Preserve uSrc MSB across lighting and blending
[pcsx_rearmed.git] / plugins / gpu_unai / gpu_inner.h
CommitLineData
86aad47b 1/***************************************************************************
2* Copyright (C) 2010 PCSX4ALL Team *
3* Copyright (C) 2010 Unai *
030d1121 4* Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> com) *
86aad47b 5* *
6* This program is free software; you can redistribute it and/or modify *
7* it under the terms of the GNU General Public License as published by *
8* the Free Software Foundation; either version 2 of the License, or *
9* (at your option) any later version. *
10* *
11* This program is distributed in the hope that it will be useful, *
12* but WITHOUT ANY WARRANTY; without even the implied warranty of *
13* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
14* GNU General Public License for more details. *
15* *
16* You should have received a copy of the GNU General Public License *
17* along with this program; if not, write to the *
18* Free Software Foundation, Inc., *
19* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
20***************************************************************************/
21
22///////////////////////////////////////////////////////////////////////////////
030d1121 23// Inner loop driver instantiation file
86aad47b 24
25///////////////////////////////////////////////////////////////////////////////
030d1121 26// Option Masks (CF template paramter)
27#define CF_LIGHT ((CF>> 0)&1) // Lighting
28#define CF_BLEND ((CF>> 1)&1) // Blending
29#define CF_MASKCHECK ((CF>> 2)&1) // Mask bit check
30#define CF_BLENDMODE ((CF>> 3)&3) // Blend mode 0..3
31#define CF_TEXTMODE ((CF>> 5)&3) // Texture mode 1..3 (0: texturing disabled)
32#define CF_GOURAUD ((CF>> 7)&1) // Gouraud shading
33#define CF_MASKSET ((CF>> 8)&1) // Mask bit set
34#define CF_DITHER ((CF>> 9)&1) // Dithering
35#define CF_BLITMASK ((CF>>10)&1) // blit_mask check (skip rendering pixels
36 // that wouldn't end up displayed on
37 // low-res screen using simple downscaler)
86aad47b 38
030d1121 39//#ifdef __arm__
40//#ifndef ENABLE_GPU_ARMV7
41/* ARMv5 */
42//#include "gpu_inner_blend_arm5.h"
43//#else
44/* ARMv7 optimized */
45//#include "gpu_inner_blend_arm7.h"
46//#endif
47//#else
48//#include "gpu_inner_blend.h"
49//#endif
86aad47b 50
51#include "gpu_inner_blend.h"
030d1121 52#include "gpu_inner_quantization.h"
86aad47b 53#include "gpu_inner_light.h"
54
788f5e89 55#ifdef __arm__
92eab56a 56#include "gpu_inner_blend_arm.h"
788f5e89 57#include "gpu_inner_light_arm.h"
92eab56a 58#define gpuBlending gpuBlendingARM
788f5e89
JW
59#define gpuLightingRGB gpuLightingRGBARM
60#define gpuLightingTXT gpuLightingTXTARM
61#define gpuLightingTXTGouraud gpuLightingTXTGouraudARM
92eab56a
JW
62// Non-dithering lighting and blending functions preserve uSrc
63// MSB. This saves a few operations and useless load/stores.
64#define MSB_PRESERVED (!CF_DITHER)
788f5e89 65#else
92eab56a 66#define gpuBlending gpuBlendingGeneric
788f5e89
JW
67#define gpuLightingRGB gpuLightingRGBGeneric
68#define gpuLightingTXT gpuLightingTXTGeneric
69#define gpuLightingTXTGouraud gpuLightingTXTGouraudGeneric
92eab56a 70#define MSB_PRESERVED 0
788f5e89
JW
71#endif
72
73
030d1121 74// If defined, Gouraud colors are fixed-point 5.11, otherwise they are 8.16
75// This is only for debugging/verification of low-precision colors in C.
76// Low-precision Gouraud is intended for use by SIMD-optimized inner drivers
77// which get/use Gouraud colors in SIMD registers.
78//#define GPU_GOURAUD_LOW_PRECISION
79
80// How many bits of fixed-point precision GouraudColor uses
81#ifdef GPU_GOURAUD_LOW_PRECISION
82#define GPU_GOURAUD_FIXED_BITS 11
83#else
84#define GPU_GOURAUD_FIXED_BITS 16
85#endif
86
87// Used to pass Gouraud colors to gpuPixelSpanFn() (lines)
88struct GouraudColor {
89#ifdef GPU_GOURAUD_LOW_PRECISION
90 u16 r, g, b;
91 s16 r_incr, g_incr, b_incr;
92#else
93 u32 r, g, b;
94 s32 r_incr, g_incr, b_incr;
95#endif
96};
97
98static inline u16 gpuGouraudColor15bpp(u32 r, u32 g, u32 b)
99{
100 r >>= GPU_GOURAUD_FIXED_BITS;
101 g >>= GPU_GOURAUD_FIXED_BITS;
102 b >>= GPU_GOURAUD_FIXED_BITS;
103
104#ifndef GPU_GOURAUD_LOW_PRECISION
105 // High-precision Gouraud colors are 8-bit + fractional
106 r >>= 3; g >>= 3; b >>= 3;
107#endif
108
109 return r | (g << 5) | (b << 10);
110}
111
86aad47b 112///////////////////////////////////////////////////////////////////////////////
030d1121 113// GPU Pixel span operations generator gpuPixelSpanFn<>
114// Oct 2016: Created/adapted from old gpuPixelFn by senquack:
115// Original gpuPixelFn was used to draw lines one pixel at a time. I wrote
116// new line algorithms that draw lines using horizontal/vertical/diagonal
117// spans of pixels, necessitating new pixel-drawing function that could
118// not only render spans of pixels, but gouraud-shade them as well.
119// This speeds up line rendering and would allow tile-rendering (untextured
120// rectangles) to use the same set of functions. Since tiles are always
121// monochrome, they simply wouldn't use the extra set of 32 gouraud-shaded
122// gpuPixelSpanFn functions (TODO?).
123//
124// NOTE: While the PS1 framebuffer is 16 bit, we use 8-bit pointers here,
125// so that pDst can be incremented directly by 'incr' parameter
126// without having to shift it before use.
127template<int CF>
128static u8* gpuPixelSpanFn(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len)
86aad47b 129{
030d1121 130 // Blend func can save an operation if it knows uSrc MSB is
131 // unset. For untextured prims, this is always true.
132 const bool skip_uSrc_mask = true;
133
134 u16 col;
135 struct GouraudColor * gcPtr;
136 u32 r, g, b;
137 s32 r_incr, g_incr, b_incr;
138
139 if (CF_GOURAUD) {
140 gcPtr = (GouraudColor*)data;
141 r = gcPtr->r; r_incr = gcPtr->r_incr;
142 g = gcPtr->g; g_incr = gcPtr->g_incr;
143 b = gcPtr->b; b_incr = gcPtr->b_incr;
144 } else {
145 col = (u16)data;
86aad47b 146 }
030d1121 147
148 do {
149 if (!CF_GOURAUD)
150 { // NO GOURAUD
151 if (!CF_MASKCHECK && !CF_BLEND) {
152 if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
153 else { *(u16*)pDst = col; }
154 } else if (CF_MASKCHECK && !CF_BLEND) {
155 if (!(*(u16*)pDst & 0x8000)) {
156 if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
157 else { *(u16*)pDst = col; }
158 }
159 } else {
92eab56a 160 uint_fast16_t uDst = *(u16*)pDst;
030d1121 161 if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
162
92eab56a 163 uint_fast16_t uSrc = col;
030d1121 164
165 if (CF_BLEND)
166 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
167
168 if (CF_MASKSET) { *(u16*)pDst = uSrc | 0x8000; }
169 else { *(u16*)pDst = uSrc; }
170 }
171
172 } else
173 { // GOURAUD
174
175 if (!CF_MASKCHECK && !CF_BLEND) {
176 col = gpuGouraudColor15bpp(r, g, b);
177 if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
178 else { *(u16*)pDst = col; }
179 } else if (CF_MASKCHECK && !CF_BLEND) {
180 col = gpuGouraudColor15bpp(r, g, b);
181 if (!(*(u16*)pDst & 0x8000)) {
182 if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
183 else { *(u16*)pDst = col; }
184 }
185 } else {
92eab56a 186 uint_fast16_t uDst = *(u16*)pDst;
030d1121 187 if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
188 col = gpuGouraudColor15bpp(r, g, b);
189
92eab56a 190 uint_fast16_t uSrc = col;
030d1121 191
192 // Blend func can save an operation if it knows uSrc MSB is
193 // unset. For untextured prims, this is always true.
194 const bool skip_uSrc_mask = true;
195
196 if (CF_BLEND)
197 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
198
199 if (CF_MASKSET) { *(u16*)pDst = uSrc | 0x8000; }
200 else { *(u16*)pDst = uSrc; }
201 }
86aad47b 202 }
030d1121 203
204endpixel:
205 if (CF_GOURAUD) {
206 r += r_incr;
207 g += g_incr;
208 b += b_incr;
209 }
210 pDst += incr;
211 } while (len-- > 1);
212
213 // Note from senquack: Normally, I'd prefer to write a 'do {} while (--len)'
214 // loop, or even a for() loop, however, on MIPS platforms anything but the
215 // 'do {} while (len-- > 1)' tends to generate very unoptimal asm, with
216 // many unneeded MULs/ADDs/branches at the ends of these functions.
217 // If you change the loop structure above, be sure to compare the quality
218 // of the generated code!!
219
220 if (CF_GOURAUD) {
221 gcPtr->r = r;
222 gcPtr->g = g;
223 gcPtr->b = b;
86aad47b 224 }
030d1121 225 return pDst;
226}
227
228static u8* PixelSpanNULL(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len)
229{
230 #ifdef ENABLE_GPU_LOG_SUPPORT
231 fprintf(stdout,"PixelSpanNULL()\n");
232 #endif
233 return pDst;
86aad47b 234}
86aad47b 235
236///////////////////////////////////////////////////////////////////////////////
030d1121 237// PixelSpan (lines) innerloops driver
238typedef u8* (*PSD)(u8* dst, uintptr_t data, ptrdiff_t incr, size_t len);
239
240const PSD gpuPixelSpanDrivers[64] =
86aad47b 241{
030d1121 242 // Array index | 'CF' template field | Field value
243 // ------------+---------------------+----------------
244 // Bit 0 | CF_BLEND | off (0), on (1)
245 // Bit 1 | CF_MASKCHECK | off (0), on (1)
246 // Bit 3:2 | CF_BLENDMODE | 0..3
247 // Bit 4 | CF_MASKSET | off (0), on (1)
248 // Bit 5 | CF_GOURAUD | off (0), on (1)
249 //
250 // NULL entries are ones for which blending is disabled and blend-mode
251 // field is non-zero, which is obviously invalid.
252
253 // Flat-shaded
254 gpuPixelSpanFn<0x00<<1>, gpuPixelSpanFn<0x01<<1>, gpuPixelSpanFn<0x02<<1>, gpuPixelSpanFn<0x03<<1>,
255 PixelSpanNULL, gpuPixelSpanFn<0x05<<1>, PixelSpanNULL, gpuPixelSpanFn<0x07<<1>,
256 PixelSpanNULL, gpuPixelSpanFn<0x09<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0B<<1>,
257 PixelSpanNULL, gpuPixelSpanFn<0x0D<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0F<<1>,
258
259 // Flat-shaded + PixelMSB (CF_MASKSET)
260 gpuPixelSpanFn<(0x00<<1)|0x100>, gpuPixelSpanFn<(0x01<<1)|0x100>, gpuPixelSpanFn<(0x02<<1)|0x100>, gpuPixelSpanFn<(0x03<<1)|0x100>,
261 PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x100>,
262 PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x100>,
263 PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x100>,
264
265 // Gouraud-shaded (CF_GOURAUD)
266 gpuPixelSpanFn<(0x00<<1)|0x80>, gpuPixelSpanFn<(0x01<<1)|0x80>, gpuPixelSpanFn<(0x02<<1)|0x80>, gpuPixelSpanFn<(0x03<<1)|0x80>,
267 PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x80>,
268 PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x80>,
269 PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x80>,
270
271 // Gouraud-shaded (CF_GOURAUD) + PixelMSB (CF_MASKSET)
272 gpuPixelSpanFn<(0x00<<1)|0x180>, gpuPixelSpanFn<(0x01<<1)|0x180>, gpuPixelSpanFn<(0x02<<1)|0x180>, gpuPixelSpanFn<(0x03<<1)|0x180>,
273 PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x180>,
274 PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x180>,
275 PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x180>
86aad47b 276};
277
278///////////////////////////////////////////////////////////////////////////////
279// GPU Tiles innerloops generator
280
030d1121 281template<int CF>
282static void gpuTileSpanFn(u16 *pDst, u32 count, u16 data)
86aad47b 283{
030d1121 284 if (!CF_MASKCHECK && !CF_BLEND) {
285 if (CF_MASKSET) { data = data | 0x8000; }
86aad47b 286 do { *pDst++ = data; } while (--count);
030d1121 287 } else if (CF_MASKCHECK && !CF_BLEND) {
288 if (CF_MASKSET) { data = data | 0x8000; }
86aad47b 289 do { if (!(*pDst&0x8000)) { *pDst = data; } pDst++; } while (--count);
030d1121 290 } else
86aad47b 291 {
030d1121 292 // Blend func can save an operation if it knows uSrc MSB is
293 // unset. For untextured prims, this is always true.
294 const bool skip_uSrc_mask = true;
295
92eab56a 296 uint_fast16_t uSrc, uDst;
86aad47b 297 do
298 {
030d1121 299 if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
300 if (CF_MASKCHECK) { if (uDst&0x8000) goto endtile; }
301
86aad47b 302 uSrc = data;
303
030d1121 304 if (CF_BLEND)
305 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
86aad47b 306
030d1121 307 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
308 else { *pDst = uSrc; }
309
310 //senquack - Did not apply "Silent Hill" mask-bit fix to here.
311 // It is hard to tell from scarce documentation available and
312 // lack of comments in code, but I believe the tile-span
313 // functions here should not bother to preserve any source MSB,
314 // as they are not drawing from a texture.
315endtile:
316 pDst++;
86aad47b 317 }
318 while (--count);
319 }
320}
321
030d1121 322static void TileNULL(u16 *pDst, u32 count, u16 data)
323{
324 #ifdef ENABLE_GPU_LOG_SUPPORT
325 fprintf(stdout,"TileNULL()\n");
326 #endif
327}
328
86aad47b 329///////////////////////////////////////////////////////////////////////////////
330// Tiles innerloops driver
331typedef void (*PT)(u16 *pDst, u32 count, u16 data);
86aad47b 332
030d1121 333// Template instantiation helper macros
334#define TI(cf) gpuTileSpanFn<(cf)>
335#define TN TileNULL
336#define TIBLOCK(ub) \
337 TI((ub)|0x00), TI((ub)|0x02), TI((ub)|0x04), TI((ub)|0x06), \
338 TN, TI((ub)|0x0a), TN, TI((ub)|0x0e), \
339 TN, TI((ub)|0x12), TN, TI((ub)|0x16), \
340 TN, TI((ub)|0x1a), TN, TI((ub)|0x1e)
341
342const PT gpuTileSpanDrivers[32] = {
343 TIBLOCK(0<<8), TIBLOCK(1<<8)
86aad47b 344};
345
030d1121 346#undef TI
347#undef TN
348#undef TIBLOCK
349
350
86aad47b 351///////////////////////////////////////////////////////////////////////////////
352// GPU Sprites innerloops generator
353
030d1121 354template<int CF>
355static void gpuSpriteSpanFn(u16 *pDst, u32 count, u8* pTxt, u32 u0)
86aad47b 356{
030d1121 357 // Blend func can save an operation if it knows uSrc MSB is unset.
358 // Untextured prims can always skip (source color always comes with MSB=0).
92eab56a
JW
359 // For textured prims, the generic lighting funcs always return it unset. (bonus!)
360 const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
030d1121 361
92eab56a
JW
362 uint_fast16_t uSrc, uDst, srcMSB;
363 bool should_blend;
030d1121 364 u32 u0_mask = gpu_unai.TextureWindow[2];
365
366 u8 r5, g5, b5;
367 if (CF_LIGHT) {
368 r5 = gpu_unai.r5;
369 g5 = gpu_unai.g5;
370 b5 = gpu_unai.b5;
371 }
372
373 if (CF_TEXTMODE==3) {
374 // Texture is accessed byte-wise, so adjust mask if 16bpp
375 u0_mask <<= 1;
376 }
377
378 const u16 *CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_unai.CBA;
86aad47b 379
380 do
381 {
030d1121 382 if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
383 if (CF_MASKCHECK) if (uDst&0x8000) { goto endsprite; }
86aad47b 384
030d1121 385 if (CF_TEXTMODE==1) { // 4bpp (CLUT)
386 u8 rgb = pTxt[(u0 & u0_mask)>>1];
387 uSrc = CBA_[(rgb>>((u0&1)<<2))&0xf];
86aad47b 388 }
030d1121 389 if (CF_TEXTMODE==2) { // 8bpp (CLUT)
390 uSrc = CBA_[pTxt[u0 & u0_mask]];
391 }
392 if (CF_TEXTMODE==3) { // 16bpp
393 uSrc = *(u16*)(&pTxt[u0 & u0_mask]);
86aad47b 394 }
395
030d1121 396 if (!uSrc) goto endsprite;
397
398 //senquack - save source MSB, as blending or lighting macros will not
399 // (Silent Hill gray rectangles mask bit bug)
400 if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000;
86aad47b 401
030d1121 402 if (CF_LIGHT)
403 uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
404
92eab56a
JW
405 should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB;
406
407 if (CF_BLEND && should_blend)
030d1121 408 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
409
92eab56a
JW
410 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
411 else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; }
412 else { *pDst = uSrc; }
030d1121 413
414endsprite:
415 u0 += (CF_TEXTMODE==3) ? 2 : 1;
416 pDst++;
86aad47b 417 }
418 while (--count);
419}
030d1121 420
421static void SpriteNULL(u16 *pDst, u32 count, u8* pTxt, u32 u0)
422{
423 #ifdef ENABLE_GPU_LOG_SUPPORT
424 fprintf(stdout,"SpriteNULL()\n");
425 #endif
426}
427
86aad47b 428///////////////////////////////////////////////////////////////////////////////
429
430///////////////////////////////////////////////////////////////////////////////
431// Sprite innerloops driver
030d1121 432typedef void (*PS)(u16 *pDst, u32 count, u8* pTxt, u32 u0);
433
434// Template instantiation helper macros
435#define TI(cf) gpuSpriteSpanFn<(cf)>
436#define TN SpriteNULL
437#define TIBLOCK(ub) \
438 TN, TN, TN, TN, TN, TN, TN, TN, \
439 TN, TN, TN, TN, TN, TN, TN, TN, \
440 TN, TN, TN, TN, TN, TN, TN, TN, \
441 TN, TN, TN, TN, TN, TN, TN, TN, \
442 TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \
443 TN, TN, TI((ub)|0x2a), TI((ub)|0x2b), TN, TN, TI((ub)|0x2e), TI((ub)|0x2f), \
444 TN, TN, TI((ub)|0x32), TI((ub)|0x33), TN, TN, TI((ub)|0x36), TI((ub)|0x37), \
445 TN, TN, TI((ub)|0x3a), TI((ub)|0x3b), TN, TN, TI((ub)|0x3e), TI((ub)|0x3f), \
446 TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \
447 TN, TN, TI((ub)|0x4a), TI((ub)|0x4b), TN, TN, TI((ub)|0x4e), TI((ub)|0x4f), \
448 TN, TN, TI((ub)|0x52), TI((ub)|0x53), TN, TN, TI((ub)|0x56), TI((ub)|0x57), \
449 TN, TN, TI((ub)|0x5a), TI((ub)|0x5b), TN, TN, TI((ub)|0x5e), TI((ub)|0x5f), \
450 TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \
451 TN, TN, TI((ub)|0x6a), TI((ub)|0x6b), TN, TN, TI((ub)|0x6e), TI((ub)|0x6f), \
452 TN, TN, TI((ub)|0x72), TI((ub)|0x73), TN, TN, TI((ub)|0x76), TI((ub)|0x77), \
453 TN, TN, TI((ub)|0x7a), TI((ub)|0x7b), TN, TN, TI((ub)|0x7e), TI((ub)|0x7f)
454
455const PS gpuSpriteSpanDrivers[256] = {
456 TIBLOCK(0<<8), TIBLOCK(1<<8)
86aad47b 457};
458
030d1121 459#undef TI
460#undef TN
461#undef TIBLOCK
462
86aad47b 463///////////////////////////////////////////////////////////////////////////////
464// GPU Polygon innerloops generator
030d1121 465
466//senquack - Newer version with following changes:
467// * Adapted to work with new poly routings in gpu_raster_polygon.h
468// adapted from DrHell GPU. They are less glitchy and use 22.10
469// fixed-point instead of original UNAI's 16.16.
470// * Texture coordinates are no longer packed together into one
471// unsigned int. This seems to lose too much accuracy (they each
472// end up being only 8.7 fixed-point that way) and pixel-droupouts
473// were noticeable both with original code and current DrHell
474// adaptations. An example would be the sky in NFS3. Now, they are
475// stored in separate ints, using separate masks.
476// * Function is no longer INLINE, as it was always called
477// through a function pointer.
478// * Function now ensures the mask bit of source texture is preserved
479// across calls to blending functions (Silent Hill rectangles fix)
480// * November 2016: Large refactoring of blending/lighting when
481// JohnnyF added dithering. See gpu_inner_quantization.h and
482// relevant blend/light headers.
483// (see README_senquack.txt)
484template<int CF>
485static void gpuPolySpanFn(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count)
86aad47b 486{
030d1121 487 // Blend func can save an operation if it knows uSrc MSB is unset.
488 // Untextured prims can always skip this (src color MSB is always 0).
92eab56a
JW
489 // For textured prims, the generic lighting funcs always return it unset. (bonus!)
490 const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
491 bool should_blend;
030d1121 492
493 u32 bMsk; if (CF_BLITMASK) bMsk = gpu_unai.blit_mask;
494
495 if (!CF_TEXTMODE)
496 {
497 if (!CF_GOURAUD)
86aad47b 498 {
030d1121 499 // UNTEXTURED, NO GOURAUD
500 const u16 pix15 = gpu_unai.PixelData;
501 do {
92eab56a 502 uint_fast16_t uSrc, uDst;
030d1121 503
504 // NOTE: Don't enable CF_BLITMASK pixel skipping (speed hack)
505 // on untextured polys. It seems to do more harm than good: see
506 // gravestone text at end of Medieval intro sequence. -senquack
507 //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) { goto endpolynotextnogou; } }
508
509 if (CF_BLEND || CF_MASKCHECK) uDst = *pDst;
510 if (CF_MASKCHECK) { if (uDst&0x8000) { goto endpolynotextnogou; } }
511
512 uSrc = pix15;
513
514 if (CF_BLEND)
515 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
516
517 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
518 else { *pDst = uSrc; }
519
520endpolynotextnogou:
521 pDst++;
522 } while(--count);
86aad47b 523 }
524 else
525 {
030d1121 526 // UNTEXTURED, GOURAUD
527 u32 l_gCol = gpu_unai.gCol;
528 u32 l_gInc = gpu_unai.gInc;
529
530 do {
92eab56a 531 uint_fast16_t uDst, uSrc;
030d1121 532
533 // See note in above loop regarding CF_BLITMASK
534 //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolynotextgou; }
535
536 if (CF_BLEND || CF_MASKCHECK) uDst = *pDst;
537 if (CF_MASKCHECK) { if (uDst&0x8000) goto endpolynotextgou; }
538
539 if (CF_DITHER) {
540 // GOURAUD, DITHER
541
542 u32 uSrc24 = gpuLightingRGB24(l_gCol);
543 if (CF_BLEND)
544 uSrc24 = gpuBlending24<CF_BLENDMODE>(uSrc24, uDst);
545 uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
546 } else {
547 // GOURAUD, NO DITHER
548
549 uSrc = gpuLightingRGB(l_gCol);
550
551 if (CF_BLEND)
552 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
86aad47b 553 }
030d1121 554
555 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
556 else { *pDst = uSrc; }
557
558endpolynotextgou:
559 pDst++;
560 l_gCol += l_gInc;
86aad47b 561 }
562 while (--count);
563 }
564 }
565 else
566 {
030d1121 567 // TEXTURED
568
92eab56a 569 uint_fast16_t uDst, uSrc, srcMSB;
030d1121 570
571 //senquack - note: original UNAI code had gpu_unai.{u4/v4} packed into
572 // one 32-bit unsigned int, but this proved to lose too much accuracy
573 // (pixel drouputs noticeable in NFS3 sky), so now are separate vars.
574 u32 l_u_msk = gpu_unai.u_msk; u32 l_v_msk = gpu_unai.v_msk;
575 u32 l_u = gpu_unai.u & l_u_msk; u32 l_v = gpu_unai.v & l_v_msk;
576 s32 l_u_inc = gpu_unai.u_inc; s32 l_v_inc = gpu_unai.v_inc;
577
578 const u16* TBA_ = gpu_unai.TBA;
579 const u16* CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_unai.CBA;
580
581 u8 r5, g5, b5;
582 u8 r8, g8, b8;
583
584 u32 l_gInc, l_gCol;
585
586 if (CF_LIGHT) {
587 if (CF_GOURAUD) {
588 l_gInc = gpu_unai.gInc;
589 l_gCol = gpu_unai.gCol;
590 } else {
591 if (CF_DITHER) {
592 r8 = gpu_unai.r8;
593 g8 = gpu_unai.g8;
594 b8 = gpu_unai.b8;
595 } else {
596 r5 = gpu_unai.r5;
597 g5 = gpu_unai.g5;
598 b5 = gpu_unai.b5;
599 }
600 }
601 }
602
86aad47b 603 do
604 {
030d1121 605 if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolytext; }
606 if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
607 if (CF_MASKCHECK) if (uDst&0x8000) { goto endpolytext; }
608
609 //senquack - adapted to work with new 22.10 fixed point routines:
610 // (UNAI originally used 16.16)
611 if (CF_TEXTMODE==1) { // 4bpp (CLUT)
612 u32 tu=(l_u>>10);
613 u32 tv=(l_v<<1)&(0xff<<11);
614 u8 rgb=((u8*)TBA_)[tv+(tu>>1)];
615 uSrc=CBA_[(rgb>>((tu&1)<<2))&0xf];
616 if (!uSrc) goto endpolytext;
617 }
618 if (CF_TEXTMODE==2) { // 8bpp (CLUT)
619 uSrc = CBA_[(((u8*)TBA_)[(l_u>>10)+((l_v<<1)&(0xff<<11))])];
620 if (!uSrc) goto endpolytext;
86aad47b 621 }
030d1121 622 if (CF_TEXTMODE==3) { // 16bpp
623 uSrc = TBA_[(l_u>>10)+((l_v)&(0xff<<10))];
624 if (!uSrc) goto endpolytext;
625 }
626
627 // Save source MSB, as blending or lighting will not (Silent Hill)
628 if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000;
629
630 // When textured, only dither when LIGHT (texture blend) is enabled
631 // LIGHT && BLEND => dither
632 // LIGHT && !BLEND => dither
633 //!LIGHT && BLEND => no dither
634 //!LIGHT && !BLEND => no dither
635
636 if (CF_DITHER && CF_LIGHT) {
637 u32 uSrc24;
638 if ( CF_GOURAUD)
639 uSrc24 = gpuLightingTXT24Gouraud(uSrc, l_gCol);
640 if (!CF_GOURAUD)
641 uSrc24 = gpuLightingTXT24(uSrc, r8, g8, b8);
642
643 if (CF_BLEND && srcMSB)
644 uSrc24 = gpuBlending24<CF_BLENDMODE>(uSrc24, uDst);
645
646 uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
647 } else
86aad47b 648 {
030d1121 649 if (CF_LIGHT) {
650 if ( CF_GOURAUD)
651 uSrc = gpuLightingTXTGouraud(uSrc, l_gCol);
652 if (!CF_GOURAUD)
653 uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
654 }
655
92eab56a
JW
656 should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB;
657 if (CF_BLEND && should_blend)
030d1121 658 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
86aad47b 659 }
030d1121 660
92eab56a
JW
661 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
662 else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; }
663 else { *pDst = uSrc; }
030d1121 664endpolytext:
665 pDst++;
666 l_u = (l_u + l_u_inc) & l_u_msk;
667 l_v = (l_v + l_v_inc) & l_v_msk;
668 if (CF_LIGHT && CF_GOURAUD) l_gCol += l_gInc;
86aad47b 669 }
670 while (--count);
671 }
672}
faf8bb13 673
030d1121 674static void PolyNULL(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count)
faf8bb13 675{
030d1121 676 #ifdef ENABLE_GPU_LOG_SUPPORT
677 fprintf(stdout,"PolyNULL()\n");
678 #endif
faf8bb13 679}
680
86aad47b 681///////////////////////////////////////////////////////////////////////////////
682// Polygon innerloops driver
030d1121 683typedef void (*PP)(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count);
684
685// Template instantiation helper macros
686#define TI(cf) gpuPolySpanFn<(cf)>
687#define TN PolyNULL
688#define TIBLOCK(ub) \
689 TI((ub)|0x00), TI((ub)|0x01), TI((ub)|0x02), TI((ub)|0x03), TI((ub)|0x04), TI((ub)|0x05), TI((ub)|0x06), TI((ub)|0x07), \
690 TN, TN, TI((ub)|0x0a), TI((ub)|0x0b), TN, TN, TI((ub)|0x0e), TI((ub)|0x0f), \
691 TN, TN, TI((ub)|0x12), TI((ub)|0x13), TN, TN, TI((ub)|0x16), TI((ub)|0x17), \
692 TN, TN, TI((ub)|0x1a), TI((ub)|0x1b), TN, TN, TI((ub)|0x1e), TI((ub)|0x1f), \
693 TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \
694 TN, TN, TI((ub)|0x2a), TI((ub)|0x2b), TN, TN, TI((ub)|0x2e), TI((ub)|0x2f), \
695 TN, TN, TI((ub)|0x32), TI((ub)|0x33), TN, TN, TI((ub)|0x36), TI((ub)|0x37), \
696 TN, TN, TI((ub)|0x3a), TI((ub)|0x3b), TN, TN, TI((ub)|0x3e), TI((ub)|0x3f), \
697 TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \
698 TN, TN, TI((ub)|0x4a), TI((ub)|0x4b), TN, TN, TI((ub)|0x4e), TI((ub)|0x4f), \
699 TN, TN, TI((ub)|0x52), TI((ub)|0x53), TN, TN, TI((ub)|0x56), TI((ub)|0x57), \
700 TN, TN, TI((ub)|0x5a), TI((ub)|0x5b), TN, TN, TI((ub)|0x5e), TI((ub)|0x5f), \
701 TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \
702 TN, TN, TI((ub)|0x6a), TI((ub)|0x6b), TN, TN, TI((ub)|0x6e), TI((ub)|0x6f), \
703 TN, TN, TI((ub)|0x72), TI((ub)|0x73), TN, TN, TI((ub)|0x76), TI((ub)|0x77), \
704 TN, TN, TI((ub)|0x7a), TI((ub)|0x7b), TN, TN, TI((ub)|0x7e), TI((ub)|0x7f), \
705 TN, TI((ub)|0x81), TN, TI((ub)|0x83), TN, TI((ub)|0x85), TN, TI((ub)|0x87), \
706 TN, TN, TN, TI((ub)|0x8b), TN, TN, TN, TI((ub)|0x8f), \
707 TN, TN, TN, TI((ub)|0x93), TN, TN, TN, TI((ub)|0x97), \
708 TN, TN, TN, TI((ub)|0x9b), TN, TN, TN, TI((ub)|0x9f), \
709 TN, TI((ub)|0xa1), TN, TI((ub)|0xa3), TN, TI((ub)|0xa5), TN, TI((ub)|0xa7), \
710 TN, TN, TN, TI((ub)|0xab), TN, TN, TN, TI((ub)|0xaf), \
711 TN, TN, TN, TI((ub)|0xb3), TN, TN, TN, TI((ub)|0xb7), \
712 TN, TN, TN, TI((ub)|0xbb), TN, TN, TN, TI((ub)|0xbf), \
713 TN, TI((ub)|0xc1), TN, TI((ub)|0xc3), TN, TI((ub)|0xc5), TN, TI((ub)|0xc7), \
714 TN, TN, TN, TI((ub)|0xcb), TN, TN, TN, TI((ub)|0xcf), \
715 TN, TN, TN, TI((ub)|0xd3), TN, TN, TN, TI((ub)|0xd7), \
716 TN, TN, TN, TI((ub)|0xdb), TN, TN, TN, TI((ub)|0xdf), \
717 TN, TI((ub)|0xe1), TN, TI((ub)|0xe3), TN, TI((ub)|0xe5), TN, TI((ub)|0xe7), \
718 TN, TN, TN, TI((ub)|0xeb), TN, TN, TN, TI((ub)|0xef), \
719 TN, TN, TN, TI((ub)|0xf3), TN, TN, TN, TI((ub)|0xf7), \
720 TN, TN, TN, TI((ub)|0xfb), TN, TN, TN, TI((ub)|0xff)
721
722const PP gpuPolySpanDrivers[2048] = {
723 TIBLOCK(0<<8), TIBLOCK(1<<8), TIBLOCK(2<<8), TIBLOCK(3<<8),
724 TIBLOCK(4<<8), TIBLOCK(5<<8), TIBLOCK(6<<8), TIBLOCK(7<<8)
86aad47b 725};
030d1121 726
727#undef TI
728#undef TN
729#undef TIBLOCK