// Copyright (C) 2003 Dolphin 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, version 2.0.

// 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 2.0 for more details.

// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/

// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/

#ifndef _PIXELENGINE_H
#define _PIXELENGINE_H

#include "CommonTypes.h"
class PointerWrap;

// internal hardware addresses
enum
{
	PE_ZCONF         = 0x00, // Z Config
	PE_ALPHACONF     = 0x02, // Alpha Config
	PE_DSTALPHACONF  = 0x04, // Destination Alpha Config
	PE_ALPHAMODE     = 0x06, // Alpha Mode Config
	PE_ALPHAREAD     = 0x08, // Alpha Read
	PE_CTRL_REGISTER = 0x0a, // Control
	PE_TOKEN_REG     = 0x0e, // Token
	PE_BBOX_LEFT	 = 0x10, // Flip Left
	PE_BBOX_RIGHT	 = 0x12, // Flip Right
	PE_BBOX_TOP		 = 0x14, // Flip Top
	PE_BBOX_BOTTOM	 = 0x16, // Flip Bottom

	// These have not yet been RE:d. They are the perf counters.
	PE_PERF_0L       = 0x18, 
	PE_PERF_0H       = 0x1a, 
	PE_PERF_1L       = 0x1c, 
	PE_PERF_1H       = 0x1e, 
	PE_PERF_2L       = 0x20, 
	PE_PERF_2H       = 0x22, 
	PE_PERF_3L       = 0x24, 
	PE_PERF_3H       = 0x26, 
	PE_PERF_4L       = 0x28, 
	PE_PERF_4H       = 0x2a, 
	PE_PERF_5L       = 0x2c, 
	PE_PERF_5H       = 0x2e, 
};

namespace PixelEngine
{

void Init();
void DoState(PointerWrap &p);

// Read
void Read16(u16& _uReturnValue, const u32 _iAddress);

// Write
void Write16(const u16 _iValue, const u32 _iAddress);
void Write32(const u32 _iValue, const u32 _iAddress);

// gfx plugin support
void SetToken(const u16 _token, const int _bSetTokenAcknowledge);
void SetFinish(void);
bool AllowIdleSkipping();

// Bounding box functionality. Paper Mario (both) are a couple of the few games that use it.
extern u16 bbox[4];
extern bool bbox_active;

} // end of namespace PixelEngine

#endif