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GLideN64/src/RSP.h
Sergey Lipskiy 2840c89629 Add optimization hacks for depth buffer read in PD and CBFD:
- read depth buffer only when texturedRectDepthBufferCopy called for current frame
- for Conker, read depth buffer only in texturedRectDepthBufferCopy.
- for PD the buffer need to be read twice, otherwise coronas may poke through objects.
2016-03-13 17:53:08 +06:00

30 lines
595 B
C

#ifndef RSP_H
#define RSP_H
#include "Types.h"
#include "N64.h"
typedef struct
{
u32 PC[18], PCi, busy, halt, close, uc_start, uc_dstart, cmd, nextCmd;
u32 w0, w1;
s32 count;
bool bLLE;
char romname[21];
wchar_t pluginpath[PLUGIN_PATH_SIZE];
} RSPInfo;
extern RSPInfo RSP;
extern u32 DepthClearColor;
extern u32 rectDepthBufferCopyFrame;
#define RSP_SegmentToPhysical( segaddr ) ((gSP.segment[(segaddr >> 24) & 0x0F] + (segaddr & RDRAMSize)) & RDRAMSize)
void RSP_Init();
void RSP_ProcessDList();
void RSP_LoadMatrix( f32 mtx[4][4], u32 address );
void RSP_CheckDLCounter();
#endif