
/*
  Simple DirectMedia Layer
  Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>

  This software is provided 'as-is', without any express or implied
  warranty.  In no event will the authors be held liable for any damages
  arising from the use of this software.

  Permission is granted to anyone to use this software for any purpose,
  including commercial applications, and to alter it and redistribute it
  freely, subject to the following restrictions:

  1. The origin of this software must not be misrepresented; you must not
     claim that you wrote the original software. If you use this software
     in a product, an acknowledgment in the product documentation would be
     appreciated but is not required.
  2. Altered source versions must be plainly marked as such, and must not be
     misrepresented as being the original software.
  3. This notice may not be removed or altered from any source distribution.
*/
#include "SDL_internal.h"

#ifdef SDL_VIDEO_RENDER_PSP

#include "../SDL_sysrender.h"

#include "SDL_render_psp_c.h"

#include <pspkernel.h>
#include <pspdisplay.h>
#include <pspgu.h>
#include <pspgum.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <pspge.h>
#include <stdarg.h>
#include <stdlib.h>
#include <vram.h>

// PSP renderer implementation, based on the PGE

static unsigned int __attribute__((aligned(16))) DisplayList[262144];

#define COL5650(r, g, b, a) ((r >> 3) | ((g >> 2) << 5) | ((b >> 3) << 11))
#define COL5551(r, g, b, a) ((r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) | (a > 0 ? 0x7000 : 0))
#define COL4444(r, g, b, a) ((r >> 4) | ((g >> 4) << 4) | ((b >> 4) << 8) | ((a >> 4) << 12))
#define COL8888(r, g, b, a) ((r) | ((g) << 8) | ((b) << 16) | ((a) << 24))

/**
 * Holds psp specific texture data
 *
 * Part of a hot-list of textures that are used as render targets
 * When short of vram we spill Least-Recently-Used render targets to system memory
 */
typedef struct PSP_TextureData
{
    void *data;                 /**< Image data. */
    unsigned int size;          /**< Size of data in bytes. */
    unsigned int width;         /**< Image width. */
    unsigned int height;        /**< Image height. */
    unsigned int textureWidth;  /**< Texture width (power of two). */
    unsigned int textureHeight; /**< Texture height (power of two). */
    unsigned int bits;          /**< Image bits per pixel. */
    unsigned int format;        /**< Image format - one of ::pgePixelFormat. */
    unsigned int pitch;
    bool swizzled;                /**< Is image swizzled. */
    struct PSP_TextureData *prevhotw; /**< More recently used render target */
    struct PSP_TextureData *nexthotw; /**< Less recently used render target */
} PSP_TextureData;

typedef struct
{
    SDL_BlendMode mode;
    unsigned int color;
    int shadeModel;
    SDL_Texture *texture;
    SDL_ScaleMode texture_scale_mode;
    SDL_TextureAddressMode texture_address_mode;
} PSP_BlendState;

typedef struct
{
    unsigned int color;
} PSP_DrawStateCache;

typedef struct
{
    void *frontbuffer;         /**< main screen buffer */
    void *backbuffer;          /**< buffer presented to display */
    SDL_Texture *boundTarget;  /**< currently bound rendertarget */
    bool initialized;      /**< is driver initialized */
    bool displayListAvail; /**< is the display list already initialized for this frame */
    unsigned int psm;          /**< format of the display buffers */
    unsigned int bpp;          /**< bits per pixel of the main display */

    bool vsync;                       /**< whether we do vsync */
    PSP_BlendState blendState;            /**< current blend mode */
    PSP_TextureData *most_recent_target;  /**< start of render target LRU double linked list */
    PSP_TextureData *least_recent_target; /**< end of the LRU list */

    bool vblank_not_reached; /**< whether vblank wasn't reached */
} PSP_RenderData;

typedef struct
{
    float x, y, z;
} VertV;

typedef struct
{
    float u, v;
    float x, y, z;
} VertTV;

typedef struct
{
    SDL_Color col;
    float x, y, z;
} VertCV;

typedef struct
{
    float u, v;
    SDL_Color col;
    float x, y, z;
} VertTCV;

#define radToDeg(x) ((x)*180.f / SDL_PI_F)
#define degToRad(x) ((x)*SDL_PI_F / 180.f)

static float MathAbs(float x)
{
    float result;

    __asm__ volatile(
        "mtv      %1, S000\n"
        "vabs.s   S000, S000\n"
        "mfv      %0, S000\n"
        : "=r"(result)
        : "r"(x));

    return result;
}

static void MathSincos(float r, float *s, float *c)
{
    __asm__ volatile(
        "mtv      %2, S002\n"
        "vcst.s   S003, VFPU_2_PI\n"
        "vmul.s   S002, S002, S003\n"
        "vrot.p   C000, S002, [s, c]\n"
        "mfv      %0, S000\n"
        "mfv      %1, S001\n"
        : "=r"(*s), "=r"(*c)
        : "r"(r));
}

static void Swap(float *a, float *b)
{
    float n = *a;
    *a = *b;
    *b = n;
}

static inline int InVram(void *data)
{
    return data < (void *)0x04200000;
}

// Return next power of 2
static int TextureNextPow2(unsigned int w)
{
    unsigned int n = 2;
    if (w == 0) {
        return 0;
    }

    while (w > n) {
        n <<= 1;
    }

    return n;
}

static void psp_on_vblank(u32 sub, PSP_RenderData *data)
{
    if (data) {
        data->vblank_not_reached = false;
    }
}

static int PixelFormatToPSPFMT(SDL_PixelFormat format)
{
    switch (format) {
    case SDL_PIXELFORMAT_BGR565:
        return GU_PSM_5650;
    case SDL_PIXELFORMAT_ABGR1555:
        return GU_PSM_5551;
    case SDL_PIXELFORMAT_ABGR4444:
        return GU_PSM_4444;
    case SDL_PIXELFORMAT_ABGR8888:
        return GU_PSM_8888;
    default:
        return GU_PSM_8888;
    }
}

/// SECTION render target LRU management
static void LRUTargetRelink(PSP_TextureData *psp_texture)
{
    if (psp_texture->prevhotw) {
        psp_texture->prevhotw->nexthotw = psp_texture->nexthotw;
    }
    if (psp_texture->nexthotw) {
        psp_texture->nexthotw->prevhotw = psp_texture->prevhotw;
    }
}

static void LRUTargetPushFront(PSP_RenderData *data, PSP_TextureData *psp_texture)
{
    psp_texture->nexthotw = data->most_recent_target;
    if (data->most_recent_target) {
        data->most_recent_target->prevhotw = psp_texture;
    }
    data->most_recent_target = psp_texture;
    if (!data->least_recent_target) {
        data->least_recent_target = psp_texture;
    }
}

static void LRUTargetRemove(PSP_RenderData *data, PSP_TextureData *psp_texture)
{
    LRUTargetRelink(psp_texture);
    if (data->most_recent_target == psp_texture) {
        data->most_recent_target = psp_texture->nexthotw;
    }
    if (data->least_recent_target == psp_texture) {
        data->least_recent_target = psp_texture->prevhotw;
    }
    psp_texture->prevhotw = NULL;
    psp_texture->nexthotw = NULL;
}

static void LRUTargetBringFront(PSP_RenderData *data, PSP_TextureData *psp_texture)
{
    if (data->most_recent_target == psp_texture) {
        return; // nothing to do
    }
    LRUTargetRemove(data, psp_texture);
    LRUTargetPushFront(data, psp_texture);
}

static void TextureStorageFree(void *storage)
{
    if (InVram(storage)) {
        vfree(storage);
    } else {
        SDL_free(storage);
    }
}

static bool TextureSwizzle(PSP_TextureData *psp_texture, void *dst)
{
    int bytewidth, height;
    int rowblocks, rowblocksadd;
    int i, j;
    unsigned int blockaddress = 0;
    unsigned int *src = NULL;
    unsigned char *data = NULL;

    if (psp_texture->swizzled) {
        return true;
    }

    bytewidth = psp_texture->textureWidth * (psp_texture->bits >> 3);
    height = psp_texture->size / bytewidth;

    rowblocks = (bytewidth >> 4);
    rowblocksadd = (rowblocks - 1) << 7;

    src = (unsigned int *)psp_texture->data;

    data = dst;
    if (!data) {
        data = SDL_malloc(psp_texture->size);
    }

    if (!data) {
        return false;
    }

    for (j = 0; j < height; j++, blockaddress += 16) {
        unsigned int *block;

        block = (unsigned int *)&data[blockaddress];

        for (i = 0; i < rowblocks; i++) {
            *block++ = *src++;
            *block++ = *src++;
            *block++ = *src++;
            *block++ = *src++;
            block += 28;
        }

        if ((j & 0x7) == 0x7) {
            blockaddress += rowblocksadd;
        }
    }

    TextureStorageFree(psp_texture->data);
    psp_texture->data = data;
    psp_texture->swizzled = true;

    sceKernelDcacheWritebackRange(psp_texture->data, psp_texture->size);
    return true;
}

static bool TextureUnswizzle(PSP_TextureData *psp_texture, void *dst)
{
    int bytewidth, height;
    int widthblocks, heightblocks;
    int dstpitch, dstrow;
    int blockx, blocky;
    int j;
    unsigned int *src = NULL;
    unsigned char *data = NULL;
    unsigned char *ydst = NULL;

    if (!psp_texture->swizzled) {
        return true;
    }

    bytewidth = psp_texture->textureWidth * (psp_texture->bits >> 3);
    height = psp_texture->size / bytewidth;

    widthblocks = bytewidth / 16;
    heightblocks = height / 8;

    dstpitch = (bytewidth - 16) / 4;
    dstrow = bytewidth * 8;

    src = (unsigned int *)psp_texture->data;

    data = dst;

    if (!data) {
        data = SDL_malloc(psp_texture->size);
    }

    if (!data) {
        return false;
    }

    ydst = (unsigned char *)data;

    for (blocky = 0; blocky < heightblocks; ++blocky) {
        unsigned char *xdst = ydst;

        for (blockx = 0; blockx < widthblocks; ++blockx) {
            unsigned int *block;

            block = (unsigned int *)xdst;

            for (j = 0; j < 8; ++j) {
                *(block++) = *(src++);
                *(block++) = *(src++);
                *(block++) = *(src++);
                *(block++) = *(src++);
                block += dstpitch;
            }

            xdst += 16;
        }

        ydst += dstrow;
    }

    TextureStorageFree(psp_texture->data);

    psp_texture->data = data;

    psp_texture->swizzled = false;

    sceKernelDcacheWritebackRange(psp_texture->data, psp_texture->size);
    return true;
}

static bool TextureSpillToSram(PSP_RenderData *data, PSP_TextureData *psp_texture)
{
    // Assumes the texture is in VRAM
    if (psp_texture->swizzled) {
        // Texture was swizzled in vram, just copy to system memory
        void *sdata = SDL_malloc(psp_texture->size);
        if (!sdata) {
            return false;
        }

        SDL_memcpy(sdata, psp_texture->data, psp_texture->size);
        vfree(psp_texture->data);
        psp_texture->data = sdata;
        return true;
    } else {
        return TextureSwizzle(psp_texture, NULL); // Will realloc in sysram
    }
}

static bool TexturePromoteToVram(PSP_RenderData *data, PSP_TextureData *psp_texture, bool target)
{
    // Assumes texture in sram and a large enough continuous block in vram
    void *tdata = vramalloc(psp_texture->size);
    if (psp_texture->swizzled && target) {
        return TextureUnswizzle(psp_texture, tdata);
    } else {
        SDL_memcpy(tdata, psp_texture->data, psp_texture->size);
        SDL_free(psp_texture->data);
        psp_texture->data = tdata;
        return true;
    }
}

static bool TextureSpillLRU(PSP_RenderData *data, size_t wanted)
{
    PSP_TextureData *lru = data->least_recent_target;
    if (lru) {
        if (!TextureSpillToSram(data, lru)) {
            return false;
        }
        LRUTargetRemove(data, lru);
    } else {
        // Asked to spill but there nothing to spill
        return SDL_SetError("Could not spill more VRAM to system memory. VRAM : %dKB,(%dKB), wanted %dKB", vmemavail() / 1024, vlargestblock() / 1024, wanted / 1024);
    }
    return true;
}

static bool TextureSpillTargetsForSpace(PSP_RenderData *data, size_t size)
{
    while (vlargestblock() < size) {
        if (!TextureSpillLRU(data, size)) {
            return false;
        }
    }
    return true;
}

static bool TextureBindAsTarget(PSP_RenderData *data, PSP_TextureData *psp_texture)
{
    unsigned int dstFormat;

    if (!InVram(psp_texture->data)) {
        // Bring back the texture in vram
        if (!TextureSpillTargetsForSpace(data, psp_texture->size)) {
            return false;
        }
        if (!TexturePromoteToVram(data, psp_texture, true)) {
            return false;
        }
    }
    LRUTargetBringFront(data, psp_texture);
    sceGuDrawBufferList(psp_texture->format, vrelptr(psp_texture->data), psp_texture->textureWidth);

    // Stencil alpha dst hack
    dstFormat = psp_texture->format;
    if (dstFormat == GU_PSM_5551) {
        sceGuEnable(GU_STENCIL_TEST);
        sceGuStencilOp(GU_REPLACE, GU_REPLACE, GU_REPLACE);
        sceGuStencilFunc(GU_GEQUAL, 0xff, 0xff);
        sceGuEnable(GU_ALPHA_TEST);
        sceGuAlphaFunc(GU_GREATER, 0x00, 0xff);
    } else {
        sceGuDisable(GU_STENCIL_TEST);
        sceGuDisable(GU_ALPHA_TEST);
    }
    return true;
}

static void PSP_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
{
}

static bool PSP_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
    PSP_RenderData *data = renderer->internal;
    PSP_TextureData *psp_texture = (PSP_TextureData *)SDL_calloc(1, sizeof(*psp_texture));

    if (!psp_texture) {
        return false;
    }

    psp_texture->swizzled = false;
    psp_texture->width = texture->w;
    psp_texture->height = texture->h;
    psp_texture->textureHeight = TextureNextPow2(texture->h);
    psp_texture->textureWidth = TextureNextPow2(texture->w);
    psp_texture->format = PixelFormatToPSPFMT(texture->format);

    switch (psp_texture->format) {
    case GU_PSM_5650:
    case GU_PSM_5551:
    case GU_PSM_4444:
        psp_texture->bits = 16;
        break;

    case GU_PSM_8888:
        psp_texture->bits = 32;
        break;

    default:
        SDL_free(psp_texture);
        return false;
    }

    psp_texture->pitch = psp_texture->textureWidth * SDL_BYTESPERPIXEL(texture->format);
    psp_texture->size = psp_texture->textureHeight * psp_texture->pitch;
    if (texture->access == SDL_TEXTUREACCESS_TARGET) {
        if (!TextureSpillTargetsForSpace(renderer->internal, psp_texture->size)) {
            SDL_free(psp_texture);
            return false;
        }
        psp_texture->data = vramalloc(psp_texture->size);
        if (psp_texture->data) {
            LRUTargetPushFront(data, psp_texture);
        }
    } else {
        psp_texture->data = SDL_calloc(1, psp_texture->size);
    }

    if (!psp_texture->data) {
        SDL_free(psp_texture);
        return false;
    }
    texture->internal = psp_texture;

    return true;
}

static bool TextureShouldSwizzle(PSP_TextureData *psp_texture, SDL_Texture *texture)
{
    return !((texture->access == SDL_TEXTUREACCESS_TARGET) && InVram(psp_texture->data)) && texture->access != SDL_TEXTUREACCESS_STREAMING && (texture->w >= 16 || texture->h >= 16);
}

static void SetTextureAddressMode(SDL_TextureAddressMode addressMode)
{
    switch (addressMode) {
    case SDL_TEXTURE_ADDRESS_CLAMP:
        sceGuTexWrap(GU_CLAMP, GU_CLAMP);
        break;
    case SDL_TEXTURE_ADDRESS_WRAP:
        sceGuTexWrap(GU_REPEAT, GU_REPEAT);
        break;
    default:
        break;
    }
}

static void SetTextureScaleMode(SDL_ScaleMode scaleMode)
{
    switch (scaleMode) {
    case SDL_SCALEMODE_NEAREST:
        sceGuTexFilter(GU_NEAREST, GU_NEAREST);
        break;
    case SDL_SCALEMODE_LINEAR:
        sceGuTexFilter(GU_LINEAR, GU_LINEAR);
        break;
    default:
        break;
    }
}

static void TextureActivate(SDL_Texture *texture)
{
    PSP_TextureData *psp_texture = (PSP_TextureData *)texture->internal;

    // Swizzling is useless with small textures.
    if (TextureShouldSwizzle(psp_texture, texture)) {
        TextureSwizzle(psp_texture, NULL);
    }

    sceGuTexMode(psp_texture->format, 0, 0, psp_texture->swizzled);
    sceGuTexImage(0, psp_texture->textureWidth, psp_texture->textureHeight, psp_texture->textureWidth, psp_texture->data);
}

static bool PSP_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
                           const SDL_Rect *rect, void **pixels, int *pitch);

static bool PSP_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
                             const SDL_Rect *rect, const void *pixels, int pitch)
{
    /*  PSP_TextureData *psp_texture = (PSP_TextureData *) texture->internal; */
    const Uint8 *src;
    Uint8 *dst;
    int row, length, dpitch;
    src = pixels;

    PSP_LockTexture(renderer, texture, rect, (void **)&dst, &dpitch);
    length = rect->w * SDL_BYTESPERPIXEL(texture->format);
    if (length == pitch && length == dpitch) {
        SDL_memcpy(dst, src, length * rect->h);
    } else {
        for (row = 0; row < rect->h; ++row) {
            SDL_memcpy(dst, src, length);
            src += pitch;
            dst += dpitch;
        }
    }

    sceKernelDcacheWritebackAll();
    return true;
}

static bool PSP_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
                           const SDL_Rect *rect, void **pixels, int *pitch)
{
    PSP_TextureData *psp_texture = (PSP_TextureData *)texture->internal;

    *pixels =
        (void *)((Uint8 *)psp_texture->data + rect->y * psp_texture->pitch +
                 rect->x * SDL_BYTESPERPIXEL(texture->format));
    *pitch = psp_texture->pitch;
    return true;
}

static void PSP_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
    PSP_TextureData *psp_texture = (PSP_TextureData *)texture->internal;
    SDL_Rect rect;

    // We do whole texture updates, at least for now
    rect.x = 0;
    rect.y = 0;
    rect.w = texture->w;
    rect.h = texture->h;
    PSP_UpdateTexture(renderer, texture, &rect, psp_texture->data, psp_texture->pitch);
}

static bool PSP_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
    return true;
}

static bool PSP_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
    return true; // nothing to do in this backend.
}

static bool PSP_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
{
    VertV *verts = (VertV *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertV), 4, &cmd->data.draw.first);
    int i;

    if (!verts) {
        return false;
    }

    cmd->data.draw.count = count;

    for (i = 0; i < count; i++, verts++, points++) {
        verts->x = points->x;
        verts->y = points->y;
        verts->z = 0.0f;
    }

    return true;
}

static bool PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
                             const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride,
                             int num_vertices, const void *indices, int num_indices, int size_indices,
                             float scale_x, float scale_y)
{
    int i;
    int count = indices ? num_indices : num_vertices;
    const float color_scale = cmd->data.draw.color_scale;

    cmd->data.draw.count = count;
    size_indices = indices ? size_indices : 0;

    if (!texture) {
        VertCV *verts;
        verts = (VertCV *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertCV), 4, &cmd->data.draw.first);
        if (!verts) {
            return false;
        }

        for (i = 0; i < count; i++) {
            int j;
            float *xy_;
            SDL_FColor *col_;
            if (size_indices == 4) {
                j = ((const Uint32 *)indices)[i];
            } else if (size_indices == 2) {
                j = ((const Uint16 *)indices)[i];
            } else if (size_indices == 1) {
                j = ((const Uint8 *)indices)[i];
            } else {
                j = i;
            }

            xy_ = (float *)((char *)xy + j * xy_stride);
            col_ = (SDL_FColor *)((char *)color + j * color_stride);

            verts->x = xy_[0] * scale_x;
            verts->y = xy_[1] * scale_y;
            verts->z = 0;

            verts->col.r = (Uint8)SDL_roundf(SDL_clamp(col_->r * color_scale, 0.0f, 1.0f) * 255.0f);
            verts->col.g = (Uint8)SDL_roundf(SDL_clamp(col_->g * color_scale, 0.0f, 1.0f) * 255.0f);
            verts->col.b = (Uint8)SDL_roundf(SDL_clamp(col_->b * color_scale, 0.0f, 1.0f) * 255.0f);
            verts->col.a = (Uint8)SDL_roundf(SDL_clamp(col_->a, 0.0f, 1.0f) * 255.0f);

            verts++;
        }
    } else {
        PSP_TextureData *psp_texture = (PSP_TextureData *)texture->internal;
        VertTCV *verts;
        verts = (VertTCV *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertTCV), 4, &cmd->data.draw.first);
        if (!verts) {
            return false;
        }

        for (i = 0; i < count; i++) {
            int j;
            float *xy_;
            SDL_FColor *col_;
            float *uv_;

            if (size_indices == 4) {
                j = ((const Uint32 *)indices)[i];
            } else if (size_indices == 2) {
                j = ((const Uint16 *)indices)[i];
            } else if (size_indices == 1) {
                j = ((const Uint8 *)indices)[i];
            } else {
                j = i;
            }

            xy_ = (float *)((char *)xy + j * xy_stride);
            col_ = (SDL_FColor *)((char *)color + j * color_stride);
            uv_ = (float *)((char *)uv + j * uv_stride);

            verts->x = xy_[0] * scale_x;
            verts->y = xy_[1] * scale_y;
            verts->z = 0;

            verts->col.r = (Uint8)SDL_roundf(SDL_clamp(col_->r * color_scale, 0.0f, 1.0f) * 255.0f);
            verts->col.g = (Uint8)SDL_roundf(SDL_clamp(col_->g * color_scale, 0.0f, 1.0f) * 255.0f);
            verts->col.b = (Uint8)SDL_roundf(SDL_clamp(col_->b * color_scale, 0.0f, 1.0f) * 255.0f);
            verts->col.a = (Uint8)SDL_roundf(SDL_clamp(col_->a, 0.0f, 1.0f) * 255.0f);

            verts->u = uv_[0] * psp_texture->textureWidth;
            verts->v = uv_[1] * psp_texture->textureHeight;

            verts++;
        }
    }

    return true;
}

static bool PSP_QueueFillRects(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FRect *rects, int count)
{
    VertV *verts = (VertV *)SDL_AllocateRenderVertices(renderer, count * 2 * sizeof(VertV), 4, &cmd->data.draw.first);
    int i;

    if (!verts) {
        return false;
    }

    cmd->data.draw.count = count;
    for (i = 0; i < count; i++, rects++) {
        verts->x = rects->x;
        verts->y = rects->y;
        verts->z = 0.0f;
        verts++;

        verts->x = rects->x + rects->w + 0.5f;
        verts->y = rects->y + rects->h + 0.5f;
        verts->z = 0.0f;
        verts++;
    }

    return true;
}

static bool PSP_QueueCopy(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
                         const SDL_FRect *srcrect, const SDL_FRect *dstrect)
{
    VertTV *verts;
    const float x = dstrect->x;
    const float y = dstrect->y;
    const float width = dstrect->w;
    const float height = dstrect->h;

    const float u0 = srcrect->x;
    const float v0 = srcrect->y;
    const float u1 = srcrect->x + srcrect->w;
    const float v1 = srcrect->y + srcrect->h;

    if ((MathAbs(u1) - MathAbs(u0)) < 64.0f) {
        verts = (VertTV *)SDL_AllocateRenderVertices(renderer, 2 * sizeof(VertTV), 4, &cmd->data.draw.first);
        if (!verts) {
            return false;
        }

        cmd->data.draw.count = 1;

        verts->u = u0;
        verts->v = v0;
        verts->x = x;
        verts->y = y;
        verts->z = 0;
        verts++;

        verts->u = u1;
        verts->v = v1;
        verts->x = x + width;
        verts->y = y + height;
        verts->z = 0;
        verts++;
    } else {
        float start, end;
        float curU = u0;
        float curX = x;
        const float endX = x + width;
        const float slice = 64.0f;
        const size_t count = (size_t)SDL_ceilf(width / slice);
        size_t i;
        float ustep = (u1 - u0) / width * slice;

        if (ustep < 0.0f) {
            ustep = -ustep;
        }

        cmd->data.draw.count = count;

        verts = (VertTV *)SDL_AllocateRenderVertices(renderer, count * 2 * sizeof(VertTV), 4, &cmd->data.draw.first);
        if (!verts) {
            return false;
        }

        for (i = 0, start = 0, end = width; i < count; i++, start += slice) {
            const float polyWidth = ((curX + slice) > endX) ? (endX - curX) : slice;
            const float sourceWidth = ((curU + ustep) > u1) ? (u1 - curU) : ustep;

            SDL_assert(start < end);

            verts->u = curU;
            verts->v = v0;
            verts->x = curX;
            verts->y = y;
            verts->z = 0;
            verts++;

            curU += sourceWidth;
            curX += polyWidth;

            verts->u = curU;
            verts->v = v1;
            verts->x = curX;
            verts->y = (y + height);
            verts->z = 0;
            verts++;
        }
    }

    return true;
}

static bool PSP_QueueCopyEx(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
                           const SDL_FRect *srcrect, const SDL_FRect *dstrect,
                           const double angle, const SDL_FPoint *center, const SDL_FlipMode flip, float scale_x, float scale_y)
{
    VertTV *verts = (VertTV *)SDL_AllocateRenderVertices(renderer, 4 * sizeof(VertTV), 4, &cmd->data.draw.first);
    const float centerx = center->x;
    const float centery = center->y;
    const float x = dstrect->x + centerx;
    const float y = dstrect->y + centery;
    const float width = dstrect->w - centerx;
    const float height = dstrect->h - centery;
    float s, c;
    float cw1, sw1, ch1, sh1, cw2, sw2, ch2, sh2;

    float u0 = srcrect->x;
    float v0 = srcrect->y;
    float u1 = srcrect->x + srcrect->w;
    float v1 = srcrect->y + srcrect->h;

    if (!verts) {
        return false;
    }

    cmd->data.draw.count = 1;

    MathSincos(degToRad((float)(360 - angle)), &s, &c);

    cw1 = c * -centerx;
    sw1 = s * -centerx;
    ch1 = c * -centery;
    sh1 = s * -centery;
    cw2 = c * width;
    sw2 = s * width;
    ch2 = c * height;
    sh2 = s * height;

    if (flip & SDL_FLIP_VERTICAL) {
        Swap(&v0, &v1);
    }

    if (flip & SDL_FLIP_HORIZONTAL) {
        Swap(&u0, &u1);
    }

    verts->u = u0;
    verts->v = v0;
    verts->x = x + cw1 + sh1;
    verts->y = y - sw1 + ch1;
    verts->z = 0;
    verts++;

    verts->u = u0;
    verts->v = v1;
    verts->x = x + cw1 + sh2;
    verts->y = y - sw1 + ch2;
    verts->z = 0;
    verts++;

    verts->u = u1;
    verts->v = v1;
    verts->x = x + cw2 + sh2;
    verts->y = y - sw2 + ch2;
    verts->z = 0;
    verts++;

    verts->u = u1;
    verts->v = v0;
    verts->x = x + cw2 + sh1;
    verts->y = y - sw2 + ch1;
    verts->z = 0;

    if (scale_x != 1.0f || scale_y != 1.0f) {
        verts->x *= scale_x;
        verts->y *= scale_y;
        verts--;
        verts->x *= scale_x;
        verts->y *= scale_y;
        verts--;
        verts->x *= scale_x;
        verts->y *= scale_y;
        verts--;
        verts->x *= scale_x;
        verts->y *= scale_y;
    }

    return true;
}

static void ResetBlendState(PSP_BlendState *state)
{
    sceGuColor(0xffffffff);
    state->color = 0xffffffff;
    state->mode = SDL_BLENDMODE_INVALID;
    state->texture = NULL;
    sceGuDisable(GU_TEXTURE_2D);
    sceGuShadeModel(GU_SMOOTH);
    state->shadeModel = GU_SMOOTH;
}

static void StartDrawing(SDL_Renderer *renderer)
{
    PSP_RenderData *data = (PSP_RenderData *)renderer->internal;

    // Check if we need to start GU displaylist
    if (!data->displayListAvail) {
        sceGuStart(GU_DIRECT, DisplayList);
        data->displayListAvail = true;
        // ResetBlendState(&data->blendState);
    }

    // Check if we need a draw buffer change
    if (renderer->target != data->boundTarget) {
        SDL_Texture *texture = renderer->target;
        if (texture) {
            PSP_TextureData *psp_texture = (PSP_TextureData *)texture->internal;
            // Set target, registering LRU
            TextureBindAsTarget(data, psp_texture);
        } else {
            // Set target back to screen
            sceGuDrawBufferList(data->psm, vrelptr(data->frontbuffer), PSP_FRAME_BUFFER_WIDTH);
        }
        data->boundTarget = texture;
    }
}

static void PSP_SetBlendState(PSP_RenderData *data, PSP_BlendState *state)
{
    PSP_BlendState *current = &data->blendState;

    if (state->mode != current->mode) {
        switch (state->mode) {
        case SDL_BLENDMODE_NONE:
            sceGuTexFunc(GU_TFX_REPLACE, GU_TCC_RGBA);
            sceGuDisable(GU_BLEND);
            break;
        case SDL_BLENDMODE_BLEND:
            sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
            sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
            sceGuEnable(GU_BLEND);
            break;
        case SDL_BLENDMODE_BLEND_PREMULTIPLIED:
            sceGuTexFunc(GU_TFX_MODULATE , GU_TCC_RGBA);
            sceGuBlendFunc(GU_ADD, GU_FIX, GU_ONE_MINUS_SRC_ALPHA, 0x00FFFFFF, 0 );
            sceGuEnable(GU_BLEND);
            break;
        case SDL_BLENDMODE_ADD:
            sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
            sceGuBlendFunc(GU_ADD, GU_SRC_ALPHA, GU_FIX, 0, 0x00FFFFFF);
            sceGuEnable(GU_BLEND);
            break;
        case SDL_BLENDMODE_ADD_PREMULTIPLIED:
            sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
            sceGuBlendFunc(GU_ADD, GU_FIX, GU_FIX, 0, 0x00FFFFFF);
            sceGuEnable(GU_BLEND);
            break;
        case SDL_BLENDMODE_MOD:
            sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
            sceGuBlendFunc(GU_ADD, GU_FIX, GU_SRC_COLOR, 0, 0);
            sceGuEnable(GU_BLEND);
            break;
        case SDL_BLENDMODE_MUL:
            sceGuTexFunc(GU_TFX_MODULATE, GU_TCC_RGBA);
            // FIXME SDL_BLENDMODE_MUL is simplified, and dstA is in fact un-changed.
            sceGuBlendFunc(GU_ADD, GU_DST_COLOR, GU_ONE_MINUS_SRC_ALPHA, 0, 0);
            sceGuEnable(GU_BLEND);
            break;
        case SDL_BLENDMODE_INVALID:
            break;
        }
    }

    if (state->color != current->color) {
        sceGuColor(state->color);
    }

    if (state->shadeModel != current->shadeModel) {
        sceGuShadeModel(state->shadeModel);
    }

    if (state->texture != current->texture) {
        if (state->texture) {
            TextureActivate(state->texture);
            sceGuEnable(GU_TEXTURE_2D);
        } else {
            sceGuDisable(GU_TEXTURE_2D);
        }
    }

    if (state->texture) {
        SetTextureScaleMode(state->texture_scale_mode);
        SetTextureAddressMode(state->texture_address_mode);
    }

    *current = *state;
}

static void PSP_InvalidateCachedState(SDL_Renderer *renderer)
{
    // currently this doesn't do anything. If this needs to do something (and someone is mixing their own rendering calls in!), update this.
}

static bool PSP_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
    PSP_RenderData *data = (PSP_RenderData *)renderer->internal;
    Uint8 *gpumem = NULL;
    PSP_DrawStateCache drawstate;

    drawstate.color = 0;

    StartDrawing(renderer);

    /* note that before the renderer interface change, this would do extremely small
       batches with sceGuGetMemory()--a few vertices at a time--and it's not clear that
       this won't fail if you try to push 100,000 draw calls in a single batch.
       I don't know what the limits on PSP hardware are. It might be useful to have
       rendering backends report a reasonable maximum, so the higher level can flush
       if we appear to be exceeding that. */
    gpumem = (Uint8 *)sceGuGetMemory(vertsize);
    if (!gpumem) {
        return SDL_SetError("Couldn't obtain a %d-byte vertex buffer!", (int)vertsize);
    }
    SDL_memcpy(gpumem, vertices, vertsize);

    while (cmd) {
        switch (cmd->command) {
        case SDL_RENDERCMD_SETDRAWCOLOR:
        {
            const Uint8 r = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.r * cmd->data.color.color_scale, 0.0f, 1.0f) * 255.0f);
            const Uint8 g = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.g * cmd->data.color.color_scale, 0.0f, 1.0f) * 255.0f);
            const Uint8 b = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.b * cmd->data.color.color_scale, 0.0f, 1.0f) * 255.0f);
            const Uint8 a = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.a, 0.0f, 1.0f) * 255.0f);
            drawstate.color = GU_RGBA(r, g, b, a);
            break;
        }

        case SDL_RENDERCMD_SETVIEWPORT:
        {
            SDL_Rect *viewport = &cmd->data.viewport.rect;
            sceGuOffset(2048 - (viewport->w >> 1), 2048 - (viewport->h >> 1));
            sceGuViewport(2048, 2048, viewport->w, viewport->h);
            sceGuScissor(viewport->x, viewport->y, viewport->w, viewport->h);
            // FIXME: We need to update the clip rect too, see https://github.com/libsdl-org/SDL/issues/9094
            break;
        }

        case SDL_RENDERCMD_SETCLIPRECT:
        {
            const SDL_Rect *rect = &cmd->data.cliprect.rect;
            if (cmd->data.cliprect.enabled) {
                sceGuEnable(GU_SCISSOR_TEST);
                sceGuScissor(rect->x, rect->y, rect->w, rect->h);
            } else {
                sceGuDisable(GU_SCISSOR_TEST);
            }
            break;
        }

        case SDL_RENDERCMD_CLEAR:
        {
            const Uint8 r = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.r * cmd->data.color.color_scale, 0.0f, 1.0f) * 255.0f);
            const Uint8 g = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.g * cmd->data.color.color_scale, 0.0f, 1.0f) * 255.0f);
            const Uint8 b = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.b * cmd->data.color.color_scale, 0.0f, 1.0f) * 255.0f);
            const Uint8 a = (Uint8)SDL_roundf(SDL_clamp(cmd->data.color.color.a, 0.0f, 1.0f) * 255.0f);
            sceGuClearColor(GU_RGBA(r, g, b, a));
            sceGuClearStencil(a);
            sceGuClear(GU_COLOR_BUFFER_BIT | GU_STENCIL_BUFFER_BIT);
            break;
        }

        case SDL_RENDERCMD_DRAW_POINTS:
        {
            const size_t count = cmd->data.draw.count;
            const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
            PSP_BlendState state = {
                .color = drawstate.color,
                .texture = NULL,
                .texture_scale_mode = SDL_SCALEMODE_INVALID,
                .texture_address_mode = SDL_TEXTURE_ADDRESS_INVALID,
                .mode = cmd->data.draw.blend,
                .shadeModel = GU_FLAT
            };
            PSP_SetBlendState(data, &state);
            sceGuDrawArray(GU_POINTS, GU_VERTEX_32BITF | GU_TRANSFORM_2D, count, 0, verts);
            break;
        }

        case SDL_RENDERCMD_DRAW_LINES:
        {
            const size_t count = cmd->data.draw.count;
            const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
            PSP_BlendState state = {
                .color = drawstate.color,
                .texture = NULL,
                .texture_scale_mode = SDL_SCALEMODE_INVALID,
                .texture_address_mode = SDL_TEXTURE_ADDRESS_INVALID,
                .mode = cmd->data.draw.blend,
                .shadeModel = GU_FLAT
            };
            PSP_SetBlendState(data, &state);
            sceGuDrawArray(GU_LINE_STRIP, GU_VERTEX_32BITF | GU_TRANSFORM_2D, count, 0, verts);
            break;
        }

        case SDL_RENDERCMD_FILL_RECTS:
        {
            const size_t count = cmd->data.draw.count;
            const VertV *verts = (VertV *)(gpumem + cmd->data.draw.first);
            PSP_BlendState state = {
                .color = drawstate.color,
                .texture = NULL,
                .texture_scale_mode = SDL_SCALEMODE_INVALID,
                .texture_address_mode = SDL_TEXTURE_ADDRESS_INVALID,
                .mode = cmd->data.draw.blend,
                .shadeModel = GU_FLAT
            };
            PSP_SetBlendState(data, &state);
            sceGuDrawArray(GU_SPRITES, GU_VERTEX_32BITF | GU_TRANSFORM_2D, 2 * count, 0, verts);
            break;
        }

        case SDL_RENDERCMD_COPY:
        {
            const size_t count = cmd->data.draw.count;
            const VertTV *verts = (VertTV *)(gpumem + cmd->data.draw.first);
            PSP_BlendState state = {
                .color = drawstate.color,
                .texture = cmd->data.draw.texture,
                .texture_scale_mode = cmd->data.draw.texture_scale_mode,
                .texture_address_mode = cmd->data.draw.texture_address_mode,
                .mode = cmd->data.draw.blend,
                .shadeModel = GU_SMOOTH
            };
            PSP_SetBlendState(data, &state);
            sceGuDrawArray(GU_SPRITES, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | GU_TRANSFORM_2D, 2 * count, 0, verts);
            break;
        }

        case SDL_RENDERCMD_COPY_EX:
        {
            const VertTV *verts = (VertTV *)(gpumem + cmd->data.draw.first);
            PSP_BlendState state = {
                .color = drawstate.color,
                .texture = cmd->data.draw.texture,
                .texture_scale_mode = cmd->data.draw.texture_scale_mode,
                .texture_address_mode = cmd->data.draw.texture_address_mode,
                .mode = cmd->data.draw.blend,
                .shadeModel = GU_SMOOTH
            };
            PSP_SetBlendState(data, &state);
            sceGuDrawArray(GU_TRIANGLE_FAN, GU_TEXTURE_32BITF | GU_VERTEX_32BITF | GU_TRANSFORM_2D, 4, 0, verts);
            break;
        }

        case SDL_RENDERCMD_GEOMETRY:
        {
            const size_t count = cmd->data.draw.count;
            if (!cmd->data.draw.texture) {
                const VertCV *verts = (VertCV *)(gpumem + cmd->data.draw.first);
                sceGuDisable(GU_TEXTURE_2D);
                // In GU_SMOOTH mode
                sceGuDrawArray(GU_TRIANGLES, GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_2D, count, 0, verts);
                sceGuEnable(GU_TEXTURE_2D);
            } else {
                const VertTCV *verts = (VertTCV *)(gpumem + cmd->data.draw.first);
                PSP_BlendState state = {
                    .color = drawstate.color,
                    .texture = cmd->data.draw.texture,
                    .texture_scale_mode = cmd->data.draw.texture_scale_mode,
                    .texture_address_mode = cmd->data.draw.texture_address_mode,
                    .mode = cmd->data.draw.blend,
                    .shadeModel = GU_SMOOTH
                };
                PSP_SetBlendState(data, &state);
                sceGuDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF | GU_COLOR_8888 | GU_VERTEX_32BITF | GU_TRANSFORM_2D, count, 0, verts);
            }
            break;
        }

        case SDL_RENDERCMD_NO_OP:
            break;
        }

        cmd = cmd->next;
    }

    return true;
}

static bool PSP_RenderPresent(SDL_Renderer *renderer)
{
    PSP_RenderData *data = (PSP_RenderData *)renderer->internal;
    if (!data->displayListAvail) {
        return false;
    }

    data->displayListAvail = false;
    sceGuFinish();
    sceGuSync(0, 0);

    if ((data->vsync) && (data->vblank_not_reached)) {
        sceDisplayWaitVblankStart();
    }
    data->vblank_not_reached = true;

    data->backbuffer = data->frontbuffer;
    data->frontbuffer = vabsptr(sceGuSwapBuffers());

    return true;
}

static void PSP_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
{
    PSP_RenderData *renderdata = (PSP_RenderData *)renderer->internal;
    PSP_TextureData *psp_texture = (PSP_TextureData *)texture->internal;

    if (!renderdata) {
        return;
    }

    if (!psp_texture) {
        return;
    }

    LRUTargetRemove(renderdata, psp_texture);
    TextureStorageFree(psp_texture->data);
    SDL_free(psp_texture);
    texture->internal = NULL;
}

static void PSP_DestroyRenderer(SDL_Renderer *renderer)
{
    PSP_RenderData *data = (PSP_RenderData *)renderer->internal;
    if (data) {
        if (!data->initialized) {
            return;
        }

        sceKernelDisableSubIntr(PSP_VBLANK_INT, 0);
        sceKernelReleaseSubIntrHandler(PSP_VBLANK_INT, 0);
        sceDisplayWaitVblankStart();
        sceGuDisplay(GU_FALSE);
        sceGuTerm();
        vfree(data->backbuffer);
        vfree(data->frontbuffer);

        data->initialized = false;
        data->displayListAvail = false;
        SDL_free(data);
    }
}

static bool PSP_SetVSync(SDL_Renderer *renderer, const int vsync)
{
    PSP_RenderData *data = renderer->internal;
    data->vsync = vsync;
    return true;
}

static bool PSP_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
{
    PSP_RenderData *data;
    int pixelformat;
    void *doublebuffer = NULL;

    SDL_SetupRendererColorspace(renderer, create_props);

    if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) {
        return SDL_SetError("Unsupported output colorspace");
    }

    data = (PSP_RenderData *)SDL_calloc(1, sizeof(*data));
    if (!data) {
        return false;
    }

    renderer->WindowEvent = PSP_WindowEvent;
    renderer->CreateTexture = PSP_CreateTexture;
    renderer->UpdateTexture = PSP_UpdateTexture;
    renderer->LockTexture = PSP_LockTexture;
    renderer->UnlockTexture = PSP_UnlockTexture;
    renderer->SetRenderTarget = PSP_SetRenderTarget;
    renderer->QueueSetViewport = PSP_QueueNoOp;
    renderer->QueueSetDrawColor = PSP_QueueNoOp;
    renderer->QueueDrawPoints = PSP_QueueDrawPoints;
    renderer->QueueDrawLines = PSP_QueueDrawPoints; // lines and points queue vertices the same way.
    renderer->QueueGeometry = PSP_QueueGeometry;
    renderer->QueueFillRects = PSP_QueueFillRects;
    renderer->QueueCopy = PSP_QueueCopy;
    renderer->QueueCopyEx = PSP_QueueCopyEx;
    renderer->InvalidateCachedState = PSP_InvalidateCachedState;
    renderer->RunCommandQueue = PSP_RunCommandQueue;
    renderer->RenderPresent = PSP_RenderPresent;
    renderer->DestroyTexture = PSP_DestroyTexture;
    renderer->DestroyRenderer = PSP_DestroyRenderer;
    renderer->SetVSync = PSP_SetVSync;
    renderer->internal = data;
    PSP_InvalidateCachedState(renderer);
    renderer->window = window;

    renderer->name = PSP_RenderDriver.name;
    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGR565);
    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR1555);
    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR4444);
    SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_ABGR8888);
    SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, 512);

    data->initialized = true;
    data->most_recent_target = NULL;
    data->least_recent_target = NULL;

    pixelformat = PixelFormatToPSPFMT(SDL_GetWindowPixelFormat(window));
    switch (pixelformat) {
    case GU_PSM_4444:
    case GU_PSM_5650:
    case GU_PSM_5551:
        data->bpp = 2;
        data->psm = pixelformat;
        break;
    default:
        data->bpp = 4;
        data->psm = GU_PSM_8888;
        break;
    }

    doublebuffer = vramalloc(PSP_FRAME_BUFFER_SIZE * data->bpp * 2);
    data->backbuffer = doublebuffer;
    data->frontbuffer = ((uint8_t *)doublebuffer) + PSP_FRAME_BUFFER_SIZE * data->bpp;

    sceGuInit();
    // setup GU
    sceGuStart(GU_DIRECT, DisplayList);
    sceGuDrawBuffer(data->psm, vrelptr(data->frontbuffer), PSP_FRAME_BUFFER_WIDTH);
    sceGuDispBuffer(PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT, vrelptr(data->backbuffer), PSP_FRAME_BUFFER_WIDTH);

    sceGuOffset(2048 - (PSP_SCREEN_WIDTH >> 1), 2048 - (PSP_SCREEN_HEIGHT >> 1));
    sceGuViewport(2048, 2048, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);

    sceGuDisable(GU_DEPTH_TEST);

    // Scissoring
    sceGuScissor(0, 0, PSP_SCREEN_WIDTH, PSP_SCREEN_HEIGHT);
    sceGuEnable(GU_SCISSOR_TEST);

    // Backface culling
    sceGuDisable(GU_CULL_FACE);

    // Setup initial blend state
    ResetBlendState(&data->blendState);

    sceGuFinish();
    sceGuSync(0, 0);
    sceDisplayWaitVblankStartCB();
    sceGuDisplay(GU_TRUE);

    // Improve performance when VSYC is enabled and it is not reaching the 60 FPS
    data->vblank_not_reached = true;
    sceKernelRegisterSubIntrHandler(PSP_VBLANK_INT, 0, psp_on_vblank, data);
    sceKernelEnableSubIntr(PSP_VBLANK_INT, 0);

    return true;
}

SDL_RenderDriver PSP_RenderDriver = {
    PSP_CreateRenderer, "PSP"
};

#endif // SDL_VIDEO_RENDER_PSP
