2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
22 u32 span_pixel_blocks = 0;
28 u32 sprites_16bpp = 0;
29 u32 sprite_blocks = 0;
30 u32 sprites_untextured = 0;
32 u32 trivial_rejects = 0;
36 u32 texel_blocks_4bpp = 0;
37 u32 texel_blocks_8bpp = 0;
38 u32 texel_blocks_16bpp = 0;
39 u32 texel_blocks_untextured = 0;
41 u32 render_buffer_flushes = 0;
42 u32 state_changes = 0;
43 u32 left_split_triangles = 0;
44 u32 flat_triangles = 0;
45 u32 clipped_triangles = 0;
46 u32 zero_block_spans = 0;
47 u32 texture_cache_loads = 0;
48 u32 false_modulated_blocks = 0;
50 u32 reciprocal_table[512];
53 typedef s32 fixed_type;
55 #define EDGE_STEP_BITS 32
58 #define fixed_center(value) \
59 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
61 #define int_to_fixed(value) \
62 (((fixed_type)(value)) << FIXED_BITS) \
64 #define fixed_to_int(value) \
65 ((value) >> FIXED_BITS) \
67 #define fixed_to_double(value) \
68 ((value) / (double)(1 << FIXED_BITS)) \
70 #define double_to_fixed(value) \
71 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
73 typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
74 typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
75 typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
76 typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
78 typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
79 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
81 struct render_block_handler_struct
84 texture_blocks_function_type *texture_blocks;
85 shade_blocks_function_type *shade_blocks;
86 blend_blocks_function_type *blend_blocks;
91 u32 fixed_reciprocal(u32 denominator, u32 *_shift)
93 u32 shift = __builtin_clz(denominator);
94 u32 denominator_normalized = denominator << shift;
96 double numerator = (1ULL << 62) + denominator_normalized;
99 double denominator_normalized_dp_b;
100 u64 denominator_normalized_dp_u64;
103 double reciprocal_dp;
105 u64 numerator_u64 = (denominator_normalized >> 10) |
106 ((u64)(62 + 1023) << 52);
107 *((u64 *)(&numerator_b)) = numerator_u64;
109 denominator_normalized_dp_u64 =
110 (u64)(denominator_normalized << 21) |
111 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
112 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
114 // Implement with a DP divide
115 reciprocal_dp = numerator / denominator_normalized_dp_b;
116 reciprocal = reciprocal_dp;
118 if(reciprocal == 0x80000001)
119 reciprocal = 0x80000000;
121 *_shift = 62 - shift;
125 double reciprocal_estimate(double a)
130 q = (int)(a * 512.0);
131 /* a in units of 1/512 rounded down */
132 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
133 s = (int)(256.0 * r + 0.5);
135 /* r in units of 1/256 rounded to nearest */
137 return (double)s / 256.0;
140 u32 reciprocal_estimate_u32(u32 value)
143 volatile double dp_value;
144 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
146 if((value >> 31) == 0)
149 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
151 *dp_value_ptr = dp_value_u64;
153 dp_value = reciprocal_estimate(dp_value);
154 dp_value_u64 = *dp_value_ptr;
156 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
159 u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
161 u32 shift = __builtin_clz(value);
162 u32 value_normalized = value << shift;
164 *_shift = 62 - shift;
166 value_normalized -= 2;
168 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
170 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
171 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
172 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
173 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
174 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
175 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
177 return reciprocal_normalized;
183 s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
185 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
188 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
190 s32 coverage_x, coverage_y;
195 coverage_x = x2 >> 6;
196 coverage_y = y2 >> 8;
204 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
207 mask_down_right |= mask_down_right << 16;
209 coverage_x = x1 >> 6;
211 mask_up_left = 0xFFFF0000 << coverage_x;
213 mask_up_left = 0xFFFF0000;
215 coverage_y = y1 >> 8;
217 mask_up_left |= mask_up_left >> 16;
219 return mask_up_left & mask_down_right;
222 u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
225 u32 mask = texture_region_mask(x1, y1, x2, y2);
227 psx_gpu->dirty_textures_4bpp_mask |= mask;
228 psx_gpu->dirty_textures_8bpp_mask |= mask;
229 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
234 u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
235 u32 y1, u32 x2, u32 y2)
237 u32 mask = texture_region_mask(x1, y1, x2, y2) &
238 psx_gpu->viewport_mask;
240 psx_gpu->dirty_textures_4bpp_mask |= mask;
241 psx_gpu->dirty_textures_8bpp_mask |= mask;
242 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
248 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
253 void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
255 u32 current_texture_page = psx_gpu->current_texture_page;
256 u8 *texture_page_ptr = psx_gpu->texture_page_base;
257 u16 *vram_ptr = psx_gpu->vram_ptr;
263 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
264 vram_ptr += (current_texture_page & 0xF) * 64;
266 texture_cache_loads++;
273 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
283 texel_block = *vram_ptr;
284 texture_page_ptr[0] = texel_block & 0xF;
285 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
286 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
287 texture_page_ptr[3] = texel_block >> 12;
290 texture_page_ptr += 4;
304 vram_ptr -= (1024 * 16) - 4;
310 vram_ptr += (16 * 1024) - (4 * 16);
315 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
318 u16 *texture_page_ptr = psx_gpu->texture_page_base;
319 u16 *vram_ptr = psx_gpu->vram_ptr;
326 texture_cache_loads++;
328 vram_ptr += (texture_page >> 4) * 256 * 1024;
329 vram_ptr += (texture_page & 0xF) * 64;
331 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
332 texture_page_ptr += (8 * 16) * 8;
345 load_128b(texels, vram_ptr);
346 store_128b(texels, texture_page_ptr);
348 texture_page_ptr += 8;
356 vram_ptr -= (1024 * 16);
365 vram_ptr += (16 * 1024);
367 texture_page_ptr += (8 * 16) * 8;
375 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
377 u32 current_texture_page = psx_gpu->current_texture_page;
378 u32 update_textures =
379 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
381 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
383 if(update_textures & (1 << current_texture_page))
385 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
386 update_textures &= ~(1 << current_texture_page);
391 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
392 (current_texture_page & 0x10);
394 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
398 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
399 psx_gpu_struct *psx_gpu);
401 void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
403 if(psx_gpu->num_blocks)
405 render_block_handler_struct *render_block_handler =
406 psx_gpu->render_block_handler;
408 render_block_handler->texture_blocks(psx_gpu);
409 render_block_handler->shade_blocks(psx_gpu);
410 render_block_handler->blend_blocks(psx_gpu);
413 span_pixel_blocks += psx_gpu->num_blocks;
414 render_buffer_flushes++;
417 psx_gpu->num_blocks = 0;
422 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
423 vertex_struct *b, vertex_struct *c);
427 #define setup_gradient_calculation_input(set, vertex) \
428 /* First type is: uvrg bxxx xxxx */\
429 /* Second type is: yyyy ybyy uvrg */\
430 /* Since x_a and y_c are the same the same variable is used for both. */\
431 x##set##_a_y##set##_c.e[0] = vertex->u; \
432 x##set##_a_y##set##_c.e[1] = vertex->v; \
433 x##set##_a_y##set##_c.e[2] = vertex->r; \
434 x##set##_a_y##set##_c.e[3] = vertex->g; \
435 dup_4x16b(x##set##_b, vertex->x); \
436 dup_4x16b(x##set##_c, vertex->x); \
437 dup_4x16b(y##set##_a, vertex->y); \
438 dup_4x16b(y##set##_b, vertex->y); \
439 x##set##_b.e[0] = vertex->b; \
440 y##set##_b.e[1] = vertex->b \
443 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
444 vertex_struct *b, vertex_struct *c)
446 u32 triangle_area = psx_gpu->triangle_area;
447 u32 winding_mask_scalar;
449 u32 triangle_area_shift;
450 u64 triangle_area_reciprocal =
451 fixed_reciprocal(triangle_area, &triangle_area_shift);
452 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
454 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
455 // ( d0 * d1 ) - ( d2 * d3 ) =
456 // ( m0 ) - ( m1 ) = gradient
458 // This is split to do 12 elements at a time over three sets: a, b, and c.
459 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
460 // two of the slots are unused.
462 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
465 vec_4x16s x0_a_y0_c, x0_b, x0_c;
466 vec_4x16s y0_a, y0_b;
467 vec_4x16s x1_a_y1_c, x1_b, x1_c;
468 vec_4x16s y1_a, y1_b;
469 vec_4x16s x2_a_y2_c, x2_b, x2_c;
470 vec_4x16s y2_a, y2_b;
474 vec_4x32u const_0x8000;
476 vec_4x16s d0_a_d3_c, d0_b, d0_c;
477 vec_4x16s d1_a, d1_b, d1_c_d2_a;
478 vec_4x16s d2_b, d2_c;
479 vec_4x16s d3_a, d3_b;
481 vec_4x32s m0_a, m0_b, m0_c;
482 vec_4x32s m1_a, m1_b, m1_c;
484 vec_4x32u gradient_area_a, gradient_area_c;
485 vec_2x32u gradient_area_b;
487 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
488 vec_2x32u gradient_area_sign_b;
489 vec_4x32u winding_mask;
491 vec_2x64u gradient_wide_a0, gradient_wide_a1;
492 vec_2x64u gradient_wide_c0, gradient_wide_c1;
493 vec_2x64u gradient_wide_b;
495 vec_4x32u gradient_a, gradient_c;
496 vec_2x32u gradient_b;
497 vec_16x8s gradient_shift;
499 setup_gradient_calculation_input(0, a);
500 setup_gradient_calculation_input(1, b);
501 setup_gradient_calculation_input(2, c);
503 dup_4x32b(const_0x8000, 0x8000);
504 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
505 shl_long_4x16b(b_base, x0_b, 16);
507 add_4x32b(uvrg_base, uvrg_base, const_0x8000);
508 add_4x32b(b_base, b_base, const_0x8000);
510 // Can probably pair these, but it'll require careful register allocation
511 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
512 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
514 sub_4x16b(d0_b, x1_b, x0_b);
515 sub_4x16b(d0_c, x1_c, x0_c);
517 sub_4x16b(d1_a, y2_a, y1_a);
518 sub_4x16b(d1_b, y2_b, y1_b);
520 sub_4x16b(d2_b, x2_b, x1_b);
521 sub_4x16b(d2_c, x2_c, x1_c);
523 sub_4x16b(d3_a, y1_a, y0_a);
524 sub_4x16b(d3_b, y1_b, y0_b);
526 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
527 mul_long_4x16b(m0_b, d0_b, d1_b);
528 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
530 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
531 mul_long_4x16b(m1_b, d2_b, d3_b);
532 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
534 sub_4x32b(gradient_area_a, m0_a, m1_a);
535 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
536 sub_4x32b(gradient_area_c, m0_c, m1_c);
538 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
539 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
540 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
542 abs_4x32b(gradient_area_a, gradient_area_a);
543 abs_2x32b(gradient_area_b, gradient_area_b);
544 abs_4x32b(gradient_area_c, gradient_area_c);
546 winding_mask_scalar = -psx_gpu->triangle_winding;
548 dup_4x32b(winding_mask, winding_mask_scalar);
549 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
550 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
551 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
553 mul_scalar_long_2x32b(gradient_wide_a0,
554 vector_cast(vec_2x32s, gradient_area_a.low),
555 (s64)triangle_area_reciprocal);
556 mul_scalar_long_2x32b(gradient_wide_a1,
557 vector_cast(vec_2x32s, gradient_area_a.high),
558 (s64)triangle_area_reciprocal);
559 mul_scalar_long_2x32b(gradient_wide_b,
560 vector_cast(vec_2x32s, gradient_area_b),
561 (s64)triangle_area_reciprocal);
562 mul_scalar_long_2x32b(gradient_wide_c0,
563 vector_cast(vec_2x32s, gradient_area_c.low),
564 (s64)triangle_area_reciprocal);
565 mul_scalar_long_2x32b(gradient_wide_c1,
566 vector_cast(vec_2x32s, gradient_area_c.high),
567 (s64)triangle_area_reciprocal);
569 dup_16x8b(gradient_shift, triangle_area_shift);
570 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
571 vector_cast(vec_2x64u, gradient_shift));
572 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
573 vector_cast(vec_2x64u, gradient_shift));
574 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
575 vector_cast(vec_2x64u, gradient_shift));
576 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
577 vector_cast(vec_2x64u, gradient_shift));
578 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
579 vector_cast(vec_2x64u, gradient_shift));
581 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
582 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
583 mov_narrow_2x64b(gradient_b, gradient_wide_b);
584 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
585 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
587 shl_4x32b(gradient_a, gradient_a, 4);
588 shl_2x32b(gradient_b, gradient_b, 4);
589 shl_4x32b(gradient_c, gradient_c, 4);
591 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
592 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
593 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
595 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
596 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
597 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
599 u32 left_adjust = a->x;
600 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
601 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
611 eor_4x32b(zero, zero, zero);
612 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
613 add_2x32b(b_dx2, gradient_b, gradient_b);
614 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
615 add_2x32b(b_dx3, gradient_b, b_dx2);
617 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
619 psx_gpu->u_block_span.e[0] = zero.e[0];
620 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
621 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
622 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
624 psx_gpu->v_block_span.e[0] = zero.e[1];
625 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
626 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
627 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
629 psx_gpu->r_block_span.e[0] = zero.e[2];
630 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
631 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
632 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
634 psx_gpu->g_block_span.e[0] = zero.e[3];
635 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
636 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
637 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
639 psx_gpu->b_block_span.e[0] = zero.e[0];
640 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
641 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
642 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
644 psx_gpu->uvrg = uvrg_base;
645 psx_gpu->b = b_base.e[0];
647 psx_gpu->uvrg_dx = gradient_a;
648 psx_gpu->uvrg_dy = gradient_c;
649 psx_gpu->b_dy = gradient_b.e[1];
653 #define vector_check(_a, _b) \
654 if(memcmp(&_a, &_b, sizeof(_b))) \
656 if(sizeof(_b) == 8) \
658 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
659 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
663 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
664 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
669 #define scalar_check(_a, _b) \
671 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
674 #define setup_spans_prologue_alternate_yes() \
675 vec_2x64s alternate_x; \
676 vec_2x64s alternate_dx_dy; \
677 vec_4x32s alternate_x_32; \
678 vec_2x32s alternate_x_16; \
680 vec_4x16u alternate_select; \
681 vec_4x16s y_mid_point; \
685 s32 edge_dx_dy_alt; \
688 #define setup_spans_prologue_alternate_no() \
690 #define setup_spans_prologue(alternate_active) \
691 edge_data_struct *span_edge_data; \
692 vec_4x32u *span_uvrg_offset; \
693 u32 *span_b_offset; \
697 vec_2x64s edges_xy; \
698 vec_2x32s edges_dx_dy; \
699 vec_2x32u edge_shifts; \
701 vec_2x64s left_x, right_x; \
702 vec_2x64s left_dx_dy, right_dx_dy; \
703 vec_4x32s left_x_32, right_x_32; \
704 vec_8x16s left_right_x_16; \
706 vec_8x16s left_edge; \
707 vec_8x16s right_edge; \
708 vec_4x16u span_shift; \
712 vec_4x16u c_0xFFFE; \
715 vec_2x32s x_starts; \
724 vec_4x32u uvrg = psx_gpu->uvrg; \
725 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
726 u32 b = psx_gpu->b; \
727 u32 b_dy = psx_gpu->b_dy; \
729 dup_2x32b(c_0x01, 0x01); \
730 setup_spans_prologue_alternate_##alternate_active() \
732 #define setup_spans_prologue_b() \
733 span_edge_data = psx_gpu->span_edge_data; \
734 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
735 span_b_offset = psx_gpu->span_b_offset; \
737 vec_8x16u c_0x0001; \
739 dup_8x16b(c_0x0001, 0x0001); \
740 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
741 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
742 add_8x16b(right_edge, right_edge, c_0x0001); \
743 dup_4x16b(c_0x04, 0x04); \
744 dup_4x16b(c_0x07, 0x07); \
745 dup_4x16b(c_0xFFFE, 0xFFFE); \
748 #define compute_edge_delta_x2() \
751 vec_2x32s height_reciprocals; \
752 vec_2x32s heights_b; \
755 u32 edge_shift = reciprocal_table[height]; \
757 dup_2x32b(heights, height); \
758 sub_2x32b(widths, x_ends, x_starts); \
760 dup_2x32b(edge_shifts, edge_shift); \
761 sub_2x32b(heights_b, heights, c_0x01); \
762 shr_2x32b(height_reciprocals, edge_shifts, 12); \
764 mla_2x32b(heights_b, x_starts, heights); \
765 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
766 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
767 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
770 #define compute_edge_delta_x3(start_c, height_a, height_b) \
773 vec_2x32s height_reciprocals; \
774 vec_2x32s heights_b; \
779 u32 height_reciprocal_alt; \
781 heights.e[0] = height_a; \
782 heights.e[1] = height_b; \
784 edge_shifts.e[0] = reciprocal_table[height_a]; \
785 edge_shifts.e[1] = reciprocal_table[height_b]; \
786 edge_shift_alt = reciprocal_table[height_minor_b]; \
788 sub_2x32b(widths, x_ends, x_starts); \
789 width_alt = x_c - start_c; \
791 shr_2x32b(height_reciprocals, edge_shifts, 12); \
792 height_reciprocal_alt = edge_shift_alt >> 12; \
794 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
795 edge_shift_alt &= 0x1F; \
797 sub_2x32b(heights_b, heights, c_0x01); \
798 height_b_alt = height_minor_b - 1; \
800 mla_2x32b(heights_b, x_starts, heights); \
801 height_b_alt += height_minor_b * start_c; \
803 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
804 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
806 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
807 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
811 #define setup_spans_adjust_y_up() \
812 sub_4x32b(y_x4, y_x4, c_0x04) \
814 #define setup_spans_adjust_y_down() \
815 add_4x32b(y_x4, y_x4, c_0x04) \
817 #define setup_spans_adjust_interpolants_up() \
818 sub_4x32b(uvrg, uvrg, uvrg_dy); \
821 #define setup_spans_adjust_interpolants_down() \
822 add_4x32b(uvrg, uvrg, uvrg_dy); \
826 #define setup_spans_clip_interpolants_increment() \
827 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
830 #define setup_spans_clip_interpolants_decrement() \
831 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
834 #define setup_spans_clip_alternate_yes() \
835 edge_alt += edge_dx_dy_alt * (s64)(clip) \
837 #define setup_spans_clip_alternate_no() \
839 #define setup_spans_clip(direction, alternate_active) \
841 clipped_triangles++; \
842 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
843 setup_spans_clip_alternate_##alternate_active(); \
844 setup_spans_clip_interpolants_##direction(); \
848 #define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
850 vec_2x64u edge_shifts_64; \
851 vec_2x64s edges_dx_dy_64; \
853 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
854 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
856 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
857 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
859 left_x.e[0] = edges_xy.e[left_index]; \
860 right_x.e[0] = edges_xy.e[right_index]; \
862 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
863 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
864 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
865 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
867 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
868 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
870 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
871 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
874 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
876 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
877 s64 edge_dx_dy_alt_64; \
879 dup_4x16b(y_mid_point, y_b); \
881 edge_alt <<= edge_shift_alt; \
882 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
884 alternate_x.e[0] = edge_alt; \
885 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
886 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
888 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
889 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
893 #define setup_spans_y_select_up() \
894 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
896 #define setup_spans_y_select_down() \
897 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
899 #define setup_spans_y_select_alternate_yes(direction) \
900 setup_spans_y_select_##direction() \
902 #define setup_spans_y_select_alternate_no(direction) \
904 #define setup_spans_alternate_select_left() \
905 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
907 #define setup_spans_alternate_select_right() \
908 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
910 #define setup_spans_alternate_select_none() \
912 #define setup_spans_increment_alternate_yes() \
913 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
914 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
915 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
916 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
917 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
919 #define setup_spans_increment_alternate_no() \
921 #define setup_spans_set_x4(alternate, direction, alternate_active) \
923 span_uvrg_offset[0] = uvrg; \
924 span_b_offset[0] = b; \
925 setup_spans_adjust_interpolants_##direction(); \
927 span_uvrg_offset[1] = uvrg; \
928 span_b_offset[1] = b; \
929 setup_spans_adjust_interpolants_##direction(); \
931 span_uvrg_offset[2] = uvrg; \
932 span_b_offset[2] = b; \
933 setup_spans_adjust_interpolants_##direction(); \
935 span_uvrg_offset[3] = uvrg; \
936 span_b_offset[3] = b; \
937 setup_spans_adjust_interpolants_##direction(); \
939 span_uvrg_offset += 4; \
940 span_b_offset += 4; \
942 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
943 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
945 add_2x64b(left_x, left_x, left_dx_dy); \
946 add_2x64b(right_x, right_x, right_dx_dy); \
948 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
949 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
951 add_2x64b(left_x, left_x, left_dx_dy); \
952 add_2x64b(right_x, right_x, right_dx_dy); \
954 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
955 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
957 setup_spans_increment_alternate_##alternate_active(); \
958 setup_spans_y_select_alternate_##alternate_active(direction); \
959 setup_spans_alternate_select_##alternate(); \
961 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
962 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
964 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
965 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
966 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
967 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
968 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
971 for(i = 0; i < 4; i++) \
973 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
974 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
975 span_edge_data[i].right_mask = span_shift.e[i]; \
976 span_edge_data[i].y = y_x4.e[i]; \
979 span_edge_data += 4; \
981 setup_spans_adjust_y_##direction(); \
985 #define setup_spans_alternate_adjust_yes() \
986 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
988 #define setup_spans_alternate_adjust_no() \
991 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
992 setup_spans_alternate_adjust_##alternate_active(); \
993 if(y_c > psx_gpu->viewport_end_y) \
994 height -= y_c - psx_gpu->viewport_end_y - 1; \
996 clip = psx_gpu->viewport_start_y - y_a; \
1001 setup_spans_clip(increment, alternate_active); \
1004 setup_spans_prologue_b(); \
1009 y_x4.e[1] = y_a + 1; \
1010 y_x4.e[2] = y_a + 2; \
1011 y_x4.e[3] = y_a + 3; \
1012 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1015 psx_gpu->num_spans = height; \
1018 setup_spans_set_x4(alternate, down, alternate_active); \
1020 } while(height > 0); \
1024 #define setup_spans_alternate_pre_increment_yes() \
1025 edge_alt += edge_dx_dy_alt \
1027 #define setup_spans_alternate_pre_increment_no() \
1029 #define setup_spans_up_decrement_height_yes() \
1032 #define setup_spans_up_decrement_height_no() \
1035 #define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1036 setup_spans_alternate_adjust_##alternate_active(); \
1039 if(y_c < psx_gpu->viewport_start_y) \
1040 height -= psx_gpu->viewport_start_y - y_c; \
1042 setup_spans_up_decrement_height_##alternate_active(); \
1044 clip = y_a - psx_gpu->viewport_end_y; \
1049 setup_spans_clip(decrement, alternate_active); \
1052 setup_spans_prologue_b(); \
1057 y_x4.e[1] = y_a - 1; \
1058 y_x4.e[2] = y_a - 2; \
1059 y_x4.e[3] = y_a - 3; \
1060 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1061 setup_spans_alternate_pre_increment_##alternate_active(); \
1062 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1064 setup_spans_adjust_interpolants_up(); \
1066 psx_gpu->num_spans = height; \
1069 setup_spans_set_x4(alternate, up, alternate_active); \
1074 #define index_left 0
1075 #define index_right 1
1077 #define setup_spans_up_up(minor, major) \
1078 setup_spans_prologue(yes); \
1079 s32 height_minor_a = y_a - y_b; \
1080 s32 height_minor_b = y_b - y_c; \
1081 s32 height = y_a - y_c; \
1083 dup_2x32b(x_starts, x_a); \
1084 x_ends.e[0] = x_c; \
1085 x_ends.e[1] = x_b; \
1087 compute_edge_delta_x3(x_b, height, height_minor_a); \
1088 setup_spans_up(index_##major, index_##minor, minor, yes) \
1091 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1092 vertex_struct *v_b, vertex_struct *v_c);
1093 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1094 vertex_struct *v_b, vertex_struct *v_c);
1095 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1096 vertex_struct *v_b, vertex_struct *v_c);
1097 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1098 vertex_struct *v_b, vertex_struct *v_c);
1099 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1100 vertex_struct *v_b, vertex_struct *v_c);
1101 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1102 vertex_struct *v_b, vertex_struct *v_c);
1103 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1104 vertex_struct *v_b, vertex_struct *v_c);
1105 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1106 vertex_struct *v_b, vertex_struct *v_c);
1107 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1108 vertex_struct *v_b, vertex_struct *v_c);
1113 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1114 vertex_struct *v_b, vertex_struct *v_c)
1116 setup_spans_up_up(left, right);
1119 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1120 vertex_struct *v_b, vertex_struct *v_c)
1122 setup_spans_up_up(right, left);
1125 #define setup_spans_down_down(minor, major) \
1126 setup_spans_prologue(yes); \
1127 s32 height_minor_a = y_b - y_a; \
1128 s32 height_minor_b = y_c - y_b; \
1129 s32 height = y_c - y_a; \
1131 dup_2x32b(x_starts, x_a); \
1132 x_ends.e[0] = x_c; \
1133 x_ends.e[1] = x_b; \
1135 compute_edge_delta_x3(x_b, height, height_minor_a); \
1136 setup_spans_down(index_##major, index_##minor, minor, yes) \
1138 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1139 vertex_struct *v_b, vertex_struct *v_c)
1141 setup_spans_down_down(left, right);
1144 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1145 vertex_struct *v_b, vertex_struct *v_c)
1147 setup_spans_down_down(right, left);
1150 #define setup_spans_up_flat() \
1151 s32 height = y_a - y_c; \
1154 compute_edge_delta_x2(); \
1155 setup_spans_up(index_left, index_right, none, no) \
1157 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1158 vertex_struct *v_b, vertex_struct *v_c)
1160 setup_spans_prologue(no);
1161 x_starts.e[0] = x_a;
1162 x_starts.e[1] = x_b;
1163 dup_2x32b(x_ends, x_c);
1165 setup_spans_up_flat();
1168 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1169 vertex_struct *v_b, vertex_struct *v_c)
1171 setup_spans_prologue(no);
1172 dup_2x32b(x_starts, x_a);
1176 setup_spans_up_flat();
1179 #define setup_spans_down_flat() \
1180 s32 height = y_c - y_a; \
1183 compute_edge_delta_x2(); \
1184 setup_spans_down(index_left, index_right, none, no) \
1186 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1187 vertex_struct *v_b, vertex_struct *v_c)
1189 setup_spans_prologue(no);
1190 x_starts.e[0] = x_a;
1191 x_starts.e[1] = x_b;
1192 dup_2x32b(x_ends, x_c);
1194 setup_spans_down_flat();
1197 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1198 vertex_struct *v_b, vertex_struct *v_c)
1200 setup_spans_prologue(no);
1201 dup_2x32b(x_starts, x_a);
1205 setup_spans_down_flat();
1208 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1209 vertex_struct *v_b, vertex_struct *v_c)
1211 setup_spans_prologue(no);
1219 s32 height_minor_a = y_a - y_b;
1220 s32 height_minor_b = y_c - y_a;
1221 s32 height_major = y_c - y_b;
1223 vec_2x64s edges_xy_b;
1224 vec_2x32s edges_dx_dy_b;
1225 vec_2x32u edge_shifts_b;
1227 vec_2x32s height_increment;
1229 x_starts.e[0] = x_a;
1230 x_starts.e[1] = x_c;
1231 dup_2x32b(x_ends, x_b);
1233 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1235 height_increment.e[0] = 0;
1236 height_increment.e[1] = height_minor_b;
1238 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1240 edges_xy_b.e[0] = edge_alt;
1241 edges_xy_b.e[1] = edges_xy.e[1];
1243 edge_shifts_b = edge_shifts;
1244 edge_shifts_b.e[0] = edge_shift_alt;
1246 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1247 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1251 if(y_b < psx_gpu->viewport_start_y)
1252 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1254 clip = y_a - psx_gpu->viewport_end_y;
1257 height_minor_a -= clip;
1259 setup_spans_clip(decrement, no);
1262 setup_spans_prologue_b();
1264 if(height_minor_a > 0)
1267 y_x4.e[1] = y_a - 1;
1268 y_x4.e[2] = y_a - 2;
1269 y_x4.e[3] = y_a - 3;
1270 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1271 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1272 setup_spans_adjust_interpolants_up();
1274 psx_gpu->num_spans = height_minor_a;
1275 while(height_minor_a > 0)
1277 setup_spans_set_x4(none, up, no);
1278 height_minor_a -= 4;
1281 span_edge_data += height_minor_a;
1282 span_uvrg_offset += height_minor_a;
1283 span_b_offset += height_minor_a;
1286 edges_xy = edges_xy_b;
1287 edges_dx_dy = edges_dx_dy_b;
1288 edge_shifts = edge_shifts_b;
1290 uvrg = psx_gpu->uvrg;
1295 if(y_c > psx_gpu->viewport_end_y)
1296 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1298 clip = psx_gpu->viewport_start_y - y_a;
1301 height_minor_b -= clip;
1303 setup_spans_clip(increment, no);
1306 if(height_minor_b > 0)
1309 y_x4.e[1] = y_a + 1;
1310 y_x4.e[2] = y_a + 2;
1311 y_x4.e[3] = y_a + 3;
1312 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1314 psx_gpu->num_spans += height_minor_b;
1317 setup_spans_set_x4(none, down, no);
1318 height_minor_b -= 4;
1319 } while(height_minor_b > 0);
1322 left_split_triangles++;
1328 #define dither_table_entry_normal(value) \
1332 #define setup_blocks_load_msb_mask_indirect() \
1334 #define setup_blocks_load_msb_mask_direct() \
1335 vec_8x16u msb_mask; \
1336 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1339 #define setup_blocks_variables_shaded_textured(target) \
1340 vec_4x32u u_block; \
1341 vec_4x32u v_block; \
1342 vec_4x32u r_block; \
1343 vec_4x32u g_block; \
1344 vec_4x32u b_block; \
1345 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1346 vec_4x32u uvrg_dx4; \
1347 vec_4x32u uvrg_dx8; \
1349 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1350 u32 b_dx4 = b_dx << 2; \
1351 u32 b_dx8 = b_dx << 3; \
1354 vec_16x8u texture_mask; \
1355 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1356 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1357 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1358 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1360 #define setup_blocks_variables_shaded_untextured(target) \
1361 vec_4x32u r_block; \
1362 vec_4x32u g_block; \
1363 vec_4x32u b_block; \
1365 vec_4x32u rgb_dx4; \
1366 vec_4x32u rgb_dx8; \
1369 vec_8x8u d64_0x07; \
1374 dup_8x8b(d64_0x07, 0x07); \
1375 dup_8x8b(d64_1, 1); \
1376 dup_8x8b(d64_4, 4); \
1377 dup_8x8b(d64_128, 128); \
1379 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1380 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1381 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1382 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1384 #define setup_blocks_variables_unshaded_textured(target) \
1385 vec_4x32u u_block; \
1386 vec_4x32u v_block; \
1387 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1390 vec_2x32u uv = psx_gpu->uvrg.low; \
1392 vec_16x8u texture_mask; \
1393 shl_2x32b(uv_dx4, uv_dx, 2); \
1394 shl_2x32b(uv_dx8, uv_dx, 3); \
1395 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1396 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1399 #define setup_blocks_variables_unshaded_untextured_direct() \
1400 or_8x16b(colors, colors, msb_mask) \
1402 #define setup_blocks_variables_unshaded_untextured_indirect() \
1404 #define setup_blocks_variables_unshaded_untextured(target) \
1405 u32 color = psx_gpu->triangle_color; \
1408 u32 color_r = color & 0xFF; \
1409 u32 color_g = (color >> 8) & 0xFF; \
1410 u32 color_b = (color >> 16) & 0xFF; \
1412 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1413 ((color_b >> 3) << 10); \
1414 dup_8x16b(colors, color); \
1415 setup_blocks_variables_unshaded_untextured_##target() \
1417 #define setup_blocks_span_initialize_dithered_textured() \
1418 vec_8x16u dither_offsets; \
1419 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1421 #define setup_blocks_span_initialize_dithered_untextured() \
1422 vec_8x8u dither_offsets; \
1423 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1425 #define setup_blocks_span_initialize_dithered(texturing) \
1426 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1427 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1428 vec_8x8s dither_offsets_short; \
1431 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1432 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1433 setup_blocks_span_initialize_dithered_##texturing() \
1435 #define setup_blocks_span_initialize_undithered(texturing) \
1438 #define setup_blocks_span_initialize_shaded_textured() \
1440 vec_4x32u block_span; \
1441 u32 offset = span_edge_data->left_x; \
1443 uvrg = *span_uvrg_offset; \
1444 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1445 b = *span_b_offset; \
1446 b += b_dx * offset; \
1448 dup_4x32b(u_block, uvrg.e[0]); \
1449 dup_4x32b(v_block, uvrg.e[1]); \
1450 dup_4x32b(r_block, uvrg.e[2]); \
1451 dup_4x32b(g_block, uvrg.e[3]); \
1452 dup_4x32b(b_block, b); \
1454 block_span = psx_gpu->u_block_span; \
1455 add_4x32b(u_block, u_block, block_span); \
1456 block_span = psx_gpu->v_block_span; \
1457 add_4x32b(v_block, v_block, block_span); \
1458 block_span = psx_gpu->r_block_span; \
1459 add_4x32b(r_block, r_block, block_span); \
1460 block_span = psx_gpu->g_block_span; \
1461 add_4x32b(g_block, g_block, block_span); \
1462 block_span = psx_gpu->b_block_span; \
1463 add_4x32b(b_block, b_block, block_span); \
1466 #define setup_blocks_span_initialize_shaded_untextured() \
1468 vec_4x32u block_span; \
1469 u32 offset = span_edge_data->left_x; \
1471 rgb.low = span_uvrg_offset->high; \
1472 rgb.high.e[0] = *span_b_offset; \
1473 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1475 dup_4x32b(r_block, rgb.e[0]); \
1476 dup_4x32b(g_block, rgb.e[1]); \
1477 dup_4x32b(b_block, rgb.e[2]); \
1479 block_span = psx_gpu->r_block_span; \
1480 add_4x32b(r_block, r_block, block_span); \
1481 block_span = psx_gpu->g_block_span; \
1482 add_4x32b(g_block, g_block, block_span); \
1483 block_span = psx_gpu->b_block_span; \
1484 add_4x32b(b_block, b_block, block_span); \
1487 #define setup_blocks_span_initialize_unshaded_textured() \
1489 vec_4x32u block_span; \
1490 u32 offset = span_edge_data->left_x; \
1492 uv = span_uvrg_offset->low; \
1493 mla_scalar_2x32b(uv, uv_dx, offset); \
1495 dup_4x32b(u_block, uv.e[0]); \
1496 dup_4x32b(v_block, uv.e[1]); \
1498 block_span = psx_gpu->u_block_span; \
1499 add_4x32b(u_block, u_block, block_span); \
1500 block_span = psx_gpu->v_block_span; \
1501 add_4x32b(v_block, v_block, block_span); \
1504 #define setup_blocks_span_initialize_unshaded_untextured() \
1507 #define setup_blocks_texture_swizzled() \
1509 vec_8x8u u_saved = u; \
1510 sli_8x8b(u, v, 4); \
1511 sri_8x8b(v, u_saved, 4); \
1514 #define setup_blocks_texture_unswizzled() \
1516 #define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1519 vec_8x16u u_whole; \
1520 vec_8x16u v_whole; \
1521 vec_8x16u r_whole; \
1522 vec_8x16u g_whole; \
1523 vec_8x16u b_whole; \
1535 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1536 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1537 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1538 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1539 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1541 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1542 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1543 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1544 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1545 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1546 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1547 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1548 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1549 dup_4x32b(dx4, b_dx4); \
1550 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1552 mov_narrow_8x16b(u, u_whole); \
1553 mov_narrow_8x16b(v, v_whole); \
1554 mov_narrow_8x16b(r, r_whole); \
1555 mov_narrow_8x16b(g, g_whole); \
1556 mov_narrow_8x16b(b, b_whole); \
1558 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1559 add_4x32b(u_block, u_block, dx8); \
1560 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1561 add_4x32b(v_block, v_block, dx8); \
1562 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1563 add_4x32b(r_block, r_block, dx8); \
1564 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1565 add_4x32b(g_block, g_block, dx8); \
1566 dup_4x32b(dx8, b_dx8); \
1567 add_4x32b(b_block, b_block, dx8); \
1569 and_8x8b(u, u, texture_mask.low); \
1570 and_8x8b(v, v, texture_mask.high); \
1571 setup_blocks_texture_##swizzling(); \
1573 zip_8x16b(uv, u, v); \
1578 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1579 block->fb_ptr = fb_ptr; \
1582 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1585 vec_8x16u u_whole; \
1586 vec_8x16u v_whole; \
1595 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1596 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1598 dup_4x32b(dx4, uv_dx4.e[0]); \
1599 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1600 dup_4x32b(dx4, uv_dx4.e[1]); \
1601 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1603 mov_narrow_8x16b(u, u_whole); \
1604 mov_narrow_8x16b(v, v_whole); \
1606 dup_4x32b(dx8, uv_dx8.e[0]); \
1607 add_4x32b(u_block, u_block, dx8); \
1608 dup_4x32b(dx8, uv_dx8.e[1]); \
1609 add_4x32b(v_block, v_block, dx8); \
1611 and_8x8b(u, u, texture_mask.low); \
1612 and_8x8b(v, v, texture_mask.high); \
1613 setup_blocks_texture_##swizzling(); \
1615 zip_8x16b(uv, u, v); \
1617 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1618 block->fb_ptr = fb_ptr; \
1621 #define setup_blocks_store_shaded_untextured_dithered() \
1622 addq_8x8b(r, r, dither_offsets); \
1623 addq_8x8b(g, g, dither_offsets); \
1624 addq_8x8b(b, b, dither_offsets); \
1626 subq_8x8b(r, r, d64_4); \
1627 subq_8x8b(g, g, d64_4); \
1628 subq_8x8b(b, b, d64_4) \
1630 #define setup_blocks_store_shaded_untextured_undithered() \
1633 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1634 block->pixels = _pixels; \
1635 block->fb_ptr = fb_ptr \
1637 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1638 block->pixels = _pixels; \
1639 block->fb_ptr = fb_ptr \
1641 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1642 mul_long_8x8b(pixels, r, d64_1) \
1645 #define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1646 store_8x16b(_pixels, fb_ptr) \
1648 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1650 vec_8x16u fb_pixels; \
1651 vec_8x16u draw_mask; \
1652 vec_8x16u test_mask = psx_gpu->test_mask; \
1654 load_8x16b(fb_pixels, fb_ptr); \
1655 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1656 tst_8x16b(draw_mask, draw_mask, test_mask); \
1657 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1658 store_8x16b(fb_pixels, fb_ptr); \
1661 #define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1662 pixels = msb_mask; \
1663 mla_long_8x8b(pixels, r, d64_1) \
1666 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1669 vec_8x16u r_whole; \
1670 vec_8x16u g_whole; \
1671 vec_8x16u b_whole; \
1682 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1683 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1684 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1686 dup_4x32b(dx4, rgb_dx4.e[0]); \
1687 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1688 dup_4x32b(dx4, rgb_dx4.e[1]); \
1689 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1690 dup_4x32b(dx4, rgb_dx4.e[2]); \
1691 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1693 mov_narrow_8x16b(r, r_whole); \
1694 mov_narrow_8x16b(g, g_whole); \
1695 mov_narrow_8x16b(b, b_whole); \
1697 dup_4x32b(dx8, rgb_dx8.e[0]); \
1698 add_4x32b(r_block, r_block, dx8); \
1699 dup_4x32b(dx8, rgb_dx8.e[1]); \
1700 add_4x32b(g_block, g_block, dx8); \
1701 dup_4x32b(dx8, rgb_dx8.e[2]); \
1702 add_4x32b(b_block, b_block, dx8); \
1704 setup_blocks_store_shaded_untextured_##dithering(); \
1706 shr_8x8b(r, r, 3); \
1707 bic_8x8b(g, g, d64_0x07); \
1708 bic_8x8b(b, b, d64_0x07); \
1710 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1711 mla_long_8x8b(pixels, g, d64_4); \
1712 mla_long_8x8b(pixels, b, d64_128) \
1714 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1717 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1719 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1722 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1723 (_block)->draw_mask_bits = bits \
1725 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1727 vec_8x16u bits_mask; \
1728 vec_8x16u test_mask = psx_gpu->test_mask; \
1729 dup_8x16b(bits_mask, bits); \
1730 tst_8x16b(bits_mask, bits_mask, test_mask); \
1731 (_block)->draw_mask = bits_mask; \
1734 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1737 #define setup_blocks_add_blocks_indirect() \
1738 num_blocks += span_num_blocks; \
1740 if(num_blocks > MAX_BLOCKS) \
1742 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1743 flush_render_block_buffer(psx_gpu); \
1744 num_blocks = span_num_blocks; \
1745 block = psx_gpu->blocks; \
1748 #define setup_blocks_add_blocks_direct() \
1749 texel_blocks_untextured += span_num_blocks; \
1750 span_pixel_blocks += span_num_blocks \
1753 #define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1754 void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1755 psx_gpu_struct *psx_gpu) \
1757 setup_blocks_load_msb_mask_##target(); \
1758 setup_blocks_variables_##shading##_##texturing(target); \
1760 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1761 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1762 u32 *span_b_offset = psx_gpu->span_b_offset; \
1764 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1766 u32 num_spans = psx_gpu->num_spans; \
1771 u32 num_blocks = psx_gpu->num_blocks; \
1772 u32 span_num_blocks; \
1776 span_num_blocks = span_edge_data->num_blocks; \
1777 if(span_num_blocks) \
1779 y = span_edge_data->y; \
1780 fb_ptr = psx_gpu->vram_ptr + span_edge_data->left_x + (y * 1024); \
1782 setup_blocks_span_initialize_##shading##_##texturing(); \
1783 setup_blocks_span_initialize_##dithering(texturing); \
1785 setup_blocks_add_blocks_##target(); \
1787 s32 pixel_span = span_num_blocks * 8; \
1788 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1789 span_pixels += pixel_span; \
1791 span_num_blocks--; \
1792 while(span_num_blocks) \
1794 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1796 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1800 span_num_blocks--; \
1803 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1804 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1805 span_edge_data->right_mask); \
1811 zero_block_spans++; \
1816 span_uvrg_offset++; \
1820 psx_gpu->num_blocks = num_blocks; \
1823 void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1826 void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1828 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
1829 psx_gpu_struct *psx_gpu);
1830 void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1832 void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1833 psx_gpu_struct *psx_gpu);
1835 void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1837 void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1838 psx_gpu_struct *psx_gpu);
1839 void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1840 psx_gpu_struct *psx_gpu);
1842 void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1844 void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1848 //setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1852 setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1853 setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1855 setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1856 setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1858 setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1859 setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1860 setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1861 setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1863 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1864 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1868 void texture_blocks_untextured(psx_gpu_struct *psx_gpu);
1869 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu);
1870 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu);
1871 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu);
1875 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1877 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1878 texel_blocks_untextured += psx_gpu->num_blocks;
1881 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1883 block_struct *block = psx_gpu->blocks;
1884 u32 num_blocks = psx_gpu->num_blocks;
1885 texel_blocks_4bpp += num_blocks;
1887 vec_8x8u texels_low;
1888 vec_8x8u texels_high;
1895 vec_16x8u clut_high;
1897 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1898 u16 *clut_ptr = psx_gpu->clut_ptr;
1900 // Can be done with one deinterleaving load on NEON
1901 load_8x16b(clut_a, clut_ptr);
1902 load_8x16b(clut_b, clut_ptr + 8);
1903 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1905 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1906 update_texture_4bpp_cache(psx_gpu);
1910 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1911 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1912 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1913 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1914 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1915 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1916 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1917 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1919 tbl_16(texels_low, texels, clut_low);
1920 tbl_16(texels_high, texels, clut_high);
1922 // Can be done with an interleaving store on NEON
1923 zip_8x16b(pixels, texels_low, texels_high);
1925 block->texels = pixels;
1932 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
1934 block_struct *block = psx_gpu->blocks;
1935 u32 num_blocks = psx_gpu->num_blocks;
1937 texel_blocks_8bpp += num_blocks;
1939 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
1940 update_texture_8bpp_cache(psx_gpu);
1943 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1951 for(i = 0; i < 8; i++)
1953 offset = block->uv.e[i];
1955 texel = texture_ptr_8bpp[offset];
1956 texels.e[i] = psx_gpu->clut_ptr[texel];
1959 block->texels = texels;
1966 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
1968 block_struct *block = psx_gpu->blocks;
1969 u32 num_blocks = psx_gpu->num_blocks;
1971 texel_blocks_16bpp += num_blocks;
1975 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
1981 for(i = 0; i < 8; i++)
1983 offset = block->uv.e[i];
1984 offset += ((offset & 0xFF00) * 3);
1986 texels.e[i] = texture_ptr_16bpp[offset];
1989 block->texels = texels;
1999 #define shade_blocks_load_msb_mask_indirect() \
2001 #define shade_blocks_load_msb_mask_direct() \
2002 vec_8x16u msb_mask; \
2003 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2005 #define shade_blocks_store_indirect(_draw_mask, _pixels) \
2006 block->draw_mask = _draw_mask; \
2007 block->pixels = _pixels \
2009 #define shade_blocks_store_direct(_draw_mask, _pixels) \
2011 vec_8x16u fb_pixels; \
2012 or_8x16b(_pixels, _pixels, msb_mask); \
2013 load_8x16b(fb_pixels, block->fb_ptr); \
2014 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2015 store_8x16b(fb_pixels, block->fb_ptr); \
2019 #define shade_blocks_textured_false_modulated_check_dithered(target) \
2021 #define shade_blocks_textured_false_modulated_check_undithered(target) \
2022 if(psx_gpu->triangle_color == 0x808080) \
2025 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2026 false_modulated_blocks += num_blocks; \
2031 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2034 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2037 u32 color = psx_gpu->triangle_color; \
2038 dup_8x8b(colors_r, color); \
2039 dup_8x8b(colors_g, color >> 8); \
2040 dup_8x8b(colors_b, color >> 16); \
2041 shade_blocks_textured_false_modulated_check_##dithering(target); \
2044 #define shade_blocks_textured_modulated_shaded_block_load() \
2045 colors_r = block->r; \
2046 colors_g = block->g; \
2047 colors_b = block->b \
2049 #define shade_blocks_textured_modulated_unshaded_block_load() \
2051 #define shade_blocks_textured_modulate_dithered(component) \
2052 pixels_##component = block->dither_offsets; \
2053 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2055 #define shade_blocks_textured_modulate_undithered(component) \
2056 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2058 #define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2059 void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2060 psx_gpu_struct *psx_gpu) \
2062 block_struct *block = psx_gpu->blocks; \
2063 u32 num_blocks = psx_gpu->num_blocks; \
2066 vec_8x8u texels_r; \
2067 vec_8x8u texels_g; \
2068 vec_8x8u texels_b; \
2070 vec_8x8u colors_r; \
2071 vec_8x8u colors_g; \
2072 vec_8x8u colors_b; \
2074 vec_8x8u pixels_r_low; \
2075 vec_8x8u pixels_g_low; \
2076 vec_8x8u pixels_b_low; \
2079 vec_8x16u pixels_r; \
2080 vec_8x16u pixels_g; \
2081 vec_8x16u pixels_b; \
2083 vec_8x16u draw_mask; \
2084 vec_8x16u zero_mask; \
2086 vec_8x8u d64_0x07; \
2087 vec_8x8u d64_0x1F; \
2092 vec_8x16u d128_0x8000; \
2094 vec_8x16u test_mask = psx_gpu->test_mask; \
2095 u32 draw_mask_bits; \
2096 shade_blocks_load_msb_mask_##target(); \
2098 dup_8x8b(d64_0x07, 0x07); \
2099 dup_8x8b(d64_0x1F, 0x1F); \
2100 dup_8x8b(d64_1, 1); \
2101 dup_8x8b(d64_4, 4); \
2102 dup_8x8b(d64_128, 128); \
2104 dup_8x16b(d128_0x8000, 0x8000); \
2106 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2111 draw_mask_bits = block->draw_mask_bits; \
2112 dup_8x16b(draw_mask, draw_mask_bits); \
2113 tst_8x16b(draw_mask, draw_mask, test_mask); \
2115 shade_blocks_textured_modulated_##shading##_block_load(); \
2117 texels = block->texels; \
2119 mov_narrow_8x16b(texels_r, texels); \
2120 shr_narrow_8x16b(texels_g, texels, 5); \
2121 shr_narrow_8x16b(texels_b, texels, 7); \
2123 and_8x8b(texels_r, texels_r, d64_0x1F); \
2124 and_8x8b(texels_g, texels_g, d64_0x1F); \
2125 shr_8x8b(texels_b, texels_b, 3); \
2127 shade_blocks_textured_modulate_##dithering(r); \
2128 shade_blocks_textured_modulate_##dithering(g); \
2129 shade_blocks_textured_modulate_##dithering(b); \
2131 cmpeqz_8x16b(zero_mask, texels); \
2132 and_8x16b(pixels, texels, d128_0x8000); \
2134 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2135 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2136 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2138 or_8x16b(zero_mask, draw_mask, zero_mask); \
2140 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2141 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2142 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2144 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2145 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2146 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2148 shade_blocks_store_##target(zero_mask, pixels); \
2155 void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2157 void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2159 void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2161 void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2164 void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2166 void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2168 void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2170 void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2173 void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2174 void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
2178 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2179 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2180 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2181 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2183 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2184 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2185 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2186 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2191 #define shade_blocks_textured_unmodulated_builder(target) \
2192 void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2194 block_struct *block = psx_gpu->blocks; \
2195 u32 num_blocks = psx_gpu->num_blocks; \
2196 vec_8x16u draw_mask; \
2197 vec_8x16u test_mask = psx_gpu->test_mask; \
2198 u32 draw_mask_bits; \
2201 shade_blocks_load_msb_mask_##target(); \
2205 vec_8x16u zero_mask; \
2207 draw_mask_bits = block->draw_mask_bits; \
2208 dup_8x16b(draw_mask, draw_mask_bits); \
2209 tst_8x16b(draw_mask, draw_mask, test_mask); \
2211 pixels = block->texels; \
2213 cmpeqz_8x16b(zero_mask, pixels); \
2214 or_8x16b(zero_mask, draw_mask, zero_mask); \
2216 shade_blocks_store_##target(zero_mask, pixels); \
2223 #define shade_blocks_textured_unmodulated_dithered_builder(target) \
2224 void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2227 block_struct *block = psx_gpu->blocks; \
2228 u32 num_blocks = psx_gpu->num_blocks; \
2229 vec_8x16u draw_mask; \
2230 vec_8x16u test_mask = psx_gpu->test_mask; \
2231 u32 draw_mask_bits; \
2234 shade_blocks_load_msb_mask_##target(); \
2238 vec_8x16u zero_mask; \
2240 draw_mask_bits = block->draw_mask_bits; \
2241 dup_8x16b(draw_mask, draw_mask_bits); \
2242 tst_8x16b(draw_mask, draw_mask, test_mask); \
2244 pixels = block->texels; \
2246 cmpeqz_8x16b(zero_mask, pixels); \
2247 or_8x16b(zero_mask, draw_mask, zero_mask); \
2249 shade_blocks_store_##target(zero_mask, pixels); \
2258 shade_blocks_textured_unmodulated_builder(indirect)
2259 shade_blocks_textured_unmodulated_builder(direct)
2264 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2265 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2269 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2273 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2275 block_struct *block = psx_gpu->blocks;
2276 u32 num_blocks = psx_gpu->num_blocks;
2278 vec_8x16u pixels = block->pixels;
2279 shade_blocks_load_msb_mask_direct();
2283 shade_blocks_store_direct(block->draw_mask, pixels);
2292 void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2297 #define blend_blocks_mask_evaluate_on() \
2298 vec_8x16u mask_pixels; \
2299 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2300 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2302 #define blend_blocks_mask_evaluate_off() \
2304 #define blend_blocks_average() \
2306 vec_8x16u pixels_no_msb; \
2307 vec_8x16u fb_pixels_no_msb; \
2309 vec_8x16u d128_0x0421; \
2310 vec_8x16u d128_0x8000; \
2312 dup_8x16b(d128_0x0421, 0x0421); \
2313 dup_8x16b(d128_0x8000, 0x8000); \
2315 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2316 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2317 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2318 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2319 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2320 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2323 #define blend_blocks_add() \
2325 vec_8x16u pixels_rb, pixels_g; \
2326 vec_8x16u fb_rb, fb_g; \
2328 vec_8x16u d128_0x7C1F; \
2329 vec_8x16u d128_0x03E0; \
2331 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2332 dup_8x16b(d128_0x03E0, 0x03E0); \
2334 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2335 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2337 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2338 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2340 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2341 add_8x16b(fb_g, fb_g, pixels_g); \
2343 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2344 vector_cast(vec_16x8u, d128_0x7C1F)); \
2345 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2347 or_8x16b(blend_pixels, fb_rb, fb_g); \
2350 #define blend_blocks_subtract() \
2352 vec_8x16u pixels_rb, pixels_g; \
2353 vec_8x16u fb_rb, fb_g; \
2355 vec_8x16u d128_0x7C1F; \
2356 vec_8x16u d128_0x03E0; \
2358 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2359 dup_8x16b(d128_0x03E0, 0x03E0); \
2361 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2362 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2364 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2365 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2367 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2368 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2369 subs_8x16b(fb_g, fb_g, pixels_g); \
2371 or_8x16b(blend_pixels, fb_rb, fb_g); \
2374 #define blend_blocks_add_fourth() \
2376 vec_8x16u pixels_rb, pixels_g; \
2377 vec_8x16u pixels_fourth; \
2378 vec_8x16u fb_rb, fb_g; \
2380 vec_8x16u d128_0x7C1F; \
2381 vec_8x16u d128_0x1C07; \
2382 vec_8x16u d128_0x03E0; \
2383 vec_8x16u d128_0x00E0; \
2385 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2386 dup_8x16b(d128_0x1C07, 0x1C07); \
2387 dup_8x16b(d128_0x03E0, 0x03E0); \
2388 dup_8x16b(d128_0x00E0, 0x00E0); \
2390 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2392 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2393 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2395 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2396 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2398 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2399 add_8x16b(fb_g, fb_g, pixels_g); \
2401 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2402 vector_cast(vec_16x8u, d128_0x7C1F)); \
2403 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2405 or_8x16b(blend_pixels, fb_rb, fb_g); \
2408 #define blend_blocks_blended_combine_textured() \
2410 vec_8x16u blend_mask; \
2411 cmpltz_8x16b(blend_mask, pixels); \
2413 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2414 bif_8x16b(blend_pixels, pixels, blend_mask); \
2417 #define blend_blocks_blended_combine_untextured() \
2420 #define blend_blocks_body_blend(blend_mode, texturing) \
2422 blend_blocks_##blend_mode(); \
2423 blend_blocks_blended_combine_##texturing(); \
2426 #define blend_blocks_body_average(texturing) \
2427 blend_blocks_body_blend(average, texturing) \
2429 #define blend_blocks_body_add(texturing) \
2430 blend_blocks_body_blend(add, texturing) \
2432 #define blend_blocks_body_subtract(texturing) \
2433 blend_blocks_body_blend(subtract, texturing) \
2435 #define blend_blocks_body_add_fourth(texturing) \
2436 blend_blocks_body_blend(add_fourth, texturing) \
2438 #define blend_blocks_body_unblended(texturing) \
2439 blend_pixels = pixels \
2442 #define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2444 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2447 block_struct *block = psx_gpu->blocks; \
2448 u32 num_blocks = psx_gpu->num_blocks; \
2449 vec_8x16u draw_mask; \
2451 vec_8x16u blend_pixels; \
2452 vec_8x16u framebuffer_pixels; \
2453 vec_8x16u msb_mask; \
2457 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2461 pixels = block->pixels; \
2462 draw_mask = block->draw_mask; \
2463 fb_ptr = block->fb_ptr; \
2465 load_8x16b(framebuffer_pixels, fb_ptr); \
2467 blend_blocks_mask_evaluate_##mask_evaluate(); \
2468 blend_blocks_body_##blend_mode(texturing); \
2470 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2471 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2472 store_8x16b(framebuffer_pixels, fb_ptr); \
2480 void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu);
2481 void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu);
2482 void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu);
2483 void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu);
2484 void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu);
2485 void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu);
2486 void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu);
2487 void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu);
2489 void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu);
2490 void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu);
2491 void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu);
2492 void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu);
2493 void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu);
2494 void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu);
2495 void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu);
2496 void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu);
2498 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2499 void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2503 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2507 blend_blocks_builder(textured, average, off);
2508 blend_blocks_builder(textured, average, on);
2509 blend_blocks_builder(textured, add, off);
2510 blend_blocks_builder(textured, add, on);
2511 blend_blocks_builder(textured, subtract, off);
2512 blend_blocks_builder(textured, subtract, on);
2513 blend_blocks_builder(textured, add_fourth, off);
2514 blend_blocks_builder(textured, add_fourth, on);
2516 blend_blocks_builder(untextured, average, off);
2517 blend_blocks_builder(untextured, average, on);
2518 blend_blocks_builder(untextured, add, off);
2519 blend_blocks_builder(untextured, add, on);
2520 blend_blocks_builder(untextured, subtract, off);
2521 blend_blocks_builder(untextured, subtract, on);
2522 blend_blocks_builder(untextured, add_fourth, off);
2523 blend_blocks_builder(untextured, add_fourth, on);
2525 blend_blocks_builder(textured, unblended, on);
2530 #define vertex_swap(_a, _b) \
2532 vertex_struct *temp_vertex = _a; \
2535 triangle_winding ^= 1; \
2539 // Setup blocks parametric-variables:
2540 // SHADE TEXTURE_MAP SWIZZLING
2547 // 8 inputs, 6 combinations
2549 #define setup_blocks_switch_untextured_unshaded(dithering, target) \
2550 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2552 #define setup_blocks_switch_untextured_shaded(dithering, target) \
2553 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2555 #define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2557 setup_blocks_switch_untextured_##shading(dithering, target) \
2559 #define setup_blocks_switch_texture_mode_4bpp(shading) \
2560 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2562 #define setup_blocks_switch_texture_mode_8bpp(shading) \
2563 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2565 #define setup_blocks_switch_texture_mode_16bpp(shading) \
2566 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2568 #define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2569 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2571 #define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2572 dithering, mask_evaluate) \
2573 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2575 #define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2577 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2579 #define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2581 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2583 #define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2584 dithering, mask_evaluate) \
2585 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2586 texture_mode, dithering) \
2588 #define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2589 blending, mask_evaluate) \
2590 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2591 dithering, mask_evaluate) \
2596 #define texture_blocks_switch_untextured(texture_mode) \
2597 texture_blocks_untextured \
2599 #define texture_blocks_switch_textured(texture_mode) \
2600 texture_blocks_##texture_mode \
2602 #define texture_blocks_switch(texturing, texture_mode) \
2603 texture_blocks_switch_##texturing(texture_mode) \
2606 // Shade blocks parametric-variables:
2607 // SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2616 // 16 inputs, 8 combinations
2618 #define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2619 shade_blocks_unshaded_untextured_##target \
2621 #define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2622 shade_blocks_textured_unmodulated_##target \
2624 #define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2625 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2627 #define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2628 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2630 #define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2631 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2633 #define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2634 shade_blocks_shaded_untextured \
2636 #define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2637 shade_blocks_textured_unmodulated_##target \
2639 #define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2640 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2642 #define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2643 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2645 #define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2646 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2648 #define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2650 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2652 #define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2654 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2656 #define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2658 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2660 #define shade_blocks_switch_unblended(shading, texturing, modulation, \
2661 dithering, mask_evaluate) \
2662 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2665 #define shade_blocks_switch(shading, texturing, modulation, dithering, \
2666 blending, mask_evaluate) \
2667 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2671 // Blend blocks parametric-variables:
2672 // TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2691 // 32 inputs, 18 combinations
2693 #define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2694 blend_blocks_textured_unblended_##mask_evaluate \
2696 #define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2697 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2699 #define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2700 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2703 #define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2704 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2706 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2708 texture_blocks_switch(texturing, texture_mode), \
2709 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2711 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2714 #define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2715 mask_evaluate, shading, dithering, texturing, blending) \
2716 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2717 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2718 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2719 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2721 #define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2722 mask_evaluate, shading, dithering, texturing) \
2723 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2724 mask_evaluate, shading, dithering, texturing, unblended), \
2725 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2726 mask_evaluate, shading, dithering, texturing, blended) \
2728 #define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2729 mask_evaluate, shading, dithering) \
2730 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2731 mask_evaluate, shading, dithering, untextured), \
2732 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2733 mask_evaluate, shading, dithering, textured) \
2735 #define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2736 mask_evaluate, shading) \
2737 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2738 mask_evaluate, shading, undithered), \
2739 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2740 mask_evaluate, shading, dithered) \
2742 #define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2744 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2746 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2749 #define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2750 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2751 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2753 #define render_blocks_switch_block_texture_mode(texture_mode) \
2754 render_blocks_switch_block_blend_mode(texture_mode, average), \
2755 render_blocks_switch_block_blend_mode(texture_mode, add), \
2756 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2757 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2759 #define render_blocks_switch_block() \
2760 render_blocks_switch_block_texture_mode(4bpp), \
2761 render_blocks_switch_block_texture_mode(8bpp), \
2762 render_blocks_switch_block_texture_mode(16bpp), \
2763 render_blocks_switch_block_texture_mode(4bpp) \
2766 render_block_handler_struct render_triangle_block_handlers[] =
2768 render_blocks_switch_block()
2771 #undef render_blocks_switch_block_modulation
2773 #define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2774 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2776 "texture mode: " #texture_mode "\n" \
2777 "blend mode: " #blend_mode "\n" \
2778 "mask evaluation: " #mask_evaluate "\n" \
2785 char *render_block_flag_strings[] =
2787 render_blocks_switch_block()
2791 #define triangle_y_direction_up 1
2792 #define triangle_y_direction_flat 2
2793 #define triangle_y_direction_down 0
2795 #define triangle_winding_positive 0
2796 #define triangle_winding_negative 1
2798 #define triangle_set_direction(direction_variable, value) \
2799 u32 direction_variable = (u32)(value) >> 31; \
2801 direction_variable = 2 \
2803 #define triangle_case(direction_a, direction_b, direction_c, winding) \
2804 case (triangle_y_direction_##direction_a | \
2805 (triangle_y_direction_##direction_b << 2) | \
2806 (triangle_y_direction_##direction_c << 4) | \
2807 (triangle_winding_##winding << 6)) \
2809 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2812 s32 y_top, y_bottom;
2814 u32 triangle_winding = 0;
2816 vertex_struct *a = &(vertexes[0]);
2817 vertex_struct *b = &(vertexes[1]);
2818 vertex_struct *c = &(vertexes[2]);
2820 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2826 if(triangle_area == 0)
2848 if((y_bottom - y_top) >= 512)
2856 if(triangle_area < 0)
2858 triangle_area = -triangle_area;
2859 triangle_winding ^= 1;
2874 if((c->x - a->x) >= 1024)
2882 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2891 psx_gpu->num_spans = 0;
2892 psx_gpu->triangle_area = triangle_area;
2893 psx_gpu->triangle_winding = triangle_winding;
2895 s32 y_delta_a = b->y - a->y;
2896 s32 y_delta_b = c->y - b->y;
2897 s32 y_delta_c = c->y - a->y;
2899 triangle_set_direction(y_direction_a, y_delta_a);
2900 triangle_set_direction(y_direction_b, y_delta_b);
2901 triangle_set_direction(y_direction_c, y_delta_c);
2903 compute_all_gradients(psx_gpu, a, b, c);
2905 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
2906 (triangle_winding << 6))
2908 triangle_case(up, up, up, negative):
2909 triangle_case(up, up, flat, negative):
2910 triangle_case(up, up, down, negative):
2911 setup_spans_up_right(psx_gpu, a, b, c);
2914 triangle_case(flat, up, up, negative):
2915 triangle_case(flat, up, flat, negative):
2916 triangle_case(flat, up, down, negative):
2917 setup_spans_up_a(psx_gpu, a, b, c);
2920 triangle_case(down, up, up, negative):
2921 setup_spans_up_down(psx_gpu, a, c, b);
2924 triangle_case(down, up, flat, negative):
2925 setup_spans_down_a(psx_gpu, a, c, b);
2928 triangle_case(down, up, down, negative):
2929 setup_spans_down_right(psx_gpu, a, c, b);
2932 triangle_case(down, flat, up, negative):
2933 triangle_case(down, flat, flat, negative):
2934 triangle_case(down, flat, down, negative):
2935 setup_spans_down_b(psx_gpu, a, b, c);
2938 triangle_case(down, down, up, negative):
2939 triangle_case(down, down, flat, negative):
2940 triangle_case(down, down, down, negative):
2941 setup_spans_down_left(psx_gpu, a, b, c);
2944 triangle_case(up, up, up, positive):
2945 triangle_case(up, up, flat, positive):
2946 triangle_case(up, up, down, positive):
2947 setup_spans_up_left(psx_gpu, a, b, c);
2950 triangle_case(up, flat, up, positive):
2951 triangle_case(up, flat, flat, positive):
2952 triangle_case(up, flat, down, positive):
2953 setup_spans_up_b(psx_gpu, a, b, c);
2956 triangle_case(up, down, up, positive):
2957 setup_spans_up_right(psx_gpu, a, c, b);
2960 triangle_case(up, down, flat, positive):
2961 setup_spans_up_a(psx_gpu, a, c, b);
2964 triangle_case(up, down, down, positive):
2965 setup_spans_up_down(psx_gpu, a, b, c);
2968 triangle_case(flat, down, up, positive):
2969 triangle_case(flat, down, flat, positive):
2970 triangle_case(flat, down, down, positive):
2971 setup_spans_down_a(psx_gpu, a, b, c);
2974 triangle_case(down, down, up, positive):
2975 triangle_case(down, down, flat, positive):
2976 triangle_case(down, down, down, positive):
2977 setup_spans_down_right(psx_gpu, a, b, c);
2982 spans += psx_gpu->num_spans;
2985 u32 render_state = flags &
2986 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
2987 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
2988 render_state |= psx_gpu->render_state_base;
2990 if((psx_gpu->render_state != render_state) ||
2991 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
2993 psx_gpu->render_state = render_state;
2994 flush_render_block_buffer(psx_gpu);
3000 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3002 psx_gpu->render_block_handler =
3003 &(render_triangle_block_handlers[render_state]);
3004 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3009 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
3013 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3015 block_struct *block = psx_gpu->blocks;
3016 u32 num_blocks = psx_gpu->num_blocks;
3019 vec_8x8u texel_indexes;
3021 u16 *clut_ptr = psx_gpu->clut_ptr;
3026 texel_indexes = block->r;
3028 for(i = 0; i < 8; i++)
3030 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3033 block->texels = texels;
3043 #define setup_sprite_tiled_initialize_4bpp() \
3044 u16 *clut_ptr = psx_gpu->clut_ptr; \
3045 vec_8x16u clut_a, clut_b; \
3046 vec_16x8u clut_low, clut_high; \
3048 load_8x16b(clut_a, clut_ptr); \
3049 load_8x16b(clut_b, clut_ptr + 8); \
3050 unzip_16x8b(clut_low, clut_high, clut_a, clut_b); \
3052 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3053 update_texture_4bpp_cache(psx_gpu) \
3055 #define setup_sprite_tiled_initialize_8bpp() \
3056 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3057 update_texture_8bpp_cache(psx_gpu) \
3060 #define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
3061 texture_block_ptr = psx_gpu->texture_page_ptr + \
3062 ((texture_offset + offset) & texture_mask); \
3064 load_64b(texels, texture_block_ptr) \
3067 #define setup_sprite_tile_setup_block_yes(side, offset, texture_mode) \
3069 #define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
3071 #define setup_sprite_tile_add_blocks(tile_num_blocks) \
3072 num_blocks += tile_num_blocks; \
3073 sprite_blocks += tile_num_blocks; \
3075 if(num_blocks > MAX_BLOCKS) \
3077 flush_render_block_buffer(psx_gpu); \
3078 num_blocks = tile_num_blocks; \
3079 block = psx_gpu->blocks; \
3082 #define setup_sprite_tile_full_4bpp(edge) \
3084 vec_8x8u texels_low, texels_high; \
3086 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3088 while(sub_tile_height) \
3090 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3091 tbl_16(texels_low, texels, clut_low); \
3092 tbl_16(texels_high, texels, clut_high); \
3093 zip_8x16b(pixels, texels_low, texels_high); \
3095 block->texels = pixels; \
3096 block->draw_mask_bits = left_mask_bits; \
3097 block->fb_ptr = fb_ptr; \
3100 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3101 tbl_16(texels_low, texels, clut_low); \
3102 tbl_16(texels_high, texels, clut_high); \
3103 zip_8x16b(pixels, texels_low, texels_high); \
3105 block->texels = pixels; \
3106 block->draw_mask_bits = right_mask_bits; \
3107 block->fb_ptr = fb_ptr + 8; \
3111 texture_offset += 0x10; \
3112 sub_tile_height--; \
3114 texture_offset += 0xF00; \
3115 psx_gpu->num_blocks = num_blocks; \
3118 #define setup_sprite_tile_half_4bpp(edge) \
3120 vec_8x8u texels_low, texels_high; \
3122 setup_sprite_tile_add_blocks(sub_tile_height); \
3124 while(sub_tile_height) \
3126 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3127 tbl_16(texels_low, texels, clut_low); \
3128 tbl_16(texels_high, texels, clut_high); \
3129 zip_8x16b(pixels, texels_low, texels_high); \
3131 block->texels = pixels; \
3132 block->draw_mask_bits = edge##_mask_bits; \
3133 block->fb_ptr = fb_ptr; \
3137 texture_offset += 0x10; \
3138 sub_tile_height--; \
3140 texture_offset += 0xF00; \
3141 psx_gpu->num_blocks = num_blocks; \
3145 #define setup_sprite_tile_full_8bpp(edge) \
3147 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3149 while(sub_tile_height) \
3151 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3152 block->r = texels; \
3153 block->draw_mask_bits = left_mask_bits; \
3154 block->fb_ptr = fb_ptr; \
3157 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3158 block->r = texels; \
3159 block->draw_mask_bits = right_mask_bits; \
3160 block->fb_ptr = fb_ptr + 8; \
3164 texture_offset += 0x10; \
3165 sub_tile_height--; \
3167 texture_offset += 0xF00; \
3168 psx_gpu->num_blocks = num_blocks; \
3171 #define setup_sprite_tile_half_8bpp(edge) \
3173 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3175 while(sub_tile_height) \
3177 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3178 block->r = texels; \
3179 block->draw_mask_bits = edge##_mask_bits; \
3180 block->fb_ptr = fb_ptr; \
3184 texture_offset += 0x10; \
3185 sub_tile_height--; \
3187 texture_offset += 0xF00; \
3188 psx_gpu->num_blocks = num_blocks; \
3192 #define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3193 texture_offset = texture_offset_base + 8; \
3196 #define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3197 texture_offset = texture_offset_base \
3199 #define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3200 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3202 #define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3203 texture_offset = texture_offset_base \
3205 #define setup_sprite_tile_column_edge_post_adjust_half_right() \
3208 #define setup_sprite_tile_column_edge_post_adjust_half_left() \
3210 #define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3211 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3213 #define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3216 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
3219 sub_tile_height = column_data; \
3220 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3221 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3222 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3225 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
3228 u32 tiles_remaining = column_data >> 16; \
3229 sub_tile_height = column_data & 0xFF; \
3230 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3231 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3232 tiles_remaining -= 1; \
3234 while(tiles_remaining) \
3236 sub_tile_height = 16; \
3237 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3238 tiles_remaining--; \
3241 sub_tile_height = (column_data >> 8) & 0xFF; \
3242 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3243 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3247 #define setup_sprite_column_data_single() \
3248 column_data = height \
3250 #define setup_sprite_column_data_multi() \
3251 column_data = 16 - offset_v; \
3252 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3253 column_data |= (tile_height - 1) << 16 \
3256 #define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
3259 setup_sprite_column_data_##multi_height(); \
3260 left_mask_bits = left_block_mask | right_block_mask; \
3261 right_mask_bits = left_mask_bits >> 8; \
3263 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
3267 #define setup_sprite_tiled_advance_column() \
3268 texture_offset_base += 0x100; \
3269 if((texture_offset_base & 0xF00) == 0) \
3270 texture_offset_base -= (0x100 + 0xF00) \
3272 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
3273 left_mode, right_mode) \
3275 setup_sprite_column_data_##multi_height(); \
3276 s32 fb_ptr_advance_column = 16 - (1024 * height); \
3279 left_mask_bits = left_block_mask; \
3280 right_mask_bits = left_mask_bits >> 8; \
3282 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
3284 fb_ptr += fb_ptr_advance_column; \
3286 left_mask_bits = 0x00; \
3287 right_mask_bits = 0x00; \
3291 setup_sprite_tiled_advance_column(); \
3292 setup_sprite_tile_column_height_##multi_height(full, none, texture_mode); \
3293 fb_ptr += fb_ptr_advance_column; \
3297 left_mask_bits = right_block_mask; \
3298 right_mask_bits = left_mask_bits >> 8; \
3300 setup_sprite_tiled_advance_column(); \
3301 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
3306 #define setup_sprite_tiled_builder(texture_mode) \
3307 void setup_sprite_##texture_mode(psx_gpu_struct *psx_gpu, s32 x, s32 y, \
3308 s32 u, s32 v, s32 width, s32 height, u32 color) \
3310 s32 offset_u = u & 0xF; \
3311 s32 offset_v = v & 0xF; \
3313 s32 width_rounded = offset_u + width + 15; \
3314 s32 height_rounded = offset_v + height + 15; \
3315 s32 tile_height = height_rounded / 16; \
3316 s32 tile_width = width_rounded / 16; \
3317 u32 offset_u_right = width_rounded & 0xF; \
3319 u32 left_block_mask = ~(0xFFFF << offset_u); \
3320 u32 right_block_mask = 0xFFFE << offset_u_right; \
3322 u32 left_mask_bits; \
3323 u32 right_mask_bits; \
3325 u32 sub_tile_height; \
3328 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3329 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3330 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3331 ((psx_gpu->texture_mask_height >> 4) << 12); \
3332 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3333 ((v & 0xF0) << 8); \
3334 u32 texture_offset_base = texture_offset; \
3337 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u); \
3338 u32 num_blocks = psx_gpu->num_blocks; \
3339 block_struct *block = psx_gpu->blocks + num_blocks; \
3341 u16 *texture_block_ptr; \
3344 setup_sprite_tiled_initialize_##texture_mode(); \
3346 control_mask = tile_width == 1; \
3347 control_mask |= (tile_height == 1) << 1; \
3348 control_mask |= ((left_block_mask & 0xFF) == 0xFF) << 2; \
3349 control_mask |= (((right_block_mask >> 8) & 0xFF) == 0xFF) << 3; \
3351 sprites_##texture_mode++; \
3353 switch(control_mask) \
3357 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
3361 setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
3365 setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
3369 setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
3373 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
3377 setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
3381 setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
3385 setup_sprite_tile_column_width_single(texture_mode, single, half, right);\
3389 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
3393 setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
3397 setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
3401 setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
3405 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
3409 setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
3415 void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3416 s32 width, s32 height, u32 color);
3417 void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3418 s32 width, s32 height, u32 color);
3419 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3420 s32 width, s32 height, u32 color);
3423 setup_sprite_tiled_builder(4bpp);
3424 setup_sprite_tiled_builder(8bpp);
3426 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3427 s32 v, s32 width, s32 height, u32 color)
3429 u32 left_offset = u & 0x7;
3430 u32 width_rounded = width + left_offset + 7;
3432 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset);
3433 u32 right_width = width_rounded & 0x7;
3434 u32 block_width = width_rounded / 8;
3435 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3437 u32 left_mask_bits = ~(0xFF << left_offset);
3438 u32 right_mask_bits = 0xFE << right_width;
3440 u32 texture_offset_base = u + (v * 1024);
3442 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3444 u32 blocks_remaining;
3445 u32 num_blocks = psx_gpu->num_blocks;
3446 block_struct *block = psx_gpu->blocks + num_blocks;
3448 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3449 u16 *texture_block_ptr;
3451 texture_offset_base &= ~0x7;
3455 if(block_width == 1)
3457 u32 mask_bits = left_mask_bits | right_mask_bits;
3464 if(num_blocks > MAX_BLOCKS)
3466 flush_render_block_buffer(psx_gpu);
3468 block = psx_gpu->blocks;
3472 texture_page_ptr + (texture_offset_base & texture_mask);
3474 load_128b(block->texels, texture_block_ptr);
3475 block->draw_mask_bits = mask_bits;
3476 block->fb_ptr = fb_ptr;
3480 texture_offset_base += 1024;
3484 psx_gpu->num_blocks = num_blocks;
3493 blocks_remaining = block_width - 2;
3494 num_blocks += block_width;
3495 sprite_blocks += block_width;
3497 if(num_blocks > MAX_BLOCKS)
3499 flush_render_block_buffer(psx_gpu);
3500 num_blocks = block_width;
3501 block = psx_gpu->blocks;
3504 texture_offset = texture_offset_base;
3505 texture_offset_base += 1024;
3507 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3508 load_128b(block->texels, texture_block_ptr);
3510 block->draw_mask_bits = left_mask_bits;
3511 block->fb_ptr = fb_ptr;
3513 texture_offset += 8;
3517 while(blocks_remaining)
3519 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3520 load_128b(block->texels, texture_block_ptr);
3522 block->draw_mask_bits = 0;
3523 block->fb_ptr = fb_ptr;
3525 texture_offset += 8;
3532 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3533 load_128b(block->texels, texture_block_ptr);
3535 block->draw_mask_bits = right_mask_bits;
3536 block->fb_ptr = fb_ptr;
3538 fb_ptr += fb_ptr_pitch;
3542 psx_gpu->num_blocks = num_blocks;
3549 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3550 s32 v, s32 width, s32 height, u32 color)
3552 u32 right_width = ((width - 1) & 0x7) + 1;
3553 u32 right_mask_bits = (0xFF << right_width);
3554 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + x;
3555 u32 block_width = (width + 7) / 8;
3556 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3557 u32 blocks_remaining;
3558 u32 num_blocks = psx_gpu->num_blocks;
3559 block_struct *block = psx_gpu->blocks + num_blocks;
3561 u32 color_r = color & 0xFF;
3562 u32 color_g = (color >> 8) & 0xFF;
3563 u32 color_b = (color >> 16) & 0xFF;
3565 vec_8x16u right_mask;
3566 vec_8x16u test_mask = psx_gpu->test_mask;
3567 vec_8x16u zero_mask;
3569 sprites_untextured++;
3571 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3573 dup_8x16b(colors, color);
3574 dup_8x16b(zero_mask, 0x00);
3575 dup_8x16b(right_mask, right_mask_bits);
3576 tst_8x16b(right_mask, right_mask, test_mask);
3580 blocks_remaining = block_width - 1;
3581 num_blocks += block_width;
3584 sprite_blocks += block_width;
3587 if(num_blocks > MAX_BLOCKS)
3589 flush_render_block_buffer(psx_gpu);
3590 num_blocks = block_width;
3591 block = psx_gpu->blocks;
3594 while(blocks_remaining)
3596 block->pixels = colors;
3597 block->draw_mask = zero_mask;
3598 block->fb_ptr = fb_ptr;
3605 block->pixels = colors;
3606 block->draw_mask = right_mask;
3607 block->fb_ptr = fb_ptr;
3610 fb_ptr += fb_ptr_pitch;
3613 psx_gpu->num_blocks = num_blocks;
3619 #define setup_sprite_blocks_switch_textured(texture_mode) \
3620 setup_sprite_##texture_mode \
3622 #define setup_sprite_blocks_switch_untextured(texture_mode) \
3623 setup_sprite_untextured \
3625 #define setup_sprite_blocks_switch(texturing, texture_mode) \
3626 setup_sprite_blocks_switch_##texturing(texture_mode) \
3629 #define texture_sprite_blocks_switch_4bpp() \
3630 texture_blocks_untextured \
3632 #define texture_sprite_blocks_switch_8bpp() \
3633 texture_sprite_blocks_8bpp \
3635 #define texture_sprite_blocks_switch_16bpp() \
3636 texture_blocks_untextured \
3638 #define texture_sprite_blocks_switch_untextured(texture_mode) \
3639 texture_blocks_untextured \
3641 #define texture_sprite_blocks_switch_textured(texture_mode) \
3642 texture_sprite_blocks_switch_##texture_mode() \
3644 #define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3645 mask_evaluate, shading, dithering, texturing, blending, modulation) \
3647 setup_sprite_blocks_switch(texturing, texture_mode), \
3648 texture_sprite_blocks_switch_##texturing(texture_mode), \
3649 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
3651 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
3654 #define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3655 mask_evaluate, shading, dithering, texturing, blending) \
3656 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3657 mask_evaluate, shading, dithering, texturing, blending, modulated), \
3658 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3659 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
3661 #define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3662 mask_evaluate, shading, dithering, texturing) \
3663 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3664 mask_evaluate, shading, dithering, texturing, unblended), \
3665 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3666 mask_evaluate, shading, dithering, texturing, blended) \
3668 #define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3669 mask_evaluate, shading, dithering) \
3670 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3671 mask_evaluate, shading, dithering, untextured), \
3672 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3673 mask_evaluate, shading, dithering, textured) \
3675 #define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3676 mask_evaluate, shading) \
3677 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3678 mask_evaluate, shading, undithered), \
3679 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3680 mask_evaluate, shading, dithered) \
3682 #define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
3683 blend_mode, mask_evaluate) \
3684 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3685 mask_evaluate, unshaded), \
3686 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3687 mask_evaluate, shaded) \
3689 #define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
3690 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3692 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3695 #define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
3696 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
3697 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
3698 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
3699 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
3701 #define render_sprite_blocks_switch_block() \
3702 render_sprite_blocks_switch_block_texture_mode(4bpp), \
3703 render_sprite_blocks_switch_block_texture_mode(8bpp), \
3704 render_sprite_blocks_switch_block_texture_mode(16bpp), \
3705 render_sprite_blocks_switch_block_texture_mode(4bpp) \
3708 render_block_handler_struct render_sprite_block_handlers[] =
3710 render_sprite_blocks_switch_block()
3714 void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
3715 s32 width, s32 height, u32 flags, u32 color)
3717 s32 x_right = x + width - 1;
3718 s32 y_bottom = y + height - 1;
3724 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
3730 if(x < psx_gpu->viewport_start_x)
3732 u32 clip = psx_gpu->viewport_start_x - x;
3738 if(y < psx_gpu->viewport_start_y)
3740 s32 clip = psx_gpu->viewport_start_y - y;
3746 if(x_right > psx_gpu->viewport_end_x)
3747 width -= x_right - psx_gpu->viewport_end_x;
3749 if(y_bottom > psx_gpu->viewport_end_y)
3750 height -= y_bottom - psx_gpu->viewport_end_y;
3752 if((width <= 0) || (height <= 0))
3756 span_pixels += width * height;
3760 u32 render_state = flags &
3761 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3762 RENDER_FLAGS_TEXTURE_MAP);
3764 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
3766 if((psx_gpu->render_state != render_state) ||
3767 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
3769 psx_gpu->render_state = render_state;
3770 flush_render_block_buffer(psx_gpu);
3776 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
3780 if(psx_gpu->triangle_color != color)
3782 flush_render_block_buffer(psx_gpu);
3783 psx_gpu->triangle_color = color;
3786 if(color == 0x808080)
3787 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
3789 render_block_handler_struct *render_block_handler =
3790 &(render_sprite_block_handlers[render_state]);
3791 psx_gpu->render_block_handler = render_block_handler;
3793 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
3794 (psx_gpu, x, y, u, v, width, height, color);
3797 #define draw_pixel_line_mask_evaluate_yes() \
3798 if(*vram_ptr & 0x8000) \
3800 #define draw_pixel_line_mask_evaluate_no() \
3803 #define draw_pixel_line_shaded() \
3805 color_r = fixed_to_int(current_r); \
3806 color_g = fixed_to_int(current_g); \
3807 color_b = fixed_to_int(current_b); \
3809 current_r += gradient_r; \
3810 current_g += gradient_g; \
3811 current_b += gradient_b; \
3814 #define draw_pixel_line_unshaded() \
3816 color_r = color & 0xFF; \
3817 color_g = (color >> 8) & 0xFF; \
3818 color_b = (color >> 16) & 0xFF; \
3822 #define draw_pixel_line_dithered(_x, _y) \
3824 u32 dither_xor = _x ^ _y; \
3825 s32 dither_offset = (dither_xor >> 1) & 0x1; \
3826 dither_offset |= (_y & 0x1) << 1; \
3827 dither_offset |= (dither_xor & 0x1) << 2; \
3828 dither_offset -= 4; \
3830 color_r += dither_offset; \
3831 color_g += dither_offset; \
3832 color_b += dither_offset; \
3853 #define draw_pixel_line_undithered(_x, _y) \
3856 #define draw_pixel_line_average() \
3857 color_r = (color_r + fb_r) / 2; \
3858 color_g = (color_g + fb_g) / 2; \
3859 color_b = (color_b + fb_b) / 2 \
3861 #define draw_pixel_line_add() \
3876 #define draw_pixel_line_subtract() \
3877 color_r = fb_r - color_r; \
3878 color_g = fb_g - color_g; \
3879 color_b = fb_b - color_b; \
3890 #define draw_pixel_line_add_fourth() \
3891 color_r = fb_r + (color_r / 4); \
3892 color_g = fb_g + (color_g / 4); \
3893 color_b = fb_b + (color_b / 4); \
3905 #define draw_pixel_line_blended(blend_mode) \
3906 s32 fb_pixel = *vram_ptr; \
3907 s32 fb_r = fb_pixel & 0x1F; \
3908 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
3909 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
3911 draw_pixel_line_##blend_mode() \
3913 #define draw_pixel_line_unblended(blend_mode) \
3916 #define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
3918 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
3919 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
3921 draw_pixel_line_mask_evaluate_##mask_evaluate() \
3923 draw_pixel_line_##shading(); \
3924 draw_pixel_line_##dithering(_x, _y); \
3930 draw_pixel_line_##blending(blend_mode); \
3932 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
3933 psx_gpu->mask_msb; \
3937 #define update_increment(value) \
3940 #define update_decrement(value) \
3943 #define update_vram_row_increment(value) \
3946 #define update_vram_row_decrement(value) \
3949 #define compare_increment(a, b) \
3952 #define compare_decrement(a, b) \
3955 #define set_line_gradients(minor) \
3957 s32 gradient_divisor = delta_##minor; \
3958 if(gradient_divisor != 0) \
3960 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
3961 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
3962 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
3970 current_r = fixed_center(vertex_a->r); \
3971 current_g = fixed_center(vertex_a->g); \
3972 current_b = fixed_center(vertex_a->b); \
3975 #define draw_line_span_horizontal(direction, shading, blending, dithering, \
3976 mask_evaluate, blend_mode) \
3979 error_step = delta_y * 2; \
3980 error_wrap = delta_x * 2; \
3984 set_line_gradients(x); \
3986 for(current_x = x_a; current_x <= x_b; current_x++) \
3988 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
3989 mask_evaluate, blend_mode); \
3990 error += error_step; \
3993 if(error >= error_wrap) \
3995 update_##direction(current_y); \
3996 update_vram_row_##direction(); \
3997 error -= error_wrap; \
4002 #define draw_line_span_vertical(direction, shading, blending, dithering, \
4003 mask_evaluate, blend_mode) \
4006 error_step = delta_x * 2; \
4007 error_wrap = delta_y * 2; \
4011 set_line_gradients(y); \
4013 for(current_y = y_a; compare_##direction(current_y, y_b); \
4014 update_##direction(current_y)) \
4016 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4017 mask_evaluate, blend_mode); \
4018 error += error_step; \
4019 update_vram_row_##direction(); \
4021 if(error > error_wrap) \
4025 error -= error_wrap; \
4031 #define render_line_body(shading, blending, dithering, mask_evaluate, \
4037 if(delta_y >= 512) \
4040 if(delta_x > delta_y) \
4042 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4043 mask_evaluate, blend_mode); \
4047 draw_line_span_vertical(decrement, shading, blending, dithering, \
4048 mask_evaluate, blend_mode); \
4053 if(delta_y >= 512) \
4056 if(delta_x > delta_y) \
4058 draw_line_span_horizontal(increment, shading, blending, dithering, \
4059 mask_evaluate, blend_mode); \
4063 draw_line_span_vertical(increment, shading, blending, dithering, \
4064 mask_evaluate, blend_mode); \
4069 void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4072 s32 color_r, color_g, color_b;
4073 u32 triangle_winding = 0;
4075 fixed_type gradient_r = 0;
4076 fixed_type gradient_g = 0;
4077 fixed_type gradient_b = 0;
4078 fixed_type current_r = 0;
4079 fixed_type current_g = 0;
4080 fixed_type current_b = 0;
4085 s32 delta_x, delta_y;
4096 flush_render_block_buffer(psx_gpu);
4097 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4099 vertex_struct *vertex_a = &(vertexes[0]);
4100 vertex_struct *vertex_b = &(vertexes[1]);
4108 if(vertex_a->x >= vertex_b->x)
4110 vertex_swap(vertex_a, vertex_b);
4119 delta_x = x_b - x_a;
4120 delta_y = y_b - y_a;
4125 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4127 vram_ptr = psx_gpu->vram_ptr + (y_a * 1024) + x_a;
4131 if(flags & RENDER_FLAGS_SHADE)
4132 control_mask |= 0x1;
4134 if(flags & RENDER_FLAGS_BLEND)
4136 control_mask |= 0x2;
4137 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4140 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4141 control_mask |= 0x4;
4143 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4144 control_mask |= 0x8;
4146 switch(control_mask)
4149 render_line_body(unshaded, unblended, undithered, no, none);
4153 render_line_body(shaded, unblended, undithered, no, none);
4157 render_line_body(unshaded, blended, undithered, no, average);
4161 render_line_body(shaded, blended, undithered, no, average);
4165 render_line_body(unshaded, unblended, dithered, no, none);
4169 render_line_body(shaded, unblended, dithered, no, none);
4173 render_line_body(unshaded, blended, dithered, no, average);
4177 render_line_body(shaded, blended, dithered, no, average);
4181 render_line_body(unshaded, unblended, undithered, yes, none);
4185 render_line_body(shaded, unblended, undithered, yes, none);
4189 render_line_body(unshaded, blended, undithered, yes, average);
4193 render_line_body(shaded, blended, undithered, yes, average);
4197 render_line_body(unshaded, unblended, dithered, yes, none);
4201 render_line_body(shaded, unblended, dithered, yes, none);
4205 render_line_body(unshaded, blended, dithered, yes, average);
4209 render_line_body(shaded, blended, dithered, yes, average);
4213 render_line_body(unshaded, blended, undithered, no, add);
4217 render_line_body(shaded, blended, undithered, no, add);
4221 render_line_body(unshaded, blended, dithered, no, add);
4225 render_line_body(shaded, blended, dithered, no, add);
4229 render_line_body(unshaded, blended, undithered, yes, add);
4233 render_line_body(shaded, blended, undithered, yes, add);
4237 render_line_body(unshaded, blended, dithered, yes, add);
4241 render_line_body(shaded, blended, dithered, yes, add);
4245 render_line_body(unshaded, blended, undithered, no, subtract);
4249 render_line_body(shaded, blended, undithered, no, subtract);
4253 render_line_body(unshaded, blended, dithered, no, subtract);
4257 render_line_body(shaded, blended, dithered, no, subtract);
4261 render_line_body(unshaded, blended, undithered, yes, subtract);
4265 render_line_body(shaded, blended, undithered, yes, subtract);
4269 render_line_body(unshaded, blended, dithered, yes, subtract);
4273 render_line_body(shaded, blended, dithered, yes, subtract);
4277 render_line_body(unshaded, blended, undithered, no, add_fourth);
4281 render_line_body(shaded, blended, undithered, no, add_fourth);
4285 render_line_body(unshaded, blended, dithered, no, add_fourth);
4289 render_line_body(shaded, blended, dithered, no, add_fourth);
4293 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4297 render_line_body(shaded, blended, undithered, yes, add_fourth);
4301 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4305 render_line_body(shaded, blended, dithered, yes, add_fourth);
4311 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4312 u32 width, u32 height)
4314 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4317 u32 r = color & 0xFF;
4318 u32 g = (color >> 8) & 0xFF;
4319 u32 b = (color >> 16) & 0xFF;
4320 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10);
4322 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4325 for(draw_y = 0; draw_y < height; draw_y++)
4327 for(draw_x = 0; draw_x < width; draw_x++)
4329 vram_ptr[draw_x] = color_16bpp;
4335 void render_block_fill_body(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4336 u32 width, u32 height);
4338 render_block_fill_body(psx_gpu, color, x, y, width, height);
4342 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4343 u32 width, u32 height, u32 pitch)
4345 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4348 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4350 for(draw_y = 0; draw_y < height; draw_y++)
4352 for(draw_x = 0; draw_x < width; draw_x++)
4354 vram_ptr[draw_x] = source[draw_x];
4362 void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4363 u32 dest_x, u32 dest_y, u32 width, u32 height)
4365 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4366 dest_x, dest_y, width, height, 1024);
4370 void initialize_reciprocal_table(void)
4373 u32 height_normalized;
4374 u32 height_reciprocal;
4377 for(height = 1; height < 512; height++)
4379 shift = __builtin_clz(height);
4380 height_normalized = height << shift;
4381 height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) /
4384 shift = 32 - (50 - shift);
4386 reciprocal_table[height] = (height_reciprocal << 12) | shift;
4391 #define dither_table_row(a, b, c, d) \
4392 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4394 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
4396 vec_8x16u test_mask =
4397 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4399 psx_gpu->test_mask = test_mask;
4401 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4402 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4403 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4404 psx_gpu->viewport_mask = 0;
4405 psx_gpu->current_texture_page = 0;
4406 psx_gpu->current_texture_mask = 0;
4407 psx_gpu->last_8bpp_texture_page = 0;
4409 psx_gpu->clut_settings = 0;
4410 psx_gpu->texture_settings = 0;
4411 psx_gpu->render_state = 0;
4412 psx_gpu->render_state_base = 0;
4413 psx_gpu->num_blocks = 0;
4415 psx_gpu->vram_ptr = vram;
4417 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
4418 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4419 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4421 psx_gpu->mask_msb = 0;
4423 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4425 initialize_reciprocal_table();
4432 // (minus ones(4) * 4)
4434 // d0: (1 3 5 7): x1 ^ y1
4435 // d1: (2 3 6 7): y0
4436 // d2: (4 5 6 7): x0 ^ y0
4438 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4439 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4440 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4441 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4443 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4449 gettimeofday(&tv, NULL);
4451 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4459 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4464 void init_counter(void)
4467 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4468 value |= 5; // master enable, ccnt reset
4469 value &= ~8; // ccnt divider 0
4470 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4471 // enable cycle counter
4472 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4475 void triangle_benchmark(psx_gpu_struct *psx_gpu)
4482 const u32 iterations = 500000;
4484 psx_gpu->num_blocks = 64;
4485 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4487 for(i = 0; i < 64; i++)
4489 memset(&(psx_gpu->blocks[i].r), 0, 16);
4494 ticks = get_counter();
4496 for(i = 0; i < iterations; i++)
4498 texture_sprite_blocks_8bpp(psx_gpu);
4501 ticks_elapsed = get_counter() - ticks;
4503 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));