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https://github.com/RetroPortingToolKit/psxrecomp
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eee07fe910
The OpenGL backend capped supersampling at 4, the software mirror's limit, although its hr surface lives on the GPU. Raise the compile-time ceiling to 32 (gpu_render.h) and decide the real scale at context init: - Query GL_MAX_TEXTURE_SIZE, GL_MAX_RENDERBUFFER_SIZE and GL_MAX_VIEWPORT_DIMS and clamp S so the 1024*S x 512*S surface fits them and a 2 GiB memory budget (PSX_GL_VRAM_BUDGET_MB overrides it). Apple's GL on Metal reports 16384, so 16x is the most a full-VRAM surface can be. The clamp is logged with the limit that applied. - If the surface still fails to allocate, retry one scale lower inside GL. Only a 1x failure drops the backend to software, as before. - Draw lines above 1x as quads one native pixel thick covering both endpoints. glLineWidth(S) is capped at 1 on core profiles, so every line was one hr pixel thick (1/9 of native at 9x). - Present a supersampled source with an area resolve when it is more than 1.25x the output (1200 lines into a 1080 window, 480i menus), and inset the UV rect by half a texel instead of half a native pixel, which cropped and zoomed the image by (S-1)/2 texels per edge. - Size the copy scratch to the largest copy (copies stage at its origin) and rebuild the mask stencil in tiles, only over the primitive bbox union, so a large S does not cost another full-size surface. - Refuse a native-wide surface wider than the driver limit (uncapped Fit at a high scale) with one log line; the frame presents 4:3. - main.cpp: the offline and dual-raster clamps no longer cap GL at the software 4x. The CPU present path presents GL frames at 1x (its readout is native) and its staging buffer stays sized for at most 4x. - [video] supersampling accepts 1..32 in game.toml and settings.toml; the runtime clamps per backend. Every change is gated on S > 1: at 1x the renderer is byte-identical (same native VRAM and presented framebuffer digests as the previous source on a fixed GP0 scene). Tests: gl_scale_limits_test (clamp arithmetic), gl_internal_scale_guards (source guards + runner parsing), and gl_scale_invariance_test, a hidden real-GL run at 1,2,3,5,9x that requires identical guest-visible VRAM at every scale, one-native-pixel lines at internal resolution, and a 32x request that stays on GL at the driver's clamp (16x on Apple). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
215 lines
11 KiB
C
215 lines
11 KiB
C
#ifndef PSX_GPU_RENDER_H
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#define PSX_GPU_RENDER_H
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/* Renderer facade. gpu.c (command processing) and main.cpp (present) call
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* these gr_* entry points instead of a specific backend. The facade
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* dispatches to a selected backend: the software rasterizer (gpu_sw_renderer.c,
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* the default + fallback) or a hardware OpenGL backend (gpu_gl_renderer.c).
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*
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* The gr_* signatures mirror the software renderer's interface exactly, so a
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* backend is just a table of the same functions. Select the backend with
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* gr_set_backend() BEFORE gr_init(); gr_backend() reports the EFFECTIVE backend
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* (a requested backend that fails to initialize falls back to software). */
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef enum {
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GR_BACKEND_SOFTWARE = 0,
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GR_BACKEND_OPENGL = 1,
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GR_BACKEND_VULKAN = 2
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} GrBackend;
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void gr_set_backend(GrBackend backend); /* call before gr_init() */
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GrBackend gr_backend(void); /* effective backend after init */
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/* Lifecycle / global state */
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void gr_init(uint16_t *vram);
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void gr_set_scale(int scale);
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int gr_scale(void);
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/* Compile-time ceiling for the OpenGL backend's internal-resolution scale. The
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* effective scale is decided at GL context init from the driver's size limits
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* and a memory budget (gl_scale_limits.h), so this is only an upper bound.
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* Software and Vulkan stay at SW_MAX_INTERNAL_SCALE (4). */
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#define GL_MAX_INTERNAL_SCALE 32
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void gr_set_texture_filter(int bilinear);
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int gr_texture_filter(void);
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/* Per-primitive draw state */
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void gr_set_semi_transparency(int enabled, int mode);
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void gr_set_mask_bits(int set_bit, int check_bit);
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void gr_set_texture_window(uint32_t raw);
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void gr_set_color_modulation(int r, int g, int b, int raw_texture);
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/* Sub-pixel vertex override for the NEXT triangle ([video] geometry_correction).
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* x/y are signed 16.16 screen coordinates carrying the projection fraction the
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* GTE discarded; the integer positions still passed to gr_draw_*_triangle
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* remain authoritative for anything that must stay faithful (dirty-rect
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* tracking, the software path's native VRAM write). enabled == 0 clears the
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* override. Backends that do not implement it ignore the call, so the integer
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* path is what they draw. The override is consumed by the next triangle. */
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void gr_set_precise_triangle(int enabled,
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int32_t x0, int32_t y0,
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int32_t x1, int32_t y1,
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int32_t x2, int32_t y2);
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/* Perspective-correct UV weights for the NEXT triangle ([video]
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* perspective_texturing). q[i] is the normalized 1/z homogeneous weight at
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* vertex i. enabled == 0 restores the PS1's affine UV interpolation. */
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void gr_set_perspective_triangle(int enabled, float q0, float q1, float q2);
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/* Primitives */
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void gr_fill_rect(int x, int y, int w, int h, uint16_t color);
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void gr_copy_rect(int src_x, int src_y, int dst_x, int dst_y, int w, int h);
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void gr_draw_flat_triangle(int x0, int y0, int x1, int y1, int x2, int y2,
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uint16_t color);
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void gr_draw_gouraud_triangle(int x0, int y0, uint16_t c0,
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int x1, int y1, uint16_t c1,
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int x2, int y2, uint16_t c2);
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void gr_draw_textured_triangle(int x0, int y0, int u0, int v0,
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int x1, int y1, int u1, int v1,
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int x2, int y2, int u2, int v2,
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uint16_t clut_x, uint16_t clut_y,
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uint16_t texpage);
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void gr_draw_shaded_textured_triangle(int x0, int y0, int u0, int v0,
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uint32_t color0,
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int x1, int y1, int u1, int v1,
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uint32_t color1,
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int x2, int y2, int u2, int v2,
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uint32_t color2,
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uint16_t clut_x, uint16_t clut_y,
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uint16_t texpage, int raw_texture);
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void gr_draw_flat_rect(int x, int y, int w, int h, uint16_t color);
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void gr_draw_textured_rect(int x, int y, int w, int h,
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int u, int v,
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uint16_t clut_x, uint16_t clut_y,
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uint16_t texpage);
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void gr_draw_textured_rect_scaled(int x, int y, int w, int h,
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int u0, int v0, int u1, int v1,
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uint16_t clut_x, uint16_t clut_y,
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uint16_t texpage);
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void gr_draw_line(int x0, int y0, int x1, int y1, uint16_t color);
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void gr_draw_shaded_line(int x0, int y0, uint16_t c0,
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int x1, int y1, uint16_t c1);
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/* Display readout (present path) */
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int gr_render_display(uint32_t *out_pixels, int out_pitch,
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int disp_x, int disp_y, int disp_w, int disp_h);
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int gr_render_display_hires(uint32_t *out_pixels, int out_pitch,
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int disp_x, int disp_y, int disp_w, int disp_h);
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/* VRAM transfers */
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void gr_vram_write(int x, int y, uint16_t pixel);
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uint16_t gr_vram_read(int x, int y);
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void gr_vram_transfer_in(int x, int y, int w, int h, const uint16_t *data);
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void gr_vram_transfer_out(int x, int y, int w, int h, uint16_t *data);
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/* Draw area / offset */
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void gr_set_draw_area(int x1, int y1, int x2, int y2);
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void gr_get_draw_area(int *x1, int *y1, int *x2, int *y2);
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void gr_set_draw_offset(int x, int y);
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/* Native-wide compositor. gr_wide_supported() reports whether the active
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* backend implements it; if not, the others are no-ops and the caller keeps
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* the canonical present path. */
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int gr_wide_supported(void);
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void gr_wide_configure(int wide_w, int offset);
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void gr_wide_set_target(int base_x);
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void gr_wide_disable_target(void);
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void gr_wide_clear(int base_x, int y, int h, uint16_t color);
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/* sides: bit 0 = left synthetic margin, bit 1 = right. */
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void gr_wide_clear_margins(int base_x, int y, int h, uint16_t color, int sides);
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int gr_wide_dump_full(uint32_t *out, int cap_pixels, int *ow, int *oh, int base_x);
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int gr_render_wide_display(uint32_t *out, int pitch, int base_x,
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int disp_y, int disp_h);
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/* ---- Backend vtable -----------------------------------------------------
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* A backend supplies the same set of functions. gpu_gl_renderer.c (Phase 2)
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* provides gl_backend_get(); until it does, requesting OpenGL falls back to
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* software. Members mirror the gr_* / sw_* signatures 1:1. */
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typedef struct GpuRenderBackend {
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const char *name;
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void (*init)(uint16_t *vram);
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void (*set_scale)(int scale);
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int (*scale)(void);
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void (*set_texture_filter)(int bilinear);
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int (*texture_filter)(void);
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void (*set_semi_transparency)(int enabled, int mode);
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void (*set_mask_bits)(int set_bit, int check_bit);
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void (*set_texture_window)(uint32_t raw);
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void (*set_color_modulation)(int r, int g, int b, int raw_texture);
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/* Optional (NULL = unsupported, facade no-ops): sub-pixel vertex override
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* and perspective UV weights for the next triangle. See gr_* above. */
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void (*set_precise_triangle)(int enabled,
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int32_t x0, int32_t y0,
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int32_t x1, int32_t y1,
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int32_t x2, int32_t y2);
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void (*set_perspective_triangle)(int enabled, float q0, float q1, float q2);
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void (*fill_rect)(int x, int y, int w, int h, uint16_t color);
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void (*copy_rect)(int src_x, int src_y, int dst_x, int dst_y, int w, int h);
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void (*draw_flat_triangle)(int x0, int y0, int x1, int y1, int x2, int y2,
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uint16_t color);
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void (*draw_gouraud_triangle)(int x0, int y0, uint16_t c0,
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int x1, int y1, uint16_t c1,
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int x2, int y2, uint16_t c2);
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void (*draw_textured_triangle)(int x0, int y0, int u0, int v0,
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int x1, int y1, int u1, int v1,
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int x2, int y2, int u2, int v2,
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uint16_t clut_x, uint16_t clut_y,
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uint16_t texpage);
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void (*draw_shaded_textured_triangle)(int x0, int y0, int u0, int v0,
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uint32_t color0,
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int x1, int y1, int u1, int v1,
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uint32_t color1,
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int x2, int y2, int u2, int v2,
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uint32_t color2,
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uint16_t clut_x, uint16_t clut_y,
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uint16_t texpage, int raw_texture);
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void (*draw_flat_rect)(int x, int y, int w, int h, uint16_t color);
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void (*draw_textured_rect)(int x, int y, int w, int h, int u, int v,
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uint16_t clut_x, uint16_t clut_y,
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uint16_t texpage);
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void (*draw_textured_rect_scaled)(int x, int y, int w, int h,
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int u0, int v0, int u1, int v1,
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uint16_t clut_x, uint16_t clut_y,
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uint16_t texpage);
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void (*draw_line)(int x0, int y0, int x1, int y1, uint16_t color);
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void (*draw_shaded_line)(int x0, int y0, uint16_t c0,
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int x1, int y1, uint16_t c1);
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int (*render_display)(uint32_t *out, int pitch,
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int dx, int dy, int dw, int dh);
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int (*render_display_hires)(uint32_t *out, int pitch,
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int dx, int dy, int dw, int dh);
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void (*vram_write)(int x, int y, uint16_t pixel);
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uint16_t (*vram_read)(int x, int y);
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void (*vram_transfer_in)(int x, int y, int w, int h, const uint16_t *data);
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void (*vram_transfer_out)(int x, int y, int w, int h, uint16_t *data);
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void (*set_draw_area)(int x1, int y1, int x2, int y2);
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void (*get_draw_area)(int *x1, int *y1, int *x2, int *y2);
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void (*set_draw_offset)(int x, int y);
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/* Native-wide compositor (optional; NULL on backends without it — the
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* facade then reports gr_wide_supported() == 0 and the caller keeps the
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* canonical present). */
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void (*wide_configure)(int wide_w, int offset);
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void (*wide_set_target)(int base_x);
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void (*wide_disable_target)(void);
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void (*wide_clear)(int base_x, int y, int h, uint16_t color);
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void (*wide_clear_margins)(int base_x, int y, int h, uint16_t color, int sides);
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int (*render_wide_display)(uint32_t *out, int pitch, int base_x,
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int disp_y, int disp_h);
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/* Dump the ENTIRE wide compositor surface for base_x (all double-buffer
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* bands + both margins), g_wide_w x VRAM_H. Debug/inspection only; returns
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* pixel count, writes width/height to ow/oh. NULL if unsupported. */
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int (*wide_dump_full)(uint32_t *out, int cap_pixels, int *ow, int *oh,
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int base_x);
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} GpuRenderBackend;
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#ifdef __cplusplus
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}
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#endif
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#endif /* PSX_GPU_RENDER_H */
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