scummvm/backends/ps2/Gs2dScreen.cpp

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/* ScummVM - Scumm Interpreter
2005-03-31 07:50:33 +00:00
* Copyright (C) 2005 The ScummVM project
*
* 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.
*
* $Header$
*
*/
#include "Gs2dScreen.h"
#include <kernel.h>
#include <malloc.h>
#include <string.h>
#include <assert.h>
#include <fileio.h>
#include <math.h>
#include "DmaPipe.h"
#include "GsDefs.h"
enum Buffers {
SCREEN = 0,
MOUSE,
TEXT
};
#define DEFAULT_PAL_X 175
#define DEFAULT_PAL_Y 60
#define DEFAULT_NTSC_X 165
#define DEFAULT_NTSC_Y 45
#define ORG_X 256
#define ORG_Y 256
#define ORIGIN_X (ORG_X << 4)
#define ORIGIN_Y (ORG_Y << 4)
#define TEX_POW 10
#define SCALE(x) ((x) << 4)
#define M_SIZE 128
#define M_POW 7
#define PI 3.1415926535897932384626433832795
static volatile uint32 g_VblankCmd = 0, g_DmacCmd = 0;
static int g_VblankSema, g_DmacSema, g_AnimSema;
static bool g_RunAnim = false;
static GsVertex kFullScreen[2];
static TexVertex kMouseTex[2] = {
{ SCALE(1), SCALE(1) },
{ SCALE(M_SIZE), SCALE(M_SIZE) }
};
void sioprintf(const char *zFormat, ...);
int vblankStartHandler(int cause) {
// start of VBlank period
if (g_VblankCmd) { // is there a new image waiting?
GS_DISPFB1 = g_VblankCmd; // show it.
g_VblankCmd = 0;
iSignalSema(g_VblankSema);
}
return 0;
}
int dmacHandler(int channel) {
if (g_DmacCmd && (channel == 2)) { // GS DMA transfer finished,
g_VblankCmd = g_DmacCmd; // we want to show the image
g_DmacCmd = 0; // when the next vblank occurs
iSignalSema(g_DmacSema);
}
return 0;
}
int vblankEndHandler(int cause) {
if (g_RunAnim)
iSignalSema(g_AnimSema);
return 0;
}
void createAnimThread(Gs2dScreen *screen);
Gs2dScreen::Gs2dScreen(uint16 width, uint16 height, TVMode tvMode) {
ee_sema_t newSema;
newSema.init_count = 1;
newSema.max_count = 1;
g_VblankSema = CreateSema(&newSema);
g_DmacSema = CreateSema(&newSema);
_screenSema = CreateSema(&newSema);
newSema.init_count = 0;
newSema.max_count = 255;
g_AnimSema = CreateSema(&newSema);
assert((g_VblankSema >= 0) && (g_DmacSema >= 0) && (_screenSema >= 0) && (g_AnimSema >= 0));
AddIntcHandler(INT_VBLANK_START, vblankStartHandler, 0);
AddIntcHandler(INT_VBLANK_END, vblankEndHandler, 0);
AddDmacHandler(2, dmacHandler, 0);
_dmaPipe = new DmaPipe(0x2000);
EnableIntc(INT_VBLANK_START);
EnableIntc(INT_VBLANK_END);
EnableDmac(2);
_width = width;
_height = height;
_pitch = (width + 127) & ~127;
_screenBuf = (uint8*)memalign(64, _width * _height);
_overlayBuf = (uint16*)memalign(64, _width * _height * 2);
_clut = (uint32*)memalign(64, 256 * 4);
memset(_screenBuf, 0, _width * _height);
memset(_clut, 0, 256 * sizeof(uint32));
clearOverlay();
if (tvMode == TV_DONT_CARE) {
if (PAL_NTSC_FLAG == 'E')
_videoMode = TV_NTSC;
else
_videoMode = TV_PAL;
} else
_videoMode = tvMode;
printf("Setting up %s mode\n", (_videoMode == TV_PAL) ? "PAL" : "NTSC");
// set screen size, 640x544 for pal, 640x448 for ntsc
_tvWidth = 640;
_tvHeight = ((_videoMode == TV_PAL) ? 544 : 448);
kFullScreen[0].z = kFullScreen[1].z = 0;
kFullScreen[0].x = ORIGIN_X;
kFullScreen[0].y = ORIGIN_Y;
kFullScreen[1].x = SCALE(_tvWidth) + ORIGIN_X;
kFullScreen[1].y = SCALE(_tvHeight) + ORIGIN_Y;
_blitCoords[0] = kFullScreen[0];
_blitCoords[1] = kFullScreen[1];
_texCoords[0].u = SCALE(1);
_texCoords[0].v = SCALE(1);
_texCoords[1].u = SCALE(_width);
_texCoords[1].v = SCALE(_height);
uint32 tvFrameSize = _tvWidth * _tvHeight * 4; // 32 bits per pixel
// setup frame buffer pointers
_frameBufPtr[0] = 0;
_frameBufPtr[1] = tvFrameSize;
_clutPtrs[SCREEN] = tvFrameSize * 2;
_clutPtrs[MOUSE] = _clutPtrs[SCREEN] + 0x1000; // the cluts in PSMCT32 take up half a memory page each
_clutPtrs[TEXT] = _clutPtrs[SCREEN] + 0x2000;
_texPtrs[SCREEN] = _clutPtrs[SCREEN] + 0x3000;
_texPtrs[TEXT] = 0;
_texPtrs[MOUSE] = 128 * 128 * 4; // mouse cursor is loaded into the gaps of the frame buffer
_showOverlay = true;
_showMouse = false;
_mouseScaleX = (_tvWidth << 8) / _width;
_mouseScaleY = (_tvHeight << 8) / _height;
setMouseXy(_width / 2, _height / 2);
_mTraCol = 255;
_shakePos = 0;
// setup hardware now.
GS_CSR = CSR_RESET; // Reset GS
asm ("sync.p");
GS_CSR = 0;
GsPutIMR(0x7F00);
uint16 dispPosX, dispPosY;
if (_videoMode == TV_PAL) {
SetGsCrt(GS_INTERLACED, 3, 0);
dispPosX = DEFAULT_PAL_X;
dispPosY = DEFAULT_PAL_Y;
} else {
SetGsCrt(GS_INTERLACED, 2, 0);
dispPosX = DEFAULT_NTSC_X;
dispPosY = DEFAULT_NTSC_Y;
}
asm("di");
GS_PMODE = GS_SET_PMODE(1, 0, 1, 1, 0, 255);
GS_BGCOLOUR = GS_RGBA(0, 0, 0, 0);
GS_DISPLAY1 = GS_SET_DISPLAY(_tvWidth, _tvHeight, dispPosX, dispPosY);
asm("ei");
_curDrawBuf = 0;
_dmaPipe->setOrigin(ORIGIN_X, ORIGIN_Y);
_dmaPipe->setConfig(1, 0, 1);
_dmaPipe->setScissorRect(0, 0, _tvWidth - 1, _tvHeight - 1);
_dmaPipe->setDrawBuffer(_frameBufPtr[_curDrawBuf], _tvWidth, GS_PSMCT24, 0);
_dmaPipe->flush();
_clutChanged = _screenChanged = _overlayChanged = true;
updateScreen();
createAnimTextures();
createAnimThread(this);
}
void Gs2dScreen::createAnimTextures(void) {
uint8 *buf = (uint8*)memalign(64, 14 * 64);
uint32 vramDest = _texPtrs[TEXT];
for (int i = 0; i < 16; i++) {
uint32 *destPos = (uint32*)buf;
for (int ch = 15; ch >= 0; ch--) {
uint32 *src = (uint32*)(_binaryData + ((_binaryPattern[i] >> ch) & 1) * 4 * 14);
for (int line = 0; line < 14; line++)
destPos[line << 4] = src[line];
destPos++;
}
if (!(i & 1))
_dmaPipe->uploadTex( vramDest, 128, 0, 0, GS_PSMT4HH, buf, 128, 14);
else {
_dmaPipe->uploadTex( vramDest, 128, 0, 0, GS_PSMT4HL, buf, 128, 14);
vramDest += 128 * 16 * 4;
}
_dmaPipe->flush();
_dmaPipe->waitForDma();
}
_dmaPipe->uploadTex(_clutPtrs[TEXT], 64, 0, 0, GS_PSMCT32, _binaryClut, 8, 2);
_dmaPipe->flush();
free(buf);
}
void Gs2dScreen::newScreenSize(uint16 width, uint16 height) {
if ((width == _width) && (height == _height))
return;
WaitSema(g_DmacSema);
WaitSema(g_VblankSema);
_dmaPipe->flush();
_screenChanged = _overlayChanged = false;
_width = width;
_height = height;
_pitch = (width + 127) & ~127;
// malloc new buffers
free(_screenBuf);
free(_overlayBuf);
_screenBuf = (uint8*)memalign(64, _width * _height);
_overlayBuf = (uint16*)memalign(64, _width * _height * 2);
memset(_screenBuf, 0, _width * height);
memset(_overlayBuf, 0, _width * height * 2);
memset(_clut, 0, 256 * sizeof(uint32));
// clear video ram
_dmaPipe->uploadTex(_clutPtrs[MOUSE], 64, 0, 0, GS_PSMCT32, _clut, 16, 16);
_dmaPipe->uploadTex(_clutPtrs[SCREEN], 64, 0, 0, GS_PSMCT32, _clut, 16, 16);
_dmaPipe->uploadTex(_texPtrs[SCREEN], _width, 0, 0, GS_PSMCT16, _overlayBuf, _width, _height);
_dmaPipe->flush();
_dmaPipe->waitForDma();
_clutChanged = _screenChanged = _overlayChanged = false;
_texCoords[1].u = SCALE(_width);
_texCoords[1].v = SCALE(_height);
_mouseScaleX = (_tvWidth << 8) / _width;
_mouseScaleY = (_tvHeight << 8) / _height;
setMouseXy(_width / 2, _height / 2);
SignalSema(g_VblankSema);
SignalSema(g_DmacSema);
}
void Gs2dScreen::copyScreenRect(const uint8 *buf, uint16 pitch, uint16 x, uint16 y, uint16 w, uint16 h) {
assert((x + w <= _width) && (y + h <= _height));
WaitSema(g_DmacSema);
uint8 *dest = _screenBuf + y * _width + x;
for (uint16 cnt = 0; cnt < h; cnt++) {
memcpy(dest, buf, w);
buf += pitch;
dest += _width;
}
_screenChanged = true;
SignalSema(g_DmacSema);
}
void Gs2dScreen::setPalette(const uint32 *pal, uint8 start, uint16 num) {
assert(start + num <= 256);
WaitSema(g_DmacSema);
for (uint16 cnt = 0; cnt < num; cnt++) {
uint16 dest = start + cnt;
dest = (dest & 0xE7) | ((dest & 0x8) << 1) | ((dest & 0x10) >> 1); // rearrange like the GS expects it
_clut[dest] = pal[cnt] & 0xFFFFFF;
}
_clutChanged = true;
SignalSema(g_DmacSema);
}
void Gs2dScreen::updateScreen(void) {
WaitSema(_screenSema);
if (_clutChanged) {
_clutChanged = false;
uint32 tmp = _clut[_mTraCol];
_clut[_mTraCol] = GS_RGBA(0, 0, 0, 0x80); // this mouse color is transparent
_dmaPipe->uploadTex(_clutPtrs[MOUSE], 64, 0, 0, GS_PSMCT32, _clut, 16, 16);
_dmaPipe->flush();
_dmaPipe->waitForDma();
_clut[_mTraCol] = tmp;
_dmaPipe->uploadTex(_clutPtrs[SCREEN], 64, 0, 0, GS_PSMCT32, _clut, 16, 16);
}
_dmaPipe->flatRect(kFullScreen + 0, kFullScreen + 1, GS_RGBA(0, 0, 0, 0)); // clear screen
if (_showOverlay) {
if (_overlayChanged) {
_dmaPipe->uploadTex(_texPtrs[SCREEN], _width, 0, 0, GS_PSMCT16, _overlayBuf, _width, _height);
_overlayChanged = false;
}
_dmaPipe->setTex(_texPtrs[SCREEN], _width, TEX_POW, TEX_POW, GS_PSMCT16, 0, 0, 0, 0);
_dmaPipe->textureRect(kFullScreen + 0, kFullScreen + 1, _texCoords + 0, _texCoords + 1);
} else {
if (_screenChanged) {
_dmaPipe->uploadTex(_texPtrs[SCREEN], _pitch, 0, 0, GS_PSMT8, _screenBuf, _width, _height);
_screenChanged = false;
}
_dmaPipe->setTex(_texPtrs[SCREEN], _pitch, TEX_POW, TEX_POW, GS_PSMT8, _clutPtrs[SCREEN], 0, 64, GS_PSMCT32);
_dmaPipe->textureRect(_blitCoords + 0, _blitCoords + 1, _texCoords + 0, _texCoords + 1);
}
if (_showMouse) {
GsVertex mouseCoords[2];
mouseCoords[0].x = (((_mouseX - _hotSpotX) * _mouseScaleX + 8) >> 4) + ORIGIN_X;
mouseCoords[0].y = (((_mouseY - _hotSpotY) * _mouseScaleY + 8) >> 4) + ORIGIN_Y;
mouseCoords[1].x = mouseCoords[0].x + (((M_SIZE * _mouseScaleX) + 8) >> 4);
mouseCoords[1].y = mouseCoords[0].y + (((M_SIZE * _mouseScaleY) + 8) >> 4);
mouseCoords[0].z = mouseCoords[1].z = 0;
_dmaPipe->setTex(_texPtrs[MOUSE], M_SIZE, M_POW, M_POW, GS_PSMT8H, _clutPtrs[MOUSE], 0, 64, GS_PSMCT32);
_dmaPipe->textureRect(mouseCoords + 0, mouseCoords + 1, kMouseTex + 0, kMouseTex + 1);
}
WaitSema(g_DmacSema); // wait for dma transfer, if there's one running
WaitSema(g_VblankSema); // wait if there's already an image waiting for vblank
g_DmacCmd = GS_SET_DISPFB(_frameBufPtr[_curDrawBuf], _tvWidth, GS_PSMCT24); // put it here for dmac/vblank handler
_dmaPipe->flush();
_curDrawBuf ^= 1;
_dmaPipe->setDrawBuffer(_frameBufPtr[_curDrawBuf], _tvWidth, GS_PSMCT24, 0);
SignalSema(_screenSema);
}
void Gs2dScreen::showOverlay(void) {
_showOverlay = true;
clearOverlay();
}
void Gs2dScreen::hideOverlay(void) {
_screenChanged = true;
_showOverlay = false;
}
void Gs2dScreen::setShakePos(int shake) {
_shakePos = (shake * _mouseScaleY) >> 8;
_blitCoords[0].y = SCALE(_shakePos) + ORIGIN_Y;
_blitCoords[1].y = SCALE(_tvHeight + _shakePos) + ORIGIN_Y;
}
void Gs2dScreen::copyOverlayRect(const uint16 *buf, uint16 pitch, uint16 x, uint16 y, uint16 w, uint16 h) {
WaitSema(g_DmacSema);
_overlayChanged = true;
uint16 *dest = _overlayBuf + y * _width + x;
for (uint32 cnt = 0; cnt < h; cnt++) {
memcpy(dest, buf, w * 2);
dest += _width;
buf += pitch;
}
SignalSema(g_DmacSema);
}
void Gs2dScreen::clearOverlay(void) {
WaitSema(g_DmacSema);
_overlayChanged = true;
// first convert our clut to 16 bit RGBA for the overlay...
uint16 palette[256];
for (uint32 cnt = 0; cnt < 256; cnt++) {
uint32 rgba = _clut[(cnt & 0xE7) | ((cnt & 0x8) << 1) | ((cnt & 0x10) >> 1)];
palette[cnt] = ((rgba >> 3) & 0x1F) | (((rgba >> 11) & 0x1F) << 5) | (((rgba >> 19) & 0x1F) << 10);
}
// now copy the current screen over
for (uint32 cnt = 0; cnt < _width * _height; cnt++)
_overlayBuf[cnt] = palette[_screenBuf[cnt]];
SignalSema(g_DmacSema);
}
void Gs2dScreen::grabOverlay(uint16 *buf, uint16 pitch) {
uint16 *src = _overlayBuf;
for (uint32 cnt = 0; cnt < _height; cnt++) {
memcpy(buf, src, _width * 2);
buf += pitch;
src += _width;
}
}
void Gs2dScreen::setMouseOverlay(const uint8 *buf, uint16 width, uint16 height, uint16 hotSpotX, uint16 hotSpotY, uint8 transpCol) {
assert((width <= M_SIZE) && (height <= M_SIZE));
_hotSpotX = hotSpotX;
_hotSpotY = hotSpotY;
if (_mTraCol != transpCol) {
_mTraCol = transpCol;
_clutChanged = true;
}
uint8 *bufCopy = (uint8*)memalign(64, M_SIZE * M_SIZE); // make a copy to align to 64 bytes
memset(bufCopy, _mTraCol, M_SIZE * M_SIZE);
for (int cnt = 0; cnt < height; cnt++)
memcpy(bufCopy + cnt * M_SIZE, buf + cnt * width, width);
_dmaPipe->uploadTex( _texPtrs[MOUSE], M_SIZE, 0, 0, GS_PSMT8H, bufCopy, M_SIZE, M_SIZE);
_dmaPipe->flush();
_dmaPipe->waitForDma(); // make sure all data has been transferred when we free bufCopy
free(bufCopy);
}
void Gs2dScreen::showMouse(bool show) {
_showMouse = show;
}
void Gs2dScreen::setMouseXy(int16 x, int16 y) {
_mouseX = x;
_mouseY = y;
}
uint8 Gs2dScreen::tvMode(void) {
return _videoMode;
}
void Gs2dScreen::wantAnim(bool runIt) {
g_RunAnim = runIt;
}
#define LINE_SPACE 20
#define SCRL_TIME 8
#define V 1000
#define Z_TRANSL 65
void Gs2dScreen::animThread(void) {
// animate zeros and ones while game accesses memory card, etc.
g_RunAnim = false;
float yPos = 0.0;
uint8 texSta = 0;
float scrlSpeed = (_videoMode == TV_PAL) ? (_tvHeight / (SCRL_TIME * 50.0)) : (_tvHeight / (SCRL_TIME * 60.0));
uint8 texMax = (_tvHeight / LINE_SPACE) + (ORG_Y / LINE_SPACE);
TexVertex texNodes[4] = {
{ SCALE(1), SCALE(1) }, { SCALE(1), SCALE(14) },
{ SCALE(128), SCALE(1) }, { SCALE(128), SCALE(14) }
};
float angleStep = ((2 * PI) / _tvHeight);
while (1) {
do {
WaitSema(g_AnimSema);
} while (!g_RunAnim);
if (PollSema(_screenSema) > 0) { // make sure no thread is currently drawing
WaitSema(g_DmacSema); // dma transfers have to be finished
WaitSema(g_VblankSema); // wait for image, if there is one...
// redraw the engine's last frame
_dmaPipe->flatRect(kFullScreen + 0, kFullScreen + 1, GS_RGBA(0, 0, 0, 0)); // clear screen
if (_showOverlay) {
_dmaPipe->setTex(_texPtrs[SCREEN], _width, TEX_POW, TEX_POW, GS_PSMCT16, 0, 0, 0, 0);
_dmaPipe->textureRect(kFullScreen + 0, kFullScreen + 1, _texCoords + 0, _texCoords + 1);
} else {
_dmaPipe->setTex(_texPtrs[SCREEN], _pitch, TEX_POW, TEX_POW, GS_PSMT8, _clutPtrs[SCREEN], 0, 64, GS_PSMCT32);
_dmaPipe->textureRect(_blitCoords + 0, _blitCoords + 1, _texCoords + 0, _texCoords + 1);
}
_dmaPipe->setAlphaBlend(SOURCE_COLOR, ZERO_COLOR, SOURCE_ALPHA, DEST_COLOR, 0);
yPos -= scrlSpeed;
if (yPos <= -LINE_SPACE) {
yPos += LINE_SPACE;
texSta++;
}
float drawY = yPos;
for (int i = 0; i < texMax; i++) {
uint8 texIdx = (texSta + i) & 0xF;
float x[4] = { -64.0, -64.0, 64.0, 64.0 };
float y[4];
y[0] = y[2] = drawY - _tvHeight / 2 - LINE_SPACE / 2;
y[1] = y[3] = y[0] + LINE_SPACE;
float z[4];
GsVertex nodes[4];
float angle = PI / 2 + angleStep * drawY;
float rotSin = sinf(angle);
float rotCos = cosf(angle);
for (int coord = 0; coord < 4; coord++) {
z[coord] = rotCos * x[coord];
x[coord] = rotSin * x[coord];
nodes[coord].z = 0;
nodes[coord].x = (uint16)(((V * x[coord]) / (z[coord] + V + Z_TRANSL)) * 16);
nodes[coord].y = (uint16)(((V * y[coord]) / (z[coord] + V + Z_TRANSL)) * 16);
nodes[coord].x += SCALE(_tvWidth - 80 + ORG_X);
nodes[coord].y += SCALE(_tvHeight / 2 + ORG_Y);
}
uint32 texPtr = _texPtrs[TEXT] + 128 * 16 * 4 * (texIdx >> 1);
if (texIdx & 1)
_dmaPipe->setTex(_texPtrs[TEXT], 128, 7, 4, GS_PSMT4HL, _clutPtrs[TEXT], 0, 64, GS_PSMCT32);
else
_dmaPipe->setTex(_texPtrs[TEXT], 128, 7, 4, GS_PSMT4HH, _clutPtrs[TEXT], 0, 64, GS_PSMCT32);
_dmaPipe->textureRect(nodes + 0, nodes + 1, nodes + 2, nodes + 3,
texNodes + 0, texNodes + 1, texNodes + 2, texNodes + 3, GS_RGBA(0x80, 0x80, 0x80, 0x80));
drawY += LINE_SPACE;
}
g_DmacCmd = GS_SET_DISPFB(_frameBufPtr[_curDrawBuf], _tvWidth, GS_PSMCT24); // put it here for dmac/vblank handler
_dmaPipe->flush();
_curDrawBuf ^= 1;
_dmaPipe->setDrawBuffer(_frameBufPtr[_curDrawBuf], _tvWidth, GS_PSMCT24, 0);
_dmaPipe->setAlphaBlend(DEST_COLOR, ZERO_COLOR, SOURCE_ALPHA, SOURCE_COLOR, 0);
SignalSema(_screenSema);
}
}
}
void runAnimThread(Gs2dScreen *param) {
param->animThread();
}
#define ANIM_STACK_SIZE (1024 * 32)
void createAnimThread(Gs2dScreen *screen) {
ee_thread_t animThread, thisThread;
ReferThreadStatus(GetThreadId(), &thisThread);
animThread.initial_priority = thisThread.current_priority - 3;
animThread.stack = malloc(ANIM_STACK_SIZE);
animThread.stack_size = ANIM_STACK_SIZE;
animThread.func = (void *)runAnimThread;
asm("move %0, $gp\n": "=r"(animThread.gp_reg));
int tid = CreateThread(&animThread);
if (tid >= 0) {
StartThread(tid, screen);
} else
free(animThread.stack);
}
// data for the animated zeros and ones...
const uint8 Gs2dScreen::_binaryData[4 * 14 * 2] = {
// figure zero
0x00, 0x00, 0x00, 0x00, 0x11, 0x11, 0x11, 0x11, 0x00, 0x22, 0x22, 0x00, 0x31, 0x13,
0x31, 0x13, 0x20, 0x02, 0x22, 0x02, 0x31, 0x13, 0x33, 0x13, 0x20, 0x02, 0x20, 0x02,
0x31, 0x33, 0x31, 0x13, 0x20, 0x22, 0x20, 0x02, 0x31, 0x13, 0x31, 0x13, 0x00, 0x22,
0x22, 0x00, 0x11, 0x11, 0x11, 0x11, 0x00, 0x00, 0x00, 0x00, 0x11, 0x11, 0x11, 0x11,
// figure one
0x00, 0x00, 0x00, 0x00, 0x11, 0x11, 0x11, 0x11, 0x00, 0x20, 0x02, 0x00, 0x11, 0x33,
0x13, 0x11, 0x22, 0x22, 0x02, 0x00, 0x11, 0x31, 0x13, 0x11, 0x00, 0x20, 0x02, 0x00,
0x11, 0x31, 0x13, 0x11, 0x00, 0x20, 0x02, 0x00, 0x11, 0x31, 0x13, 0x11, 0x00, 0x20,
0x02, 0x00, 0x11, 0x11, 0x11, 0x11, 0x00, 0x00, 0x00, 0x00, 0x11, 0x11, 0x11, 0x11
};
const uint16 Gs2dScreen::_binaryPattern[16] = {
0xD992, 0x344B, 0xA592, 0x110D,
0x9234, 0x2326, 0x5199, 0xC8A6,
0x4D29, 0x18B0, 0xA5AA, 0x2949,
0x6DB3, 0xB2AA, 0x64A4, 0x3329
};
const uint32 Gs2dScreen::_binaryClut[16] __attribute__((aligned(64))) = {
GS_RGBA( 0, 0, 0, 0x40),
GS_RGBA( 50, 50, 50, 0x40),
GS_RGBA( 204, 204, 0xFF, 0x40),
GS_RGBA( 140, 140, 0xFF, 0x40),
GS_RGBA(0xFF, 0xFF, 0xFF, 0x80), GS_RGBA(0xFF, 0xFF, 0xFF, 0x80),
GS_RGBA(0xFF, 0xFF, 0xFF, 0x80), GS_RGBA(0xFF, 0xFF, 0xFF, 0x80),
GS_RGBA(0xFF, 0xFF, 0xFF, 0x80), GS_RGBA(0xFF, 0xFF, 0xFF, 0x80),
GS_RGBA(0xFF, 0xFF, 0xFF, 0x80), GS_RGBA(0xFF, 0xFF, 0xFF, 0x80),
GS_RGBA(0xFF, 0xFF, 0xFF, 0x80), GS_RGBA(0xFF, 0xFF, 0xFF, 0x80),
GS_RGBA(0xFF, 0xFF, 0xFF, 0x80), GS_RGBA(0xFF, 0xFF, 0xFF, 0x80)
};