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g = ((col>>8)&0xff)/255.0f;
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b = ((col>>0)&0xff)/255.0f;
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}
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void GetFromA(u32 col)
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{
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a = (col&0xff)/255.0f;
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}
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};
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struct GPUgstate
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{
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u16 paletteMem[256*2];
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union
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{
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u32 cmdmem[256];
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struct
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{
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int nop;
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u32 vaddr,
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iaddr,
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pad00,
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prim,
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bezier,
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spline,
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boundBox,
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jump,
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bjump,
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call,
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ret,
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end,
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pad01,
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signal,
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finish,
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base,
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pad02,
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vertType,
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offsetAddr,
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origin,
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region1,
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region2,
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lightingEnable,
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lightEnable[4],
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clipEnable,
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cullfaceEnable,
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textureMapEnable,
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fogEnable,
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ditherEnable,
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alphaBlendEnable,
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alphaTestEnable,
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zTestEnable,
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stencilTestEnable,
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antiAliasEnable,
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patchCullEnable,
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colorTestEnable,
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logicOpEnable,
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pad03,
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boneMatrixNumber,
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boneMatrixData,
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morphwgt[8], //dont use
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pad04[0x39-0x33],
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worldmtxnum,//0x3A
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worldmtxdata, //0x3B
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viewmtxnum, //0x3C
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viewmtxdata,
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projmtxnum,
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projmtxdata,
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texmtxnum,
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texmtxdata,
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viewportx1,
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viewporty1,
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viewportz1,
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viewportx2,
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viewporty2,
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viewportz2,
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texscaleu,
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texscalev,
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texoffsetu,
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texoffsetv,
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offsetx,
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offsety,
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pad111[2],
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lmode,
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reversenormals,
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pad222,
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materialupdate,
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materialemissive,
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materialambient,
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pad333[2],
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materialdiffuse,
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materialspecular,
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materialalpha,
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materialspecularcoef,
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ambientcolor,
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ambientalpha,
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colormodel,
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ltype[4],
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lpos[12],
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ldir[12],
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latt[12],
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lconv[4],
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lcutoff[4],
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lcolor[12],
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cullmode,
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fbptr,
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fbwidth,
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zbptr,
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zbwidth,
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texaddr[8],
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texbufwidth[8],
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clutaddr,
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clutaddrupper,
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transfersrc,
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transfersrcw,
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transferdst,
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transferdstw,
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padxxx[2],
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texsize[8],
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texmapmode,
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texshade,
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texmode,
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texformat,
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loadclut,
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clutformat,
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texfilter,
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texwrap,
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padxxxxx,
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texfunc,
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texenvcolor,
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texflush,
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texsync,
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fog1,
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fog2,
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fogcolor,
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texlodslope,
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padxxxxxx,
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framebufpixformat,
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clearmode,
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scissor1,
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scissor2,
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minz,
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maxz,
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colortest,
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colorref,
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colormask,
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alphatest,
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stenciltest,
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stencilop,
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ztestfunc,
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blend,
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blendfixa,
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blendfixb,
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dith1,
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dith2,
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dith3,
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dith4,
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lop,
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zmsk,
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pmsk1,
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pmsk2
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;
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u32 pad05[0x63-0x40];
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};
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};
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u32 vertexAddr;
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u32 indexAddr;
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bool textureChanged;
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float uScale,vScale;
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float uOff,vOff;
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float lightpos[4][3];
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float lightdir[4][3];
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float lightatt[4][3];
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Color4 lightColor[3][4]; //ADS
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float morphWeights[8];
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// bezier patch subdivision
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int patch_div_s;
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int patch_div_t;
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u32 curTextureWidth;
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u32 curTextureHeight;
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float worldMatrix[12];
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float viewMatrix[12];
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float projMatrix[16];
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float tgenMatrix[12];
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float boneMatrix[8*12];
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};
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void InitGfxState();
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void ReapplyGfxState();
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// PSP uses a curious 24-bit float - it's basically the top 24 bits of a regular IEEE754 32-bit float.
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inline float getFloat24(unsigned int data)
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{
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data<<=8;
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float f;
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memcpy(&f, &data, 4);
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return f;
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}
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// in case we ever want to generate PSP display lists...
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inline unsigned int toFloat24(float f) {
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unsigned int i;
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memcpy(&i, &f, 4);
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i >>= 8;
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return i;
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}
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extern GPUgstate gstate;
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