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.
24 #include "vector_ops.h"
26 #include "psx_gpu_simd.h"
27 #include "psx_gpu_offsets.h"
30 void dump_r_d(const char *name, void *dump);
31 void dump_r_q(const char *name, void *dump);
32 #define dumprd(n) dump_r_d(#n, n.e)
33 #define dumprq(n) dump_r_q(#n, n.e)
37 u32 span_pixel_blocks = 0;
43 u32 sprites_16bpp = 0;
44 u32 sprite_blocks = 0;
45 u32 sprites_untextured = 0;
47 u32 trivial_rejects = 0;
51 u32 texel_blocks_4bpp = 0;
52 u32 texel_blocks_8bpp = 0;
53 u32 texel_blocks_16bpp = 0;
54 u32 texel_blocks_untextured = 0;
56 u32 render_buffer_flushes = 0;
57 u32 state_changes = 0;
58 u32 left_split_triangles = 0;
59 u32 flat_triangles = 0;
60 u32 clipped_triangles = 0;
61 u32 zero_block_spans = 0;
62 u32 texture_cache_loads = 0;
63 u32 false_modulated_blocks = 0;
65 #define stats_add(stat, count) // stat += count
67 /* double size for enhancement */
68 u32 reciprocal_table[512 * 2];
71 typedef s32 fixed_type;
73 #define EDGE_STEP_BITS 32
76 #define fixed_center(value) \
77 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
79 #define int_to_fixed(value) \
80 (((fixed_type)(value)) << FIXED_BITS) \
82 #define fixed_to_int(value) \
83 ((value) >> FIXED_BITS) \
85 #define fixed_to_double(value) \
86 ((value) / (double)(1 << FIXED_BITS)) \
88 #define double_to_fixed(value) \
89 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
91 typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
92 typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
93 typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
94 typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
96 typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
97 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
99 struct render_block_handler_struct
102 texture_blocks_function_type *texture_blocks;
103 shade_blocks_function_type *shade_blocks;
104 blend_blocks_function_type *blend_blocks;
109 u32 fixed_reciprocal(u32 denominator, u32 *_shift)
111 u32 shift = __builtin_clz(denominator);
112 u32 denominator_normalized = denominator << shift;
114 double numerator = (1ULL << 62) + denominator_normalized;
117 double denominator_normalized_dp_b;
118 u64 denominator_normalized_dp_u64;
121 double reciprocal_dp;
123 u64 numerator_u64 = (denominator_normalized >> 10) |
124 ((u64)(62 + 1023) << 52);
125 *((u64 *)(&numerator_b)) = numerator_u64;
127 denominator_normalized_dp_u64 =
128 (u64)(denominator_normalized << 21) |
129 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
130 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
132 // Implement with a DP divide
133 reciprocal_dp = numerator / denominator_normalized_dp_b;
134 reciprocal = reciprocal_dp;
136 if(reciprocal == 0x80000001)
137 reciprocal = 0x80000000;
139 *_shift = 62 - shift;
143 double reciprocal_estimate(double a)
148 q = (int)(a * 512.0);
149 /* a in units of 1/512 rounded down */
150 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
151 s = (int)(256.0 * r + 0.5);
153 /* r in units of 1/256 rounded to nearest */
155 return (double)s / 256.0;
158 u32 reciprocal_estimate_u32(u32 value)
161 volatile double dp_value;
162 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
164 if((value >> 31) == 0)
167 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
169 *dp_value_ptr = dp_value_u64;
171 dp_value = reciprocal_estimate(dp_value);
172 dp_value_u64 = *dp_value_ptr;
174 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
177 u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
179 u32 shift = __builtin_clz(value);
180 u32 value_normalized = value << shift;
182 *_shift = 62 - shift;
184 value_normalized -= 2;
186 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
188 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
189 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
190 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
191 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
192 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
193 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
195 return reciprocal_normalized;
201 s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
203 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
206 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
208 s32 coverage_x, coverage_y;
213 coverage_x = x2 >> 6;
214 coverage_y = y2 >> 8;
222 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
225 mask_down_right |= mask_down_right << 16;
227 coverage_x = x1 >> 6;
229 mask_up_left = 0xFFFF0000;
231 mask_up_left <<= coverage_x;
233 coverage_y = y1 >> 8;
235 mask_up_left |= mask_up_left >> 16;
237 return mask_up_left & mask_down_right;
240 u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
243 u32 mask = texture_region_mask(x1, y1, x2, y2);
245 psx_gpu->dirty_textures_4bpp_mask |= mask;
246 psx_gpu->dirty_textures_8bpp_mask |= mask;
247 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
252 u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
253 u32 y1, u32 x2, u32 y2)
255 u32 mask = texture_region_mask(x1, y1, x2, y2) &
256 psx_gpu->viewport_mask;
258 psx_gpu->dirty_textures_4bpp_mask |= mask;
259 psx_gpu->dirty_textures_8bpp_mask |= mask;
260 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
265 static void update_texture_cache_region_(psx_gpu_struct *psx_gpu,
266 u32 x1, u32 y1, u32 x2, u32 y2)
268 u32 mask = texture_region_mask(x1, y1, x2, y2);
270 u8 *texture_page_ptr;
275 psx_gpu->dirty_textures_8bpp_mask |= mask;
276 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
278 if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
279 (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
281 texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
282 texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
283 texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
284 vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
292 texel_block = *vram_ptr;
294 texture_page_ptr[0] = texel_block & 0xF;
295 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
296 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
297 texture_page_ptr[3] = texel_block >> 12;
300 texture_page_ptr += 4;
314 psx_gpu->dirty_textures_4bpp_mask |= mask;
318 void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
327 update_texture_cache_region_(psx_gpu, x1, y1, x2, y2);
331 while (unlikely(w > 0));
336 void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
338 u32 current_texture_page = psx_gpu->current_texture_page;
339 u8 *texture_page_ptr = psx_gpu->texture_page_base;
340 u16 *vram_ptr = psx_gpu->vram_ptr;
346 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
347 vram_ptr += (current_texture_page & 0xF) * 64;
349 texture_cache_loads++;
356 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
366 texel_block = *vram_ptr;
368 texture_page_ptr[0] = texel_block & 0xF;
369 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
370 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
371 texture_page_ptr[3] = texel_block >> 12;
374 texture_page_ptr += 4;
388 vram_ptr -= (1024 * 16) - 4;
394 vram_ptr += (16 * 1024) - (4 * 16);
399 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
402 u16 *texture_page_ptr = psx_gpu->texture_page_base;
403 u16 *vram_ptr = psx_gpu->vram_ptr;
410 texture_cache_loads++;
412 vram_ptr += (texture_page >> 4) * 256 * 1024;
413 vram_ptr += (texture_page & 0xF) * 64;
415 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
416 texture_page_ptr += (8 * 16) * 8;
429 load_128b(texels, vram_ptr);
430 store_128b(texels, texture_page_ptr);
432 texture_page_ptr += 8;
440 vram_ptr -= (1024 * 16);
449 vram_ptr += (16 * 1024);
451 texture_page_ptr += (8 * 16) * 8;
459 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
461 u32 current_texture_page = psx_gpu->current_texture_page;
462 u32 update_textures =
463 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
465 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
467 if(update_textures & (1 << current_texture_page))
469 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
470 update_textures &= ~(1 << current_texture_page);
475 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
476 (current_texture_page & 0x10);
478 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
482 void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
484 if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
485 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
487 u32 num_blocks_dest = 0;
488 block_struct *block_src = psx_gpu->blocks;
489 block_struct *block_dest = psx_gpu->blocks;
491 u16 *vram_ptr = psx_gpu->vram_ptr;
494 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
496 for(i = 0; i < psx_gpu->num_blocks; i++)
498 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
499 if(fb_offset & (1 << 11))
501 *block_dest = *block_src;
510 for(i = 0; i < psx_gpu->num_blocks; i++)
512 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
513 if((fb_offset & (1 << 11)) == 0)
515 *block_dest = *block_src;
523 psx_gpu->num_blocks = num_blocks_dest;
526 if(psx_gpu->num_blocks)
528 render_block_handler_struct *render_block_handler =
529 psx_gpu->render_block_handler;
531 #if defined(__arm__) && defined(NEON_BUILD) && !defined(SIMD_BUILD)
532 // the asm doesn't bother to save callee-save vector regs, so do it here
533 __asm__ __volatile__("":::"q4","q5","q6","q7");
536 render_block_handler->texture_blocks(psx_gpu);
537 render_block_handler->shade_blocks(psx_gpu);
538 render_block_handler->blend_blocks(psx_gpu);
541 span_pixel_blocks += psx_gpu->num_blocks;
542 render_buffer_flushes++;
545 psx_gpu->num_blocks = 0;
546 #if defined(__arm__) && defined(NEON_BUILD) && !defined(SIMD_BUILD)
547 __asm__ __volatile__("":::"q4","q5","q6","q7");
555 #define setup_gradient_calculation_input(set, vertex) \
556 /* First type is: uvrg bxxx xxxx */\
557 /* Second type is: yyyy ybyy uvrg */\
558 /* Since x_a and y_c are the same the same variable is used for both. */\
559 x##set##_a_y##set##_c.e[0] = vertex->u; \
560 x##set##_a_y##set##_c.e[1] = vertex->v; \
561 x##set##_a_y##set##_c.e[2] = vertex->r; \
562 x##set##_a_y##set##_c.e[3] = vertex->g; \
563 dup_4x16b(x##set##_b, vertex->x); \
564 dup_4x16b(x##set##_c, vertex->x); \
565 dup_4x16b(y##set##_a, vertex->y); \
566 dup_4x16b(y##set##_b, vertex->y); \
567 x##set##_b.e[0] = vertex->b; \
568 y##set##_b.e[1] = vertex->b \
571 void compute_all_gradients(psx_gpu_struct * __restrict__ psx_gpu,
572 const vertex_struct * __restrict__ a, const vertex_struct * __restrict__ b,
573 const vertex_struct * __restrict__ c)
575 u32 triangle_area = psx_gpu->triangle_area;
576 u32 winding_mask_scalar;
578 u32 triangle_area_shift;
579 u64 triangle_area_reciprocal =
580 fixed_reciprocal(triangle_area, &triangle_area_shift);
581 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
583 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
584 // ( d0 * d1 ) - ( d2 * d3 ) =
585 // ( m0 ) - ( m1 ) = gradient
587 // This is split to do 12 elements at a time over three sets: a, b, and c.
588 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
589 // two of the slots are unused.
591 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
594 vec_4x16s x0_a_y0_c, x0_b, x0_c;
595 vec_4x16s y0_a, y0_b;
596 vec_4x16s x1_a_y1_c, x1_b, x1_c;
597 vec_4x16s y1_a, y1_b;
598 vec_4x16s x2_a_y2_c, x2_b, x2_c;
599 vec_4x16s y2_a, y2_b;
603 vec_4x32u uvrgb_phase;
605 vec_4x16s d0_a_d3_c, d0_b, d0_c;
606 vec_4x16s d1_a, d1_b, d1_c_d2_a;
607 vec_4x16s d2_b, d2_c;
608 vec_4x16s d3_a, d3_b;
610 vec_4x32s m0_a, m0_b, m0_c;
611 vec_4x32s m1_a, m1_b, m1_c;
613 vec_4x32u gradient_area_a, gradient_area_c;
614 vec_2x32u gradient_area_b;
616 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
617 vec_2x32u gradient_area_sign_b;
618 vec_4x32u winding_mask;
620 vec_2x64u gradient_wide_a0, gradient_wide_a1;
621 vec_2x64u gradient_wide_c0, gradient_wide_c1;
622 vec_2x64u gradient_wide_b;
624 vec_4x32u gradient_a, gradient_c;
625 vec_2x32u gradient_b;
626 vec_16x8s gradient_shift;
628 setup_gradient_calculation_input(0, a);
629 setup_gradient_calculation_input(1, b);
630 setup_gradient_calculation_input(2, c);
632 dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
633 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
634 shl_long_4x16b(b_base, x0_b, 16);
636 add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
637 add_4x32b(b_base, b_base, uvrgb_phase);
639 // Can probably pair these, but it'll require careful register allocation
640 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
641 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
643 sub_4x16b(d0_b, x1_b, x0_b);
644 sub_4x16b(d0_c, x1_c, x0_c);
646 sub_4x16b(d1_a, y2_a, y1_a);
647 sub_4x16b(d1_b, y2_b, y1_b);
649 sub_4x16b(d2_b, x2_b, x1_b);
650 sub_4x16b(d2_c, x2_c, x1_c);
652 sub_4x16b(d3_a, y1_a, y0_a);
653 sub_4x16b(d3_b, y1_b, y0_b);
655 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
656 mul_long_4x16b(m0_b, d0_b, d1_b);
657 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
659 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
660 mul_long_4x16b(m1_b, d2_b, d3_b);
661 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
663 sub_4x32b(gradient_area_a, m0_a, m1_a);
664 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
665 sub_4x32b(gradient_area_c, m0_c, m1_c);
667 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
668 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
669 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
671 abs_4x32b(gradient_area_a, gradient_area_a);
672 abs_2x32b(gradient_area_b, gradient_area_b);
673 abs_4x32b(gradient_area_c, gradient_area_c);
675 winding_mask_scalar = -psx_gpu->triangle_winding;
677 dup_4x32b(winding_mask, winding_mask_scalar);
678 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
679 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
680 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
682 mul_scalar_long_2x32b(gradient_wide_a0,
683 vector_cast(vec_2x32s, gradient_area_a.low),
684 (s64)triangle_area_reciprocal);
685 mul_scalar_long_2x32b(gradient_wide_a1,
686 vector_cast(vec_2x32s, gradient_area_a.high),
687 (s64)triangle_area_reciprocal);
688 mul_scalar_long_2x32b(gradient_wide_b,
689 vector_cast(vec_2x32s, gradient_area_b),
690 (s64)triangle_area_reciprocal);
691 mul_scalar_long_2x32b(gradient_wide_c0,
692 vector_cast(vec_2x32s, gradient_area_c.low),
693 (s64)triangle_area_reciprocal);
694 mul_scalar_long_2x32b(gradient_wide_c1,
695 vector_cast(vec_2x32s, gradient_area_c.high),
696 (s64)triangle_area_reciprocal);
698 dup_16x8b(gradient_shift, triangle_area_shift);
699 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
700 vector_cast(vec_2x64u, gradient_shift));
701 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
702 vector_cast(vec_2x64u, gradient_shift));
703 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
704 vector_cast(vec_2x64u, gradient_shift));
705 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
706 vector_cast(vec_2x64u, gradient_shift));
707 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
708 vector_cast(vec_2x64u, gradient_shift));
710 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
711 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
712 mov_narrow_2x64b(gradient_b, gradient_wide_b);
713 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
714 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
716 shl_4x32b(gradient_a, gradient_a, 4);
717 shl_2x32b(gradient_b, gradient_b, 4);
718 shl_4x32b(gradient_c, gradient_c, 4);
720 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
721 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
722 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
724 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
725 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
726 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
728 u32 left_adjust = a->x;
729 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
730 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
740 eor_4x32b(zero, zero, zero);
741 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
742 add_2x32b(b_dx2, gradient_b, gradient_b);
743 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
744 add_2x32b(b_dx3, gradient_b, b_dx2);
746 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
748 psx_gpu->u_block_span.e[0] = zero.e[0];
749 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
750 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
751 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
753 psx_gpu->v_block_span.e[0] = zero.e[1];
754 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
755 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
756 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
758 psx_gpu->r_block_span.e[0] = zero.e[2];
759 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
760 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
761 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
763 psx_gpu->g_block_span.e[0] = zero.e[3];
764 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
765 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
766 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
768 psx_gpu->b_block_span.e[0] = zero.e[0];
769 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
770 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
771 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
773 psx_gpu->uvrg = uvrg_base;
774 psx_gpu->b = b_base.e[0];
776 psx_gpu->uvrg_dx = gradient_a;
777 psx_gpu->uvrg_dy = gradient_c;
778 psx_gpu->b_dy = gradient_b.e[1];
782 #define vector_check(_a, _b) \
783 if(memcmp(&_a, &_b, sizeof(_b))) \
785 if(sizeof(_b) == 8) \
787 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
788 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
792 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
793 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
798 #define scalar_check(_a, _b) \
800 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
803 #if !defined(NEON_BUILD) && !defined(NDEBUG)
804 static void setup_spans_debug_check(psx_gpu_struct *psx_gpu,
805 edge_data_struct *span_edge_data_element)
807 u32 _num_spans = span_edge_data_element - psx_gpu->span_edge_data;
808 if (_num_spans > MAX_SPANS)
809 *(volatile int *)0 = 1;
810 if (_num_spans < psx_gpu->num_spans)
812 if(span_edge_data_element->num_blocks > MAX_BLOCKS_PER_ROW)
813 *(volatile int *)0 = 2;
814 if(span_edge_data_element->y >= 2048)
815 *(volatile int *)0 = 3;
819 #define setup_spans_debug_check(psx_gpu, span_edge_data_element)
822 #define setup_spans_prologue_alternate_yes() \
823 vec_2x64s alternate_x; \
824 vec_2x64s alternate_dx_dy; \
825 vec_4x32s alternate_x_32; \
826 vec_4x16u alternate_x_16; \
828 vec_4x16u alternate_select; \
829 vec_4x16s y_mid_point; \
833 s32 edge_dx_dy_alt; \
836 #define setup_spans_prologue_alternate_no() \
838 #define setup_spans_prologue(alternate_active) \
839 edge_data_struct *span_edge_data; \
840 vec_4x32u *span_uvrg_offset; \
841 u32 *span_b_offset; \
845 vec_2x64s edges_xy; \
846 vec_2x32s edges_dx_dy; \
847 vec_2x32u edge_shifts; \
849 vec_2x64s left_x, right_x; \
850 vec_2x64s left_dx_dy, right_dx_dy; \
851 vec_4x32s left_x_32, right_x_32; \
852 vec_8x16s left_right_x_16; \
854 vec_8x16s left_edge; \
855 vec_8x16s right_edge; \
856 vec_4x16u span_shift; \
860 vec_4x16u c_0xFFFE; \
863 vec_2x32s x_starts; \
872 vec_4x32u uvrg = psx_gpu->uvrg; \
873 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
874 u32 b = psx_gpu->b; \
875 u32 b_dy = psx_gpu->b_dy; \
877 dup_2x32b(c_0x01, 0x01); \
878 setup_spans_prologue_alternate_##alternate_active() \
880 #define setup_spans_prologue_b() \
881 span_edge_data = psx_gpu->span_edge_data; \
882 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
883 span_b_offset = psx_gpu->span_b_offset; \
885 vec_8x16u c_0x0001; \
886 vec_4x16u c_max_blocks_per_row; \
888 dup_8x16b(c_0x0001, 0x0001); \
889 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
890 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
891 add_8x16b(right_edge, right_edge, c_0x0001); \
892 dup_4x16b(c_0x04, 0x04); \
893 dup_4x16b(c_0x07, 0x07); \
894 dup_4x16b(c_0xFFFE, 0xFFFE); \
895 dup_4x16b(c_max_blocks_per_row, MAX_BLOCKS_PER_ROW); \
898 #define compute_edge_delta_x2() \
901 vec_2x32s height_reciprocals; \
902 vec_2x32s heights_b; \
905 u32 edge_shift = reciprocal_table[height]; \
907 dup_2x32b(heights, height); \
908 sub_2x32b(widths, x_ends, x_starts); \
910 dup_2x32b(edge_shifts, edge_shift); \
911 sub_2x32b(heights_b, heights, c_0x01); \
912 shr_2x32b(height_reciprocals, edge_shifts, 10); \
914 mla_2x32b(heights_b, x_starts, heights); \
915 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
916 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
917 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
920 #define compute_edge_delta_x3(start_c, height_a, height_b) \
923 vec_2x32s height_reciprocals; \
924 vec_2x32s heights_b; \
929 u32 height_reciprocal_alt; \
931 heights.e[0] = height_a; \
932 heights.e[1] = height_b; \
934 edge_shifts.e[0] = reciprocal_table[height_a]; \
935 edge_shifts.e[1] = reciprocal_table[height_b]; \
936 edge_shift_alt = reciprocal_table[height_minor_b]; \
938 sub_2x32b(widths, x_ends, x_starts); \
939 width_alt = x_c - start_c; \
941 shr_2x32b(height_reciprocals, edge_shifts, 10); \
942 height_reciprocal_alt = edge_shift_alt >> 10; \
944 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
945 edge_shift_alt &= 0x1F; \
947 sub_2x32b(heights_b, heights, c_0x01); \
948 height_b_alt = height_minor_b - 1; \
950 mla_2x32b(heights_b, x_starts, heights); \
951 height_b_alt += height_minor_b * start_c; \
953 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
954 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
956 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
957 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
961 #define setup_spans_adjust_y_up() \
962 sub_4x32b(y_x4, y_x4, c_0x04) \
964 #define setup_spans_adjust_y_down() \
965 add_4x32b(y_x4, y_x4, c_0x04) \
967 #define setup_spans_adjust_interpolants_up() \
968 sub_4x32b(uvrg, uvrg, uvrg_dy); \
971 #define setup_spans_adjust_interpolants_down() \
972 add_4x32b(uvrg, uvrg, uvrg_dy); \
976 #define setup_spans_clip_interpolants_increment() \
977 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
980 #define setup_spans_clip_interpolants_decrement() \
981 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
984 #define setup_spans_clip_alternate_yes() \
985 edge_alt += edge_dx_dy_alt * (s64)(clip) \
987 #define setup_spans_clip_alternate_no() \
989 #define setup_spans_clip(direction, alternate_active) \
991 clipped_triangles++; \
992 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
993 setup_spans_clip_alternate_##alternate_active(); \
994 setup_spans_clip_interpolants_##direction(); \
998 #define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
1000 vec_2x64u edge_shifts_64; \
1001 vec_2x64s edges_dx_dy_64; \
1003 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
1004 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
1006 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
1007 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
1009 left_x.e[0] = edges_xy.e[left_index]; \
1010 right_x.e[0] = edges_xy.e[right_index]; \
1012 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
1013 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
1014 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
1015 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
1017 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
1018 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
1020 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
1021 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
1024 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
1026 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
1027 s64 edge_dx_dy_alt_64; \
1029 dup_4x16b(y_mid_point, y_b); \
1031 edge_alt <<= edge_shift_alt; \
1032 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
1034 alternate_x.e[0] = edge_alt; \
1035 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
1036 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
1038 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
1039 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
1043 #define setup_spans_y_select_up() \
1044 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
1046 #define setup_spans_y_select_down() \
1047 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
1049 #define setup_spans_y_select_alternate_yes(direction) \
1050 setup_spans_y_select_##direction() \
1052 #define setup_spans_y_select_alternate_no(direction) \
1054 #define setup_spans_alternate_select_left() \
1055 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
1057 #define setup_spans_alternate_select_right() \
1058 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
1060 #define setup_spans_alternate_select_none() \
1062 #define setup_spans_increment_alternate_yes() \
1063 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
1064 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1065 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
1066 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1067 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
1069 #define setup_spans_increment_alternate_no() \
1071 #define setup_spans_set_x4(alternate, direction, alternate_active) \
1073 span_uvrg_offset[0] = uvrg; \
1074 span_b_offset[0] = b; \
1075 setup_spans_adjust_interpolants_##direction(); \
1077 span_uvrg_offset[1] = uvrg; \
1078 span_b_offset[1] = b; \
1079 setup_spans_adjust_interpolants_##direction(); \
1081 span_uvrg_offset[2] = uvrg; \
1082 span_b_offset[2] = b; \
1083 setup_spans_adjust_interpolants_##direction(); \
1085 span_uvrg_offset[3] = uvrg; \
1086 span_b_offset[3] = b; \
1087 setup_spans_adjust_interpolants_##direction(); \
1089 span_uvrg_offset += 4; \
1090 span_b_offset += 4; \
1092 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
1093 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
1095 add_2x64b(left_x, left_x, left_dx_dy); \
1096 add_2x64b(right_x, right_x, right_dx_dy); \
1098 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
1099 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
1101 add_2x64b(left_x, left_x, left_dx_dy); \
1102 add_2x64b(right_x, right_x, right_dx_dy); \
1104 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
1105 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
1107 setup_spans_increment_alternate_##alternate_active(); \
1108 setup_spans_y_select_alternate_##alternate_active(direction); \
1109 setup_spans_alternate_select_##alternate(); \
1111 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
1112 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
1114 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
1115 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
1116 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
1117 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
1118 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
1119 min_4x16b(left_right_x_16.high, left_right_x_16.high, c_max_blocks_per_row); \
1122 for(i = 0; i < 4; i++) \
1124 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
1125 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
1126 span_edge_data[i].right_mask = span_shift.e[i]; \
1127 span_edge_data[i].y = y_x4.e[i]; \
1128 setup_spans_debug_check(psx_gpu, &span_edge_data[i]); \
1131 span_edge_data += 4; \
1133 setup_spans_adjust_y_##direction(); \
1137 #define setup_spans_alternate_adjust_yes() \
1138 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1140 #define setup_spans_alternate_adjust_no() \
1143 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1144 setup_spans_alternate_adjust_##alternate_active(); \
1145 if(y_c > psx_gpu->viewport_end_y) \
1146 height -= y_c - psx_gpu->viewport_end_y - 1; \
1148 clip = psx_gpu->viewport_start_y - y_a; \
1153 setup_spans_clip(increment, alternate_active); \
1156 setup_spans_prologue_b(); \
1163 y_x4.e[1] = y_a + 1; \
1164 y_x4.e[2] = y_a + 2; \
1165 y_x4.e[3] = y_a + 3; \
1166 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1169 psx_gpu->num_spans = height; \
1172 setup_spans_set_x4(alternate, down, alternate_active); \
1174 } while(height > 0); \
1175 if (psx_gpu->hacks_active & (AHACK_TEXTURE_ADJ_U | AHACK_TEXTURE_ADJ_V)) \
1176 span_uvrg_offset[height - 1].low = span_uvrg_offset[height - 2].low; \
1180 #define setup_spans_alternate_pre_increment_yes() \
1181 edge_alt += edge_dx_dy_alt \
1183 #define setup_spans_alternate_pre_increment_no() \
1185 #define setup_spans_up_decrement_height_yes() \
1188 #define setup_spans_up_decrement_height_no() \
1191 #define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1192 setup_spans_alternate_adjust_##alternate_active(); \
1195 if(y_c < psx_gpu->viewport_start_y) \
1196 height -= psx_gpu->viewport_start_y - y_c; \
1198 setup_spans_up_decrement_height_##alternate_active(); \
1200 clip = y_a - psx_gpu->viewport_end_y; \
1205 setup_spans_clip(decrement, alternate_active); \
1208 setup_spans_prologue_b(); \
1215 y_x4.e[1] = y_a - 1; \
1216 y_x4.e[2] = y_a - 2; \
1217 y_x4.e[3] = y_a - 3; \
1218 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1219 setup_spans_alternate_pre_increment_##alternate_active(); \
1220 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1222 setup_spans_adjust_interpolants_up(); \
1224 psx_gpu->num_spans = height; \
1227 setup_spans_set_x4(alternate, up, alternate_active); \
1230 if (psx_gpu->hacks_active & AHACK_TEXTURE_ADJ_V) \
1231 psx_gpu->span_uvrg_offset[0].low = psx_gpu->span_uvrg_offset[1].low; \
1234 #define index_left 0
1235 #define index_right 1
1237 #define setup_spans_up_up(minor, major) \
1238 setup_spans_prologue(yes); \
1239 s32 height_minor_a = y_a - y_b; \
1240 s32 height_minor_b = y_b - y_c; \
1241 s32 height = y_a - y_c; \
1243 dup_2x32b(x_starts, x_a); \
1244 x_ends.e[0] = x_c; \
1245 x_ends.e[1] = x_b; \
1247 compute_edge_delta_x3(x_b, height, height_minor_a); \
1248 setup_spans_up(index_##major, index_##minor, minor, yes) \
1253 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1254 vertex_struct *v_b, vertex_struct *v_c)
1256 setup_spans_up_up(left, right);
1259 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1260 vertex_struct *v_b, vertex_struct *v_c)
1262 setup_spans_up_up(right, left);
1265 #define setup_spans_down_down(minor, major) \
1266 setup_spans_prologue(yes); \
1267 s32 height_minor_a = y_b - y_a; \
1268 s32 height_minor_b = y_c - y_b; \
1269 s32 height = y_c - y_a; \
1271 dup_2x32b(x_starts, x_a); \
1272 x_ends.e[0] = x_c; \
1273 x_ends.e[1] = x_b; \
1275 compute_edge_delta_x3(x_b, height, height_minor_a); \
1276 setup_spans_down(index_##major, index_##minor, minor, yes) \
1278 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1279 vertex_struct *v_b, vertex_struct *v_c)
1281 setup_spans_down_down(left, right);
1284 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1285 vertex_struct *v_b, vertex_struct *v_c)
1287 setup_spans_down_down(right, left);
1290 #define setup_spans_up_flat() \
1291 s32 height = y_a - y_c; \
1294 compute_edge_delta_x2(); \
1295 setup_spans_up(index_left, index_right, none, no) \
1297 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1298 vertex_struct *v_b, vertex_struct *v_c)
1300 setup_spans_prologue(no);
1301 x_starts.e[0] = x_a;
1302 x_starts.e[1] = x_b;
1303 dup_2x32b(x_ends, x_c);
1305 setup_spans_up_flat();
1308 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1309 vertex_struct *v_b, vertex_struct *v_c)
1311 setup_spans_prologue(no);
1312 dup_2x32b(x_starts, x_a);
1316 setup_spans_up_flat();
1319 #define setup_spans_down_flat() \
1320 s32 height = y_c - y_a; \
1323 compute_edge_delta_x2(); \
1324 setup_spans_down(index_left, index_right, none, no) \
1326 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1327 vertex_struct *v_b, vertex_struct *v_c)
1329 setup_spans_prologue(no);
1330 x_starts.e[0] = x_a;
1331 x_starts.e[1] = x_b;
1332 dup_2x32b(x_ends, x_c);
1334 setup_spans_down_flat();
1337 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1338 vertex_struct *v_b, vertex_struct *v_c)
1340 setup_spans_prologue(no);
1341 dup_2x32b(x_starts, x_a);
1345 setup_spans_down_flat();
1348 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1349 vertex_struct *v_b, vertex_struct *v_c)
1351 setup_spans_prologue(no);
1359 s32 height_minor_a = y_a - y_b;
1360 s32 height_minor_b = y_c - y_a;
1361 s32 height_major = y_c - y_b;
1363 vec_2x64s edges_xy_b;
1364 vec_2x32s edges_dx_dy_b;
1365 vec_2x32u edge_shifts_b;
1367 vec_2x32s height_increment;
1369 x_starts.e[0] = x_a;
1370 x_starts.e[1] = x_c;
1371 dup_2x32b(x_ends, x_b);
1373 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1375 height_increment.e[0] = 0;
1376 height_increment.e[1] = height_minor_b;
1378 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1380 edges_xy_b.e[0] = edge_alt;
1381 edges_xy_b.e[1] = edges_xy.e[1];
1383 edge_shifts_b = edge_shifts;
1384 edge_shifts_b.e[0] = edge_shift_alt;
1386 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1387 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1391 if(y_b < psx_gpu->viewport_start_y)
1392 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1394 clip = y_a - psx_gpu->viewport_end_y;
1397 height_minor_a -= clip;
1399 setup_spans_clip(decrement, no);
1402 setup_spans_prologue_b();
1404 if (height_minor_a > 512)
1405 height_minor_a = 512;
1406 if (height_minor_a > 0)
1409 y_x4.e[1] = y_a - 1;
1410 y_x4.e[2] = y_a - 2;
1411 y_x4.e[3] = y_a - 3;
1412 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1413 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1414 setup_spans_adjust_interpolants_up();
1416 psx_gpu->num_spans = height_minor_a;
1417 while(height_minor_a > 0)
1419 setup_spans_set_x4(none, up, no);
1420 height_minor_a -= 4;
1423 span_edge_data += height_minor_a;
1424 span_uvrg_offset += height_minor_a;
1425 span_b_offset += height_minor_a;
1428 edges_xy = edges_xy_b;
1429 edges_dx_dy = edges_dx_dy_b;
1430 edge_shifts = edge_shifts_b;
1432 uvrg = psx_gpu->uvrg;
1437 if(y_c > psx_gpu->viewport_end_y)
1438 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1440 clip = psx_gpu->viewport_start_y - y_a;
1443 height_minor_b -= clip;
1445 setup_spans_clip(increment, no);
1448 if (height_minor_b > 512)
1449 height_minor_b = 512;
1450 if (height_minor_b > 0)
1453 y_x4.e[1] = y_a + 1;
1454 y_x4.e[2] = y_a + 2;
1455 y_x4.e[3] = y_a + 3;
1456 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1458 // FIXME: overflow corner case
1459 if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1460 height_minor_b &= ~3;
1462 psx_gpu->num_spans += height_minor_b;
1463 while(height_minor_b > 0)
1465 setup_spans_set_x4(none, down, no);
1466 height_minor_b -= 4;
1468 if (psx_gpu->hacks_active & (AHACK_TEXTURE_ADJ_U | AHACK_TEXTURE_ADJ_V))
1470 span_uvrg_offset[height_minor_b - 1].low =
1471 span_uvrg_offset[height_minor_b - 2].low;
1475 left_split_triangles++;
1480 // this is some hacky mess, can this be improved somehow?
1481 // ideally change things to not have to do this hack at all
1482 void __attribute__((noinline))
1483 setup_blocks_uv_adj_hack(psx_gpu_struct *psx_gpu, block_struct *block,
1484 edge_data_struct *span_edge_data, vec_4x32u *span_uvrg_offset)
1486 size_t span_i = span_uvrg_offset - psx_gpu->span_uvrg_offset;
1487 if (span_i != 0 && span_i != psx_gpu->num_spans - 1
1488 && !(psx_gpu->hacks_active & AHACK_TEXTURE_ADJ_U))
1490 u32 num_blocks = span_edge_data->num_blocks - 1;
1491 s32 offset = __builtin_ctz(span_edge_data->right_mask | 0x100) - 1;
1492 s32 toffset = 8 * num_blocks + offset - 1;
1493 if (toffset < 0 && !(psx_gpu->hacks_active & AHACK_TEXTURE_ADJ_U))
1496 toffset += span_edge_data->left_x;
1497 s32 u_dx = psx_gpu->uvrg_dx.low.e[0];
1498 s32 v_dx = psx_gpu->uvrg_dx.low.e[1];
1499 u32 u = span_uvrg_offset->low.e[0];
1500 u32 v = span_uvrg_offset->low.e[1];
1501 u += u_dx * toffset;
1502 v += v_dx * toffset;
1503 u = (u >> 16) & psx_gpu->texture_mask_width;
1504 v = (v >> 16) & psx_gpu->texture_mask_height;
1505 if (!(psx_gpu->render_state_base & (TEXTURE_MODE_16BPP << 8))) {
1506 // 4bpp 8bpp are swizzled
1508 u = (u & 0x0f) | ((v & 0x0f) << 4);
1509 v = (v & 0xf0) | (u_ >> 4);
1511 assert(offset >= 0);
1512 //assert(block->uv.e[offset] == ((v << 8) | u));
1513 block->uv.e[offset] = (v << 8) | u;
1516 #define dither_table_entry_normal(value) \
1520 #define setup_blocks_load_msb_mask_indirect() \
1522 #define setup_blocks_load_msb_mask_direct() \
1523 vec_8x16u msb_mask; \
1524 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1527 #define setup_blocks_variables_shaded_textured(target) \
1528 vec_4x32u u_block; \
1529 vec_4x32u v_block; \
1530 vec_4x32u r_block; \
1531 vec_4x32u g_block; \
1532 vec_4x32u b_block; \
1533 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1534 vec_4x32u uvrg_dx4; \
1535 vec_4x32u uvrg_dx8; \
1537 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1538 u32 b_dx4 = b_dx << 2; \
1539 u32 b_dx8 = b_dx << 3; \
1542 vec_16x8u texture_mask; \
1543 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1544 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1545 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1546 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1548 #define setup_blocks_variables_shaded_untextured(target) \
1549 vec_4x32u r_block; \
1550 vec_4x32u g_block; \
1551 vec_4x32u b_block; \
1553 vec_4x32u rgb_dx4; \
1554 vec_4x32u rgb_dx8; \
1557 vec_8x8u d64_0x07; \
1562 dup_8x8b(d64_0x07, 0x07); \
1563 dup_8x8b(d64_1, 1); \
1564 dup_8x8b(d64_4, 4); \
1565 dup_8x8b(d64_128, 128); \
1567 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1568 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1569 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1570 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1572 #define setup_blocks_variables_unshaded_textured(target) \
1573 vec_4x32u u_block; \
1574 vec_4x32u v_block; \
1575 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1578 vec_2x32u uv = psx_gpu->uvrg.low; \
1580 vec_16x8u texture_mask; \
1581 shl_2x32b(uv_dx4, uv_dx, 2); \
1582 shl_2x32b(uv_dx8, uv_dx, 3); \
1583 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1584 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1587 #define setup_blocks_variables_unshaded_untextured_direct() \
1588 or_8x16b(colors, colors, msb_mask) \
1590 #define setup_blocks_variables_unshaded_untextured_indirect() \
1592 #define setup_blocks_variables_unshaded_untextured(target) \
1593 u32 color = psx_gpu->triangle_color; \
1596 u32 color_r = color & 0xFF; \
1597 u32 color_g = (color >> 8) & 0xFF; \
1598 u32 color_b = (color >> 16) & 0xFF; \
1600 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1601 ((color_b >> 3) << 10); \
1602 dup_8x16b(colors, color); \
1603 setup_blocks_variables_unshaded_untextured_##target() \
1605 #define setup_blocks_span_initialize_dithered_textured() \
1606 vec_8x16u dither_offsets; \
1607 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1609 #define setup_blocks_span_initialize_dithered_untextured() \
1610 vec_8x8u dither_offsets; \
1611 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1613 #define setup_blocks_span_initialize_dithered(texturing) \
1614 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1615 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1616 vec_8x8s dither_offsets_short; \
1619 (dither_row >> dither_shift) | ((u64)dither_row << (32 - dither_shift)); \
1620 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1621 setup_blocks_span_initialize_dithered_##texturing() \
1623 #define setup_blocks_span_initialize_undithered(texturing) \
1626 #define setup_blocks_span_initialize_shaded_textured() \
1628 vec_4x32u block_span; \
1629 u32 offset = span_edge_data->left_x; \
1631 uvrg = *span_uvrg_offset; \
1632 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1633 b = *span_b_offset; \
1634 b += b_dx * offset; \
1636 dup_4x32b(u_block, uvrg.e[0]); \
1637 dup_4x32b(v_block, uvrg.e[1]); \
1638 dup_4x32b(r_block, uvrg.e[2]); \
1639 dup_4x32b(g_block, uvrg.e[3]); \
1640 dup_4x32b(b_block, b); \
1642 block_span = psx_gpu->u_block_span; \
1643 add_4x32b(u_block, u_block, block_span); \
1644 block_span = psx_gpu->v_block_span; \
1645 add_4x32b(v_block, v_block, block_span); \
1646 block_span = psx_gpu->r_block_span; \
1647 add_4x32b(r_block, r_block, block_span); \
1648 block_span = psx_gpu->g_block_span; \
1649 add_4x32b(g_block, g_block, block_span); \
1650 block_span = psx_gpu->b_block_span; \
1651 add_4x32b(b_block, b_block, block_span); \
1654 #define setup_blocks_span_initialize_shaded_untextured() \
1656 vec_4x32u block_span; \
1657 u32 offset = span_edge_data->left_x; \
1659 rgb.low = span_uvrg_offset->high; \
1660 rgb.high.e[0] = *span_b_offset; \
1661 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1663 dup_4x32b(r_block, rgb.e[0]); \
1664 dup_4x32b(g_block, rgb.e[1]); \
1665 dup_4x32b(b_block, rgb.e[2]); \
1667 block_span = psx_gpu->r_block_span; \
1668 add_4x32b(r_block, r_block, block_span); \
1669 block_span = psx_gpu->g_block_span; \
1670 add_4x32b(g_block, g_block, block_span); \
1671 block_span = psx_gpu->b_block_span; \
1672 add_4x32b(b_block, b_block, block_span); \
1675 #define setup_blocks_span_initialize_unshaded_textured() \
1677 vec_4x32u block_span; \
1678 u32 offset = span_edge_data->left_x; \
1680 uv = span_uvrg_offset->low; \
1681 mla_scalar_2x32b(uv, uv_dx, offset); \
1683 dup_4x32b(u_block, uv.e[0]); \
1684 dup_4x32b(v_block, uv.e[1]); \
1686 block_span = psx_gpu->u_block_span; \
1687 add_4x32b(u_block, u_block, block_span); \
1688 block_span = psx_gpu->v_block_span; \
1689 add_4x32b(v_block, v_block, block_span); \
1692 #define setup_blocks_span_initialize_unshaded_untextured() \
1695 #define setup_blocks_texture_swizzled() \
1697 vec_8x8u u_saved = u; \
1698 sli_8x8b(u, v, 4); \
1699 sri_8x8b(v, u_saved, 4); \
1702 #define setup_blocks_texture_unswizzled() \
1704 #define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1707 vec_8x16u u_whole; \
1708 vec_8x16u v_whole; \
1709 vec_8x16u r_whole; \
1710 vec_8x16u g_whole; \
1711 vec_8x16u b_whole; \
1723 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1724 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1725 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1726 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1727 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1729 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1730 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1731 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1732 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1733 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1734 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1735 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1736 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1737 dup_4x32b(dx4, b_dx4); \
1738 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1740 mov_narrow_8x16b(u, u_whole); \
1741 mov_narrow_8x16b(v, v_whole); \
1742 mov_narrow_8x16b(r, r_whole); \
1743 mov_narrow_8x16b(g, g_whole); \
1744 mov_narrow_8x16b(b, b_whole); \
1746 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1747 add_4x32b(u_block, u_block, dx8); \
1748 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1749 add_4x32b(v_block, v_block, dx8); \
1750 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1751 add_4x32b(r_block, r_block, dx8); \
1752 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1753 add_4x32b(g_block, g_block, dx8); \
1754 dup_4x32b(dx8, b_dx8); \
1755 add_4x32b(b_block, b_block, dx8); \
1757 and_8x8b(u, u, texture_mask.low); \
1758 and_8x8b(v, v, texture_mask.high); \
1759 setup_blocks_texture_##swizzling(); \
1761 zip_8x16b(uv, u, v); \
1766 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1767 block->fb_ptr = fb_ptr; \
1770 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1773 vec_8x16u u_whole; \
1774 vec_8x16u v_whole; \
1783 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1784 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1786 dup_4x32b(dx4, uv_dx4.e[0]); \
1787 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1788 dup_4x32b(dx4, uv_dx4.e[1]); \
1789 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1791 mov_narrow_8x16b(u, u_whole); \
1792 mov_narrow_8x16b(v, v_whole); \
1794 dup_4x32b(dx8, uv_dx8.e[0]); \
1795 add_4x32b(u_block, u_block, dx8); \
1796 dup_4x32b(dx8, uv_dx8.e[1]); \
1797 add_4x32b(v_block, v_block, dx8); \
1799 and_8x8b(u, u, texture_mask.low); \
1800 and_8x8b(v, v, texture_mask.high); \
1801 setup_blocks_texture_##swizzling(); \
1803 zip_8x16b(uv, u, v); \
1805 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1806 block->fb_ptr = fb_ptr; \
1809 #define setup_blocks_store_shaded_untextured_dithered() \
1810 addq_8x8b(r, r, dither_offsets); \
1811 addq_8x8b(g, g, dither_offsets); \
1812 addq_8x8b(b, b, dither_offsets); \
1814 subq_8x8b(r, r, d64_4); \
1815 subq_8x8b(g, g, d64_4); \
1816 subq_8x8b(b, b, d64_4) \
1818 #define setup_blocks_store_shaded_untextured_undithered() \
1821 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1822 block->pixels = _pixels; \
1823 block->fb_ptr = fb_ptr \
1825 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1826 block->pixels = _pixels; \
1827 block->fb_ptr = fb_ptr \
1829 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1830 mul_long_8x8b(pixels, r, d64_1) \
1833 #define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1834 store_8x16b(_pixels, fb_ptr) \
1836 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1838 vec_8x16u fb_pixels; \
1839 vec_8x16u draw_mask; \
1840 vec_8x16u test_mask = psx_gpu->test_mask; \
1842 load_8x16b(fb_pixels, fb_ptr); \
1843 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1844 tst_8x16b(draw_mask, draw_mask, test_mask); \
1845 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1846 store_8x16b(fb_pixels, fb_ptr); \
1849 #define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1850 pixels = msb_mask; \
1851 mla_long_8x8b(pixels, r, d64_1) \
1854 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1857 vec_8x16u r_whole; \
1858 vec_8x16u g_whole; \
1859 vec_8x16u b_whole; \
1870 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1871 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1872 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1874 dup_4x32b(dx4, rgb_dx4.e[0]); \
1875 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1876 dup_4x32b(dx4, rgb_dx4.e[1]); \
1877 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1878 dup_4x32b(dx4, rgb_dx4.e[2]); \
1879 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1881 mov_narrow_8x16b(r, r_whole); \
1882 mov_narrow_8x16b(g, g_whole); \
1883 mov_narrow_8x16b(b, b_whole); \
1885 dup_4x32b(dx8, rgb_dx8.e[0]); \
1886 add_4x32b(r_block, r_block, dx8); \
1887 dup_4x32b(dx8, rgb_dx8.e[1]); \
1888 add_4x32b(g_block, g_block, dx8); \
1889 dup_4x32b(dx8, rgb_dx8.e[2]); \
1890 add_4x32b(b_block, b_block, dx8); \
1892 setup_blocks_store_shaded_untextured_##dithering(); \
1894 shr_8x8b(r, r, 3); \
1895 bic_8x8b(g, g, d64_0x07); \
1896 bic_8x8b(b, b, d64_0x07); \
1898 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1899 mla_long_8x8b(pixels, g, d64_4); \
1900 mla_long_8x8b(pixels, b, d64_128) \
1902 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1905 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1907 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1910 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1911 (_block)->draw_mask_bits = bits \
1913 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1915 vec_8x16u bits_mask; \
1916 vec_8x16u test_mask = psx_gpu->test_mask; \
1917 dup_8x16b(bits_mask, bits); \
1918 tst_8x16b(bits_mask, bits_mask, test_mask); \
1919 (_block)->draw_mask = bits_mask; \
1922 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1924 #define setup_blocks_uv_adj_hack_untextured(_block, edge_data, uvrg_offset) \
1926 #define setup_blocks_uv_adj_hack_textured(_block, edge_data, uvrg_offset) \
1928 u32 m_ = AHACK_TEXTURE_ADJ_U | AHACK_TEXTURE_ADJ_V; \
1929 if (unlikely(psx_gpu->hacks_active & m_)) \
1930 setup_blocks_uv_adj_hack(psx_gpu, _block, edge_data, uvrg_offset); \
1933 #define setup_blocks_add_blocks_indirect() \
1934 num_blocks += span_num_blocks; \
1936 if(num_blocks > MAX_BLOCKS) \
1938 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1939 flush_render_block_buffer(psx_gpu); \
1940 num_blocks = span_num_blocks; \
1941 block = psx_gpu->blocks; \
1944 #define setup_blocks_add_blocks_direct() \
1945 stats_add(texel_blocks_untextured, span_num_blocks); \
1946 stats_add(span_pixel_blocks, span_num_blocks); \
1949 #define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1950 void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1951 psx_gpu_struct *psx_gpu) \
1953 setup_blocks_load_msb_mask_##target(); \
1954 setup_blocks_variables_##shading##_##texturing(target); \
1956 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1957 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1958 u32 *span_b_offset = psx_gpu->span_b_offset; \
1960 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1962 u32 num_spans = psx_gpu->num_spans; \
1967 u32 num_blocks = psx_gpu->num_blocks; \
1968 u32 span_num_blocks; \
1972 span_num_blocks = span_edge_data->num_blocks; \
1973 if(span_num_blocks) \
1975 y = span_edge_data->y; \
1976 fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024); \
1978 setup_blocks_span_initialize_##shading##_##texturing(); \
1979 setup_blocks_span_initialize_##dithering(texturing); \
1981 setup_blocks_add_blocks_##target(); \
1983 s32 pixel_span = span_num_blocks * 8; \
1984 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1985 span_pixels += pixel_span; \
1987 span_num_blocks--; \
1988 while(span_num_blocks) \
1990 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1992 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1996 span_num_blocks--; \
1999 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
2000 setup_blocks_store_draw_mask_##texturing##_##target(block, \
2001 span_edge_data->right_mask); \
2002 setup_blocks_uv_adj_hack_##texturing(block, span_edge_data, \
2003 span_uvrg_offset); \
2009 zero_block_spans++; \
2014 span_uvrg_offset++; \
2018 psx_gpu->num_blocks = num_blocks; \
2022 //setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
2026 setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
2027 setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
2029 setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
2030 setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
2032 setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
2033 setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
2034 setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
2035 setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
2037 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
2038 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
2040 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
2042 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
2043 stats_add(texel_blocks_untextured, psx_gpu->num_blocks);
2046 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
2048 block_struct *block = psx_gpu->blocks;
2049 u32 num_blocks = psx_gpu->num_blocks;
2050 stats_add(texel_blocks_4bpp, num_blocks);
2052 vec_8x8u texels_low;
2053 vec_8x8u texels_high;
2060 vec_16x8u clut_high;
2062 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2063 u16 *clut_ptr = psx_gpu->clut_ptr;
2065 // Can be done with one deinterleaving load on NEON
2066 load_8x16b(clut_a, clut_ptr);
2067 load_8x16b(clut_b, clut_ptr + 8);
2068 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
2070 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
2071 update_texture_4bpp_cache(psx_gpu);
2075 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
2076 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
2077 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
2078 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
2079 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
2080 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
2081 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
2082 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
2084 tbl_16(texels_low, texels, clut_low);
2085 tbl_16(texels_high, texels, clut_high);
2087 // Can be done with an interleaving store on NEON
2088 zip_8x16b(pixels, texels_low, texels_high);
2090 block->texels = pixels;
2097 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2099 block_struct *block = psx_gpu->blocks;
2100 u32 num_blocks = psx_gpu->num_blocks;
2102 stats_add(texel_blocks_8bpp, num_blocks);
2104 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2105 update_texture_8bpp_cache(psx_gpu);
2108 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2116 for(i = 0; i < 8; i++)
2118 offset = block->uv.e[i];
2120 texel = texture_ptr_8bpp[offset];
2121 texels.e[i] = psx_gpu->clut_ptr[texel];
2124 block->texels = texels;
2131 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2133 block_struct *block = psx_gpu->blocks;
2134 u32 num_blocks = psx_gpu->num_blocks;
2136 stats_add(texel_blocks_16bpp, num_blocks);
2140 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2146 for(i = 0; i < 8; i++)
2148 offset = block->uv.e[i];
2149 offset += ((offset & 0xFF00) * 3);
2151 texels.e[i] = texture_ptr_16bpp[offset];
2154 block->texels = texels;
2164 #define shade_blocks_load_msb_mask_indirect() \
2166 #define shade_blocks_load_msb_mask_direct() \
2167 vec_8x16u msb_mask; \
2168 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2170 #define shade_blocks_store_indirect(_draw_mask, _pixels) \
2171 block->draw_mask = _draw_mask; \
2172 block->pixels = _pixels \
2174 #define shade_blocks_store_direct(_draw_mask, _pixels) \
2176 vec_8x16u fb_pixels; \
2177 or_8x16b(_pixels, _pixels, msb_mask); \
2178 load_8x16b(fb_pixels, block->fb_ptr); \
2179 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2180 store_8x16b(fb_pixels, block->fb_ptr); \
2184 #define shade_blocks_textured_false_modulated_check_dithered(target) \
2185 if(psx_gpu->triangle_color == 0x808080) \
2187 false_modulated_blocks += num_blocks; \
2190 #define shade_blocks_textured_false_modulated_check_undithered(target) \
2191 if(psx_gpu->triangle_color == 0x808080) \
2194 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2195 false_modulated_blocks += num_blocks; \
2200 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2203 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2206 u32 color = psx_gpu->triangle_color; \
2207 dup_8x8b(colors_r, color); \
2208 dup_8x8b(colors_g, color >> 8); \
2209 dup_8x8b(colors_b, color >> 16); \
2210 shade_blocks_textured_false_modulated_check_##dithering(target); \
2213 #define shade_blocks_textured_modulated_shaded_block_load() \
2214 colors_r = block->r; \
2215 colors_g = block->g; \
2216 colors_b = block->b \
2218 #define shade_blocks_textured_modulated_unshaded_block_load() \
2220 #define shade_blocks_textured_modulate_dithered(component) \
2221 pixels_##component = block->dither_offsets; \
2222 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2224 #define shade_blocks_textured_modulate_undithered(component) \
2225 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2227 #define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2228 void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2229 psx_gpu_struct *psx_gpu) \
2231 block_struct *block = psx_gpu->blocks; \
2232 u32 num_blocks = psx_gpu->num_blocks; \
2235 vec_8x8u texels_r; \
2236 vec_8x8u texels_g; \
2237 vec_8x8u texels_b; \
2239 vec_8x8u colors_r; \
2240 vec_8x8u colors_g; \
2241 vec_8x8u colors_b; \
2243 vec_8x8u pixels_r_low; \
2244 vec_8x8u pixels_g_low; \
2245 vec_8x8u pixels_b_low; \
2248 vec_8x16u pixels_r; \
2249 vec_8x16u pixels_g; \
2250 vec_8x16u pixels_b; \
2252 vec_8x16u draw_mask; \
2253 vec_8x16u zero_mask; \
2255 vec_8x8u d64_0x07; \
2256 vec_8x8u d64_0x1F; \
2261 vec_8x16u d128_0x8000; \
2263 vec_8x16u test_mask = psx_gpu->test_mask; \
2264 u32 draw_mask_bits; \
2265 shade_blocks_load_msb_mask_##target(); \
2267 dup_8x8b(d64_0x07, 0x07); \
2268 dup_8x8b(d64_0x1F, 0x1F); \
2269 dup_8x8b(d64_1, 1); \
2270 dup_8x8b(d64_4, 4); \
2271 dup_8x8b(d64_128, 128); \
2273 dup_8x16b(d128_0x8000, 0x8000); \
2275 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2280 draw_mask_bits = block->draw_mask_bits; \
2281 dup_8x16b(draw_mask, draw_mask_bits); \
2282 tst_8x16b(draw_mask, draw_mask, test_mask); \
2284 shade_blocks_textured_modulated_##shading##_block_load(); \
2286 texels = block->texels; \
2288 mov_narrow_8x16b(texels_r, texels); \
2289 shr_narrow_8x16b(texels_g, texels, 5); \
2290 shr_narrow_8x16b(texels_b, texels, 7); \
2292 and_8x8b(texels_r, texels_r, d64_0x1F); \
2293 and_8x8b(texels_g, texels_g, d64_0x1F); \
2294 shr_8x8b(texels_b, texels_b, 3); \
2296 shade_blocks_textured_modulate_##dithering(r); \
2297 shade_blocks_textured_modulate_##dithering(g); \
2298 shade_blocks_textured_modulate_##dithering(b); \
2300 cmpeqz_8x16b(zero_mask, texels); \
2301 and_8x16b(pixels, texels, d128_0x8000); \
2303 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2304 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2305 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2307 or_8x16b(zero_mask, draw_mask, zero_mask); \
2309 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2310 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2311 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2313 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2314 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2315 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2317 shade_blocks_store_##target(zero_mask, pixels); \
2326 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2327 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2328 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2329 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2331 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2332 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2333 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2334 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2339 #define shade_blocks_textured_unmodulated_builder(target) \
2340 void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2342 block_struct *block = psx_gpu->blocks; \
2343 u32 num_blocks = psx_gpu->num_blocks; \
2344 vec_8x16u draw_mask; \
2345 vec_8x16u test_mask = psx_gpu->test_mask; \
2346 u32 draw_mask_bits; \
2349 shade_blocks_load_msb_mask_##target(); \
2353 vec_8x16u zero_mask; \
2355 draw_mask_bits = block->draw_mask_bits; \
2356 dup_8x16b(draw_mask, draw_mask_bits); \
2357 tst_8x16b(draw_mask, draw_mask, test_mask); \
2359 pixels = block->texels; \
2361 cmpeqz_8x16b(zero_mask, pixels); \
2362 or_8x16b(zero_mask, draw_mask, zero_mask); \
2364 shade_blocks_store_##target(zero_mask, pixels); \
2371 #define shade_blocks_textured_unmodulated_dithered_builder(target) \
2372 void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2375 block_struct *block = psx_gpu->blocks; \
2376 u32 num_blocks = psx_gpu->num_blocks; \
2377 vec_8x16u draw_mask; \
2378 vec_8x16u test_mask = psx_gpu->test_mask; \
2379 u32 draw_mask_bits; \
2382 shade_blocks_load_msb_mask_##target(); \
2386 vec_8x16u zero_mask; \
2388 draw_mask_bits = block->draw_mask_bits; \
2389 dup_8x16b(draw_mask, draw_mask_bits); \
2390 tst_8x16b(draw_mask, draw_mask, test_mask); \
2392 pixels = block->texels; \
2394 cmpeqz_8x16b(zero_mask, pixels); \
2395 or_8x16b(zero_mask, draw_mask, zero_mask); \
2397 shade_blocks_store_##target(zero_mask, pixels); \
2406 shade_blocks_textured_unmodulated_builder(indirect)
2407 shade_blocks_textured_unmodulated_builder(direct)
2409 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2413 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2415 block_struct *block = psx_gpu->blocks;
2416 u32 num_blocks = psx_gpu->num_blocks;
2418 vec_8x16u pixels = block->pixels;
2419 shade_blocks_load_msb_mask_direct();
2423 shade_blocks_store_direct(block->draw_mask, pixels);
2432 void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2437 #define blend_blocks_mask_evaluate_on() \
2438 vec_8x16u mask_pixels; \
2439 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2440 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2442 #define blend_blocks_mask_evaluate_off() \
2444 #define blend_blocks_average() \
2446 vec_8x16u pixels_no_msb; \
2447 vec_8x16u fb_pixels_no_msb; \
2449 vec_8x16u d128_0x0421; \
2450 vec_8x16u d128_0x8000; \
2452 dup_8x16b(d128_0x0421, 0x0421); \
2453 dup_8x16b(d128_0x8000, 0x8000); \
2455 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2456 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2457 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2458 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2459 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2460 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2463 #define blend_blocks_add() \
2465 vec_8x16u pixels_rb, pixels_g; \
2466 vec_8x16u fb_rb, fb_g; \
2468 vec_8x16u d128_0x7C1F; \
2469 vec_8x16u d128_0x03E0; \
2471 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2472 dup_8x16b(d128_0x03E0, 0x03E0); \
2474 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2475 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2477 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2478 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2480 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2481 add_8x16b(fb_g, fb_g, pixels_g); \
2483 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2484 vector_cast(vec_16x8u, d128_0x7C1F)); \
2485 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2487 or_8x16b(blend_pixels, fb_rb, fb_g); \
2490 #define blend_blocks_subtract() \
2492 vec_8x16u pixels_rb, pixels_g; \
2493 vec_8x16u fb_rb, fb_g; \
2495 vec_8x16u d128_0x7C1F; \
2496 vec_8x16u d128_0x03E0; \
2498 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2499 dup_8x16b(d128_0x03E0, 0x03E0); \
2501 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2502 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2504 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2505 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2507 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2508 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2509 subs_8x16b(fb_g, fb_g, pixels_g); \
2511 or_8x16b(blend_pixels, fb_rb, fb_g); \
2514 #define blend_blocks_add_fourth() \
2516 vec_8x16u pixels_rb, pixels_g; \
2517 vec_8x16u pixels_fourth; \
2518 vec_8x16u fb_rb, fb_g; \
2520 vec_8x16u d128_0x7C1F; \
2521 vec_8x16u d128_0x1C07; \
2522 vec_8x16u d128_0x03E0; \
2523 vec_8x16u d128_0x00E0; \
2525 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2526 dup_8x16b(d128_0x1C07, 0x1C07); \
2527 dup_8x16b(d128_0x03E0, 0x03E0); \
2528 dup_8x16b(d128_0x00E0, 0x00E0); \
2530 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2532 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2533 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2535 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2536 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2538 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2539 add_8x16b(fb_g, fb_g, pixels_g); \
2541 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2542 vector_cast(vec_16x8u, d128_0x7C1F)); \
2543 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2545 or_8x16b(blend_pixels, fb_rb, fb_g); \
2548 #define blend_blocks_blended_combine_textured() \
2550 vec_8x16u blend_mask; \
2551 cmpltz_8x16b(blend_mask, pixels); \
2553 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2554 bif_8x16b(blend_pixels, pixels, blend_mask); \
2557 #define blend_blocks_blended_combine_untextured() \
2560 #define blend_blocks_body_blend(blend_mode, texturing) \
2562 blend_blocks_##blend_mode(); \
2563 blend_blocks_blended_combine_##texturing(); \
2566 #define blend_blocks_body_average(texturing) \
2567 blend_blocks_body_blend(average, texturing) \
2569 #define blend_blocks_body_add(texturing) \
2570 blend_blocks_body_blend(add, texturing) \
2572 #define blend_blocks_body_subtract(texturing) \
2573 blend_blocks_body_blend(subtract, texturing) \
2575 #define blend_blocks_body_add_fourth(texturing) \
2576 blend_blocks_body_blend(add_fourth, texturing) \
2578 #define blend_blocks_body_unblended(texturing) \
2579 blend_pixels = pixels \
2582 #define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2584 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2587 block_struct *block = psx_gpu->blocks; \
2588 u32 num_blocks = psx_gpu->num_blocks; \
2589 vec_8x16u draw_mask; \
2591 vec_8x16u blend_pixels; \
2592 vec_8x16u framebuffer_pixels; \
2593 vec_8x16u msb_mask; \
2597 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2601 pixels = block->pixels; \
2602 draw_mask = block->draw_mask; \
2603 fb_ptr = block->fb_ptr; \
2605 load_8x16b(framebuffer_pixels, fb_ptr); \
2607 blend_blocks_mask_evaluate_##mask_evaluate(); \
2608 blend_blocks_body_##blend_mode(texturing); \
2610 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2611 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2612 store_8x16b(framebuffer_pixels, fb_ptr); \
2622 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2626 blend_blocks_builder(textured, average, off);
2627 blend_blocks_builder(textured, average, on);
2628 blend_blocks_builder(textured, add, off);
2629 blend_blocks_builder(textured, add, on);
2630 blend_blocks_builder(textured, subtract, off);
2631 blend_blocks_builder(textured, subtract, on);
2632 blend_blocks_builder(textured, add_fourth, off);
2633 blend_blocks_builder(textured, add_fourth, on);
2635 blend_blocks_builder(untextured, average, off);
2636 blend_blocks_builder(untextured, average, on);
2637 blend_blocks_builder(untextured, add, off);
2638 blend_blocks_builder(untextured, add, on);
2639 blend_blocks_builder(untextured, subtract, off);
2640 blend_blocks_builder(untextured, subtract, on);
2641 blend_blocks_builder(untextured, add_fourth, off);
2642 blend_blocks_builder(untextured, add_fourth, on);
2644 blend_blocks_builder(textured, unblended, on);
2649 #define vertex_swap(_a, _b) \
2651 vertex_struct *temp_vertex = _a; \
2654 triangle_winding ^= 1; \
2658 // Setup blocks parametric-variables:
2659 // SHADE TEXTURE_MAP SWIZZLING
2666 // 8 inputs, 6 combinations
2668 #define setup_blocks_switch_untextured_unshaded(dithering, target) \
2669 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2671 #define setup_blocks_switch_untextured_shaded(dithering, target) \
2672 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2674 #define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2676 setup_blocks_switch_untextured_##shading(dithering, target) \
2678 #define setup_blocks_switch_texture_mode_4bpp(shading) \
2679 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2681 #define setup_blocks_switch_texture_mode_8bpp(shading) \
2682 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2684 #define setup_blocks_switch_texture_mode_16bpp(shading) \
2685 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2687 #define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2688 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2690 #define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2691 dithering, mask_evaluate) \
2692 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2694 #define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2696 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2698 #define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2700 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2702 #define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2703 dithering, mask_evaluate) \
2704 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2705 texture_mode, dithering) \
2707 #define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2708 blending, mask_evaluate) \
2709 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2710 dithering, mask_evaluate) \
2715 #define texture_blocks_switch_untextured(texture_mode) \
2716 texture_blocks_untextured \
2718 #define texture_blocks_switch_textured(texture_mode) \
2719 texture_blocks_##texture_mode \
2721 #define texture_blocks_switch(texturing, texture_mode) \
2722 texture_blocks_switch_##texturing(texture_mode) \
2725 // Shade blocks parametric-variables:
2726 // SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2735 // 16 inputs, 8 combinations
2737 #define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2738 shade_blocks_unshaded_untextured_##target \
2740 #define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2741 shade_blocks_textured_unmodulated_##target \
2743 #define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2744 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2746 #define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2747 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2749 #define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2750 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2752 #define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2753 shade_blocks_shaded_untextured \
2755 #define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2756 shade_blocks_textured_unmodulated_##target \
2758 #define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2759 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2761 #define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2762 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2764 #define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2765 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2767 #define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2769 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2771 #define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2773 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2775 #define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2777 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2779 #define shade_blocks_switch_unblended(shading, texturing, modulation, \
2780 dithering, mask_evaluate) \
2781 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2784 #define shade_blocks_switch(shading, texturing, modulation, dithering, \
2785 blending, mask_evaluate) \
2786 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2790 // Blend blocks parametric-variables:
2791 // TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2810 // 32 inputs, 18 combinations
2812 #define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2813 blend_blocks_textured_unblended_##mask_evaluate \
2815 #define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2816 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2818 #define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2819 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2822 #define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2823 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2825 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2827 texture_blocks_switch(texturing, texture_mode), \
2828 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2830 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2833 #define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2834 mask_evaluate, shading, dithering, texturing, blending) \
2835 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2836 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2837 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2838 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2840 #define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2841 mask_evaluate, shading, dithering, texturing) \
2842 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2843 mask_evaluate, shading, dithering, texturing, unblended), \
2844 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2845 mask_evaluate, shading, dithering, texturing, blended) \
2847 #define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2848 mask_evaluate, shading, dithering) \
2849 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2850 mask_evaluate, shading, dithering, untextured), \
2851 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2852 mask_evaluate, shading, dithering, textured) \
2854 #define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2855 mask_evaluate, shading) \
2856 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2857 mask_evaluate, shading, undithered), \
2858 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2859 mask_evaluate, shading, dithered) \
2861 #define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2863 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2865 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2868 #define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2869 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2870 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2872 #define render_blocks_switch_block_texture_mode(texture_mode) \
2873 render_blocks_switch_block_blend_mode(texture_mode, average), \
2874 render_blocks_switch_block_blend_mode(texture_mode, add), \
2875 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2876 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2878 #define render_blocks_switch_block() \
2879 render_blocks_switch_block_texture_mode(4bpp), \
2880 render_blocks_switch_block_texture_mode(8bpp), \
2881 render_blocks_switch_block_texture_mode(16bpp), \
2882 render_blocks_switch_block_texture_mode(16bpp) \
2885 render_block_handler_struct render_triangle_block_handlers[] =
2887 render_blocks_switch_block()
2890 #undef render_blocks_switch_block_modulation
2892 #define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2893 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2895 "texture mode: " #texture_mode "\n" \
2896 "blend mode: " #blend_mode "\n" \
2897 "mask evaluation: " #mask_evaluate "\n" \
2904 char *render_block_flag_strings[] =
2906 render_blocks_switch_block()
2910 #define triangle_y_direction_up 1
2911 #define triangle_y_direction_flat 2
2912 #define triangle_y_direction_down 0
2914 #define triangle_winding_positive 0
2915 #define triangle_winding_negative 1
2917 #define triangle_set_direction(direction_variable, value) \
2918 u32 direction_variable = (u32)(value) >> 31; \
2920 direction_variable = 2 \
2922 #define triangle_case(direction_a, direction_b, direction_c, winding) \
2923 case (triangle_y_direction_##direction_a | \
2924 (triangle_y_direction_##direction_b << 2) | \
2925 (triangle_y_direction_##direction_c << 4) | \
2926 (triangle_winding_##winding << 6)) \
2928 static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2929 prepared_triangle *triangle_out)
2931 s32 y_top, y_bottom, offset_x, offset_y, i;
2933 u32 triangle_winding = 0;
2935 vertex_struct *a = &(vertexes[0]);
2936 vertex_struct *b = &(vertexes[1]);
2937 vertex_struct *c = &(vertexes[2]);
2939 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2945 if(triangle_area == 0)
2966 offset_y = sign_extend_11bit(y_top + psx_gpu->offset_y) - y_top;
2968 if((y_bottom - y_top) >= 512)
2976 if(triangle_area < 0)
2978 triangle_area = -triangle_area;
2979 triangle_winding ^= 1;
2994 if(c->x - a->x >= 1024)
3002 offset_x = sign_extend_11bit(a->x + psx_gpu->offset_x) - a->x;
3003 if(invalidate_texture_cache_region_viewport(psx_gpu,
3004 a->x + offset_x, y_top + offset_y,
3005 c->x + offset_x, y_bottom + offset_y) == 0)
3013 for (i = 0; i < 3; i++)
3015 vertexes[i].x += offset_x;
3016 vertexes[i].y += offset_y;
3019 psx_gpu->triangle_area = triangle_area;
3020 psx_gpu->triangle_winding = triangle_winding;
3022 triangle_out->vertexes[0] = a;
3023 triangle_out->vertexes[1] = b;
3024 triangle_out->vertexes[2] = c;
3025 triangle_out->offset_x = offset_x;
3026 triangle_out->offset_y = offset_y;
3031 static void render_triangle_p(psx_gpu_struct *psx_gpu,
3032 vertex_struct *vertex_ptrs[3], u32 flags)
3034 psx_gpu->num_spans = 0;
3036 vertex_struct *a = vertex_ptrs[0];
3037 vertex_struct *b = vertex_ptrs[1];
3038 vertex_struct *c = vertex_ptrs[2];
3040 s32 y_delta_a = b->y - a->y;
3041 s32 y_delta_b = c->y - b->y;
3042 s32 y_delta_c = c->y - a->y;
3044 triangle_set_direction(y_direction_a, y_delta_a);
3045 triangle_set_direction(y_direction_b, y_delta_b);
3046 triangle_set_direction(y_direction_c, y_delta_c);
3048 #if defined(__arm__) && defined(NEON_BUILD) && !defined(SIMD_BUILD)
3049 // the asm doesn't bother to save callee-save vector regs, so do it here
3050 __asm__ __volatile__("vstmia %0, {q4-q7}" :: "r"(psx_gpu->saved_q4_q7) : "memory");
3053 compute_all_gradients(psx_gpu, a, b, c);
3055 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
3056 (psx_gpu->triangle_winding << 6))
3058 triangle_case(up, up, up, negative):
3059 triangle_case(up, up, flat, negative):
3060 triangle_case(up, up, down, negative):
3061 setup_spans_up_right(psx_gpu, a, b, c);
3064 triangle_case(flat, up, up, negative):
3065 triangle_case(flat, up, flat, negative):
3066 triangle_case(flat, up, down, negative):
3067 setup_spans_up_a(psx_gpu, a, b, c);
3070 triangle_case(down, up, up, negative):
3071 setup_spans_up_down(psx_gpu, a, c, b);
3074 triangle_case(down, up, flat, negative):
3075 setup_spans_down_a(psx_gpu, a, c, b);
3078 triangle_case(down, up, down, negative):
3079 setup_spans_down_right(psx_gpu, a, c, b);
3082 triangle_case(down, flat, up, negative):
3083 triangle_case(down, flat, flat, negative):
3084 triangle_case(down, flat, down, negative):
3085 setup_spans_down_b(psx_gpu, a, b, c);
3088 triangle_case(down, down, up, negative):
3089 triangle_case(down, down, flat, negative):
3090 triangle_case(down, down, down, negative):
3091 setup_spans_down_left(psx_gpu, a, b, c);
3094 triangle_case(up, up, up, positive):
3095 triangle_case(up, up, flat, positive):
3096 triangle_case(up, up, down, positive):
3097 setup_spans_up_left(psx_gpu, a, b, c);
3100 triangle_case(up, flat, up, positive):
3101 triangle_case(up, flat, flat, positive):
3102 triangle_case(up, flat, down, positive):
3103 setup_spans_up_b(psx_gpu, a, b, c);
3106 triangle_case(up, down, up, positive):
3107 setup_spans_up_right(psx_gpu, a, c, b);
3110 triangle_case(up, down, flat, positive):
3111 setup_spans_up_a(psx_gpu, a, c, b);
3114 triangle_case(up, down, down, positive):
3115 setup_spans_up_down(psx_gpu, a, b, c);
3118 triangle_case(flat, down, up, positive):
3119 triangle_case(flat, down, flat, positive):
3120 triangle_case(flat, down, down, positive):
3121 setup_spans_down_a(psx_gpu, a, b, c);
3124 triangle_case(down, down, up, positive):
3125 triangle_case(down, down, flat, positive):
3126 triangle_case(down, down, down, positive):
3127 setup_spans_down_right(psx_gpu, a, b, c);
3132 spans += psx_gpu->num_spans;
3135 if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
3139 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
3141 for(i = 0; i < psx_gpu->num_spans; i++)
3143 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3144 psx_gpu->span_edge_data[i].num_blocks = 0;
3149 for(i = 0; i < psx_gpu->num_spans; i++)
3151 if(psx_gpu->span_edge_data[i].y & 1)
3152 psx_gpu->span_edge_data[i].num_blocks = 0;
3156 assert(psx_gpu->span_edge_data[0].y < 1024u);
3158 u32 render_state = flags &
3159 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3160 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3161 render_state |= psx_gpu->render_state_base;
3163 if((psx_gpu->render_state != render_state) ||
3164 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3166 psx_gpu->render_state = render_state;
3167 flush_render_block_buffer(psx_gpu);
3173 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3175 psx_gpu->render_block_handler =
3176 &(render_triangle_block_handlers[render_state]);
3177 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3180 #if defined(__arm__) && defined(NEON_BUILD) && !defined(SIMD_BUILD)
3181 __asm__ __volatile__("vldmia %0, {q4-q7}" :: "r"(psx_gpu->saved_q4_q7));
3185 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3188 prepared_triangle triangle;
3189 if (prepare_triangle(psx_gpu, vertexes, &triangle))
3190 render_triangle_p(psx_gpu, triangle.vertexes, flags);
3193 #if !defined(NEON_BUILD) || defined(SIMD_BUILD)
3195 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3197 block_struct *block = psx_gpu->blocks;
3198 u32 num_blocks = psx_gpu->num_blocks;
3201 vec_8x8u texel_indexes;
3203 u16 *clut_ptr = psx_gpu->clut_ptr;
3208 texel_indexes = block->r;
3210 for(i = 0; i < 8; i++)
3212 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3215 block->texels = texels;
3225 #define setup_sprite_tiled_initialize_4bpp_clut() \
3226 u16 *clut_ptr = psx_gpu->clut_ptr; \
3227 vec_8x16u clut_a, clut_b; \
3228 vec_16x8u clut_low, clut_high; \
3230 load_8x16b(clut_a, clut_ptr); \
3231 load_8x16b(clut_b, clut_ptr + 8); \
3232 unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \
3234 #define setup_sprite_tiled_initialize_4bpp() \
3235 setup_sprite_tiled_initialize_4bpp_clut(); \
3237 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3238 update_texture_4bpp_cache(psx_gpu) \
3240 #define setup_sprite_tiled_initialize_8bpp() \
3241 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3242 update_texture_8bpp_cache(psx_gpu) \
3245 #define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
3246 texture_block_ptr = (u8 *)psx_gpu->texture_page_ptr + \
3247 ((texture_offset + offset) & texture_mask); \
3249 load_64b(texels, texture_block_ptr) \
3252 #define setup_sprite_tile_add_blocks(tile_num_blocks) \
3253 num_blocks += tile_num_blocks; \
3254 sprite_blocks += tile_num_blocks; \
3256 if(num_blocks > MAX_BLOCKS) \
3258 flush_render_block_buffer(psx_gpu); \
3259 num_blocks = tile_num_blocks; \
3260 block = psx_gpu->blocks; \
3263 #define setup_sprite_tile_full_4bpp(edge) \
3265 vec_8x8u texels_low, texels_high; \
3267 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3269 while(sub_tile_height) \
3271 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3272 tbl_16(texels_low, texels, clut_low); \
3273 tbl_16(texels_high, texels, clut_high); \
3274 zip_8x16b(pixels, texels_low, texels_high); \
3276 block->texels = pixels; \
3277 block->draw_mask_bits = left_mask_bits; \
3278 block->fb_ptr = fb_ptr; \
3281 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3282 tbl_16(texels_low, texels, clut_low); \
3283 tbl_16(texels_high, texels, clut_high); \
3284 zip_8x16b(pixels, texels_low, texels_high); \
3286 block->texels = pixels; \
3287 block->draw_mask_bits = right_mask_bits; \
3288 block->fb_ptr = fb_ptr + 8; \
3292 texture_offset += 0x10; \
3293 sub_tile_height--; \
3295 texture_offset += 0xF00; \
3296 psx_gpu->num_blocks = num_blocks; \
3299 #define setup_sprite_tile_half_4bpp(edge) \
3301 vec_8x8u texels_low, texels_high; \
3303 setup_sprite_tile_add_blocks(sub_tile_height); \
3305 while(sub_tile_height) \
3307 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3308 tbl_16(texels_low, texels, clut_low); \
3309 tbl_16(texels_high, texels, clut_high); \
3310 zip_8x16b(pixels, texels_low, texels_high); \
3312 block->texels = pixels; \
3313 block->draw_mask_bits = edge##_mask_bits; \
3314 block->fb_ptr = fb_ptr; \
3318 texture_offset += 0x10; \
3319 sub_tile_height--; \
3321 texture_offset += 0xF00; \
3322 psx_gpu->num_blocks = num_blocks; \
3326 #define setup_sprite_tile_full_8bpp(edge) \
3328 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3330 while(sub_tile_height) \
3332 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3333 block->r = texels; \
3334 block->draw_mask_bits = left_mask_bits; \
3335 block->fb_ptr = fb_ptr; \
3338 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3339 block->r = texels; \
3340 block->draw_mask_bits = right_mask_bits; \
3341 block->fb_ptr = fb_ptr + 8; \
3345 texture_offset += 0x10; \
3346 sub_tile_height--; \
3348 texture_offset += 0xF00; \
3349 psx_gpu->num_blocks = num_blocks; \
3352 #define setup_sprite_tile_half_8bpp(edge) \
3354 setup_sprite_tile_add_blocks(sub_tile_height); \
3356 while(sub_tile_height) \
3358 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3359 block->r = texels; \
3360 block->draw_mask_bits = edge##_mask_bits; \
3361 block->fb_ptr = fb_ptr; \
3365 texture_offset += 0x10; \
3366 sub_tile_height--; \
3368 texture_offset += 0xF00; \
3369 psx_gpu->num_blocks = num_blocks; \
3373 #define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3374 texture_offset = texture_offset_base + 8; \
3377 #define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3378 texture_offset = texture_offset_base \
3380 #define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3381 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3383 #define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3384 texture_offset = texture_offset_base \
3386 #define setup_sprite_tile_column_edge_post_adjust_half_right() \
3389 #define setup_sprite_tile_column_edge_post_adjust_half_left() \
3391 #define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3392 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3394 #define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3397 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
3401 sub_tile_height = column_data; \
3402 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3403 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3404 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
3407 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
3411 u32 tiles_remaining = column_data >> 16; \
3412 sub_tile_height = column_data & 0xFF; \
3413 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3414 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3415 tiles_remaining -= 1; \
3417 while(tiles_remaining) \
3419 sub_tile_height = 16; \
3420 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3421 tiles_remaining--; \
3424 sub_tile_height = (column_data >> 8) & 0xFF; \
3425 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3426 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
3430 #define setup_sprite_column_data_single() \
3431 column_data = height \
3433 #define setup_sprite_column_data_multi() \
3434 column_data = 16 - offset_v; \
3435 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3436 column_data |= (tile_height - 1) << 16 \
3439 #define RIGHT_MASK_BIT_SHIFT 8
3440 #define RIGHT_MASK_BIT_SHIFT_4x 16
3442 #define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
3443 edge_mode, edge, x4mode) \
3445 setup_sprite_column_data_##multi_height(); \
3446 left_mask_bits = left_block_mask | right_block_mask; \
3447 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
3449 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
3450 texture_mode, x4mode); \
3453 #define setup_sprite_tiled_advance_column() \
3454 texture_offset_base += 0x100; \
3455 if((texture_offset_base & 0xF00) == 0) \
3456 texture_offset_base -= (0x100 + 0xF00) \
3458 #define FB_PTR_MULTIPLIER 1
3459 #define FB_PTR_MULTIPLIER_4x 2
3461 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
3462 left_mode, right_mode, x4mode) \
3464 setup_sprite_column_data_##multi_height(); \
3465 s32 fb_ptr_advance_column = (16 - (1024 * height)) \
3466 * FB_PTR_MULTIPLIER##x4mode; \
3469 left_mask_bits = left_block_mask; \
3470 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
3472 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
3473 texture_mode, x4mode); \
3474 fb_ptr += fb_ptr_advance_column; \
3476 left_mask_bits = 0x00; \
3477 right_mask_bits = 0x00; \
3481 setup_sprite_tiled_advance_column(); \
3482 setup_sprite_tile_column_height_##multi_height(full, none, \
3483 texture_mode, x4mode); \
3484 fb_ptr += fb_ptr_advance_column; \
3488 left_mask_bits = right_block_mask; \
3489 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
3491 setup_sprite_tiled_advance_column(); \
3492 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
3493 texture_mode, x4mode); \
3498 #define setup_sprite_tiled_initialize_4bpp_4x() \
3499 setup_sprite_tiled_initialize_4bpp_clut() \
3501 #define setup_sprite_tiled_initialize_8bpp_4x() \
3504 #define setup_sprite_tile_full_4bpp_4x(edge) \
3506 vec_8x8u texels_low, texels_high; \
3507 vec_8x16u pixels, pixels_wide; \
3508 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3509 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3510 u32 left_mask_bits_b = left_mask_bits >> 8; \
3511 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3512 u32 right_mask_bits_b = right_mask_bits >> 8; \
3514 while(sub_tile_height) \
3516 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3517 tbl_16(texels_low, texels, clut_low); \
3518 tbl_16(texels_high, texels, clut_high); \
3519 zip_8x16b(pixels, texels_low, texels_high); \
3521 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3522 block->texels = pixels_wide; \
3523 block->draw_mask_bits = left_mask_bits_a; \
3524 block->fb_ptr = fb_ptr; \
3527 block->texels = pixels_wide; \
3528 block->draw_mask_bits = left_mask_bits_a; \
3529 block->fb_ptr = fb_ptr + 1024; \
3532 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3533 block->texels = pixels_wide; \
3534 block->draw_mask_bits = left_mask_bits_b; \
3535 block->fb_ptr = fb_ptr + 8; \
3538 block->texels = pixels_wide; \
3539 block->draw_mask_bits = left_mask_bits_b; \
3540 block->fb_ptr = fb_ptr + 1024 + 8; \
3543 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3544 tbl_16(texels_low, texels, clut_low); \
3545 tbl_16(texels_high, texels, clut_high); \
3546 zip_8x16b(pixels, texels_low, texels_high); \
3548 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3549 block->texels = pixels_wide; \
3550 block->draw_mask_bits = right_mask_bits_a; \
3551 block->fb_ptr = fb_ptr + 16; \
3554 block->texels = pixels_wide; \
3555 block->draw_mask_bits = right_mask_bits_a; \
3556 block->fb_ptr = fb_ptr + 1024 + 16; \
3559 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3560 block->texels = pixels_wide; \
3561 block->draw_mask_bits = right_mask_bits_b; \
3562 block->fb_ptr = fb_ptr + 24; \
3565 block->texels = pixels_wide; \
3566 block->draw_mask_bits = right_mask_bits_b; \
3567 block->fb_ptr = fb_ptr + 1024 + 24; \
3571 texture_offset += 0x10; \
3572 sub_tile_height--; \
3574 texture_offset += 0xF00; \
3575 psx_gpu->num_blocks = num_blocks; \
3578 #define setup_sprite_tile_half_4bpp_4x(edge) \
3580 vec_8x8u texels_low, texels_high; \
3581 vec_8x16u pixels, pixels_wide; \
3582 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3583 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3584 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3586 while(sub_tile_height) \
3588 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3589 tbl_16(texels_low, texels, clut_low); \
3590 tbl_16(texels_high, texels, clut_high); \
3591 zip_8x16b(pixels, texels_low, texels_high); \
3593 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3594 block->texels = pixels_wide; \
3595 block->draw_mask_bits = edge##_mask_bits_a; \
3596 block->fb_ptr = fb_ptr; \
3599 block->texels = pixels_wide; \
3600 block->draw_mask_bits = edge##_mask_bits_a; \
3601 block->fb_ptr = fb_ptr + 1024; \
3604 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3605 block->texels = pixels_wide; \
3606 block->draw_mask_bits = edge##_mask_bits_b; \
3607 block->fb_ptr = fb_ptr + 8; \
3610 block->texels = pixels_wide; \
3611 block->draw_mask_bits = edge##_mask_bits_b; \
3612 block->fb_ptr = fb_ptr + 1024 + 8; \
3616 texture_offset += 0x10; \
3617 sub_tile_height--; \
3619 texture_offset += 0xF00; \
3620 psx_gpu->num_blocks = num_blocks; \
3624 #define setup_sprite_tile_full_8bpp_4x(edge) \
3626 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3627 vec_16x8u texels_wide; \
3628 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3629 u32 left_mask_bits_b = left_mask_bits >> 8; \
3630 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3631 u32 right_mask_bits_b = right_mask_bits >> 8; \
3633 while(sub_tile_height) \
3635 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3636 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3637 block->r = texels_wide.low; \
3638 block->draw_mask_bits = left_mask_bits_a; \
3639 block->fb_ptr = fb_ptr; \
3642 block->r = texels_wide.low; \
3643 block->draw_mask_bits = left_mask_bits_a; \
3644 block->fb_ptr = fb_ptr + 1024; \
3647 block->r = texels_wide.high; \
3648 block->draw_mask_bits = left_mask_bits_b; \
3649 block->fb_ptr = fb_ptr + 8; \
3652 block->r = texels_wide.high; \
3653 block->draw_mask_bits = left_mask_bits_b; \
3654 block->fb_ptr = fb_ptr + 1024 + 8; \
3657 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3658 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3659 block->r = texels_wide.low; \
3660 block->draw_mask_bits = right_mask_bits_a; \
3661 block->fb_ptr = fb_ptr + 16; \
3664 block->r = texels_wide.low; \
3665 block->draw_mask_bits = right_mask_bits_a; \
3666 block->fb_ptr = fb_ptr + 1024 + 16; \
3669 block->r = texels_wide.high; \
3670 block->draw_mask_bits = right_mask_bits_b; \
3671 block->fb_ptr = fb_ptr + 24; \
3674 block->r = texels_wide.high; \
3675 block->draw_mask_bits = right_mask_bits_b; \
3676 block->fb_ptr = fb_ptr + 24 + 1024; \
3680 texture_offset += 0x10; \
3681 sub_tile_height--; \
3683 texture_offset += 0xF00; \
3684 psx_gpu->num_blocks = num_blocks; \
3687 #define setup_sprite_tile_half_8bpp_4x(edge) \
3689 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3690 vec_16x8u texels_wide; \
3691 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3692 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3694 while(sub_tile_height) \
3696 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3697 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3698 block->r = texels_wide.low; \
3699 block->draw_mask_bits = edge##_mask_bits_a; \
3700 block->fb_ptr = fb_ptr; \
3703 block->r = texels_wide.low; \
3704 block->draw_mask_bits = edge##_mask_bits_a; \
3705 block->fb_ptr = fb_ptr + 1024; \
3708 block->r = texels_wide.high; \
3709 block->draw_mask_bits = edge##_mask_bits_b; \
3710 block->fb_ptr = fb_ptr + 8; \
3713 block->r = texels_wide.high; \
3714 block->draw_mask_bits = edge##_mask_bits_b; \
3715 block->fb_ptr = fb_ptr + 8 + 1024; \
3719 texture_offset += 0x10; \
3720 sub_tile_height--; \
3722 texture_offset += 0xF00; \
3723 psx_gpu->num_blocks = num_blocks; \
3727 #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
3728 texture_offset = texture_offset_base + 8; \
3731 #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
3732 texture_offset = texture_offset_base \
3734 #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
3735 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
3737 #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
3738 texture_offset = texture_offset_base \
3740 #define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
3743 #define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
3745 #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
3746 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
3748 #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
3751 #define setup_sprite_offset_u_adjust() \
3753 #define setup_sprite_comapre_left_block_mask() \
3754 ((left_block_mask & 0xFF) == 0xFF) \
3756 #define setup_sprite_comapre_right_block_mask() \
3757 (((right_block_mask >> 8) & 0xFF) == 0xFF) \
3760 #define setup_sprite_offset_u_adjust_4x() \
3762 offset_u_right = offset_u_right * 2 + 1 \
3764 #define setup_sprite_comapre_left_block_mask_4x() \
3765 ((left_block_mask & 0xFFFF) == 0xFFFF) \
3767 #define setup_sprite_comapre_right_block_mask_4x() \
3768 (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) \
3771 #define setup_sprite_tiled_builder(texture_mode, x4mode) \
3772 void setup_sprite_##texture_mode##x4mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,\
3773 s32 u, s32 v, s32 width, s32 height, u32 color) \
3775 s32 offset_u = u & 0xF; \
3776 s32 offset_v = v & 0xF; \
3778 s32 width_rounded = offset_u + width + 15; \
3779 s32 height_rounded = offset_v + height + 15; \
3780 s32 tile_height = height_rounded / 16; \
3781 s32 tile_width = width_rounded / 16; \
3782 u32 offset_u_right = width_rounded & 0xF; \
3784 setup_sprite_offset_u_adjust##x4mode(); \
3786 u32 left_block_mask = ~(0xFFFFFFFF << offset_u); \
3787 u32 right_block_mask = 0xFFFFFFFE << offset_u_right; \
3789 u32 left_mask_bits; \
3790 u32 right_mask_bits; \
3792 u32 sub_tile_height; \
3795 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3796 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3797 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3798 ((psx_gpu->texture_mask_height >> 4) << 12); \
3799 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3800 ((v & 0xF0) << 8); \
3801 u32 texture_offset_base = texture_offset; \
3804 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u); \
3805 u32 num_blocks = psx_gpu->num_blocks; \
3806 block_struct *block = psx_gpu->blocks + num_blocks; \
3808 u8 *texture_block_ptr; \
3811 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
3813 control_mask = tile_width == 1; \
3814 control_mask |= (tile_height == 1) << 1; \
3815 control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2; \
3816 control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3; \
3818 sprites_##texture_mode++; \
3820 switch(control_mask) \
3824 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
3829 setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
3834 setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
3839 setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
3844 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
3849 setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
3854 setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
3859 setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3864 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
3869 setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
3874 setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
3879 setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
3884 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
3889 setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
3896 setup_sprite_tiled_builder(4bpp,);
3897 setup_sprite_tiled_builder(8bpp,);
3899 setup_sprite_tiled_builder(4bpp,_4x);
3900 setup_sprite_tiled_builder(8bpp,_4x);
3903 #if !defined(NEON_BUILD) || defined(SIMD_BUILD)
3905 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3906 s32 v, s32 width, s32 height, u32 color)
3908 u32 left_offset = u & 0x7;
3909 u32 width_rounded = width + left_offset + 7;
3911 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset);
3912 u32 right_width = width_rounded & 0x7;
3913 u32 block_width = width_rounded / 8;
3914 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3916 u32 left_mask_bits = ~(0xFF << left_offset);
3917 u32 right_mask_bits = 0xFE << right_width;
3919 u32 texture_offset_base = u + (v * 1024);
3921 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3923 u32 blocks_remaining;
3924 u32 num_blocks = psx_gpu->num_blocks;
3925 block_struct *block = psx_gpu->blocks + num_blocks;
3927 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3928 u16 *texture_block_ptr;
3930 texture_offset_base &= ~0x7;
3932 stats_add(sprites_16bpp, 1);
3934 if(block_width == 1)
3936 u32 mask_bits = left_mask_bits | right_mask_bits;
3943 if(num_blocks > MAX_BLOCKS)
3945 flush_render_block_buffer(psx_gpu);
3947 block = psx_gpu->blocks;
3951 texture_page_ptr + (texture_offset_base & texture_mask);
3953 block->texels = *(vec_8x16u *)texture_block_ptr;
3954 block->draw_mask_bits = mask_bits;
3955 block->fb_ptr = fb_ptr;
3959 texture_offset_base += 1024;
3963 psx_gpu->num_blocks = num_blocks;
3972 blocks_remaining = block_width - 2;
3973 num_blocks += block_width;
3974 sprite_blocks += block_width;
3976 if(num_blocks > MAX_BLOCKS)
3978 flush_render_block_buffer(psx_gpu);
3979 num_blocks = block_width;
3980 block = psx_gpu->blocks;
3983 texture_offset = texture_offset_base;
3984 texture_offset_base += 1024;
3986 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3987 block->texels = *(vec_8x16u *)texture_block_ptr;
3989 block->draw_mask_bits = left_mask_bits;
3990 block->fb_ptr = fb_ptr;
3992 texture_offset += 8;
3996 while(blocks_remaining)
3998 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3999 block->texels = *(vec_8x16u *)texture_block_ptr;
4001 block->draw_mask_bits = 0;
4002 block->fb_ptr = fb_ptr;
4004 texture_offset += 8;
4011 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
4012 block->texels = *(vec_8x16u *)texture_block_ptr;
4014 block->draw_mask_bits = right_mask_bits;
4015 block->fb_ptr = fb_ptr;
4017 fb_ptr += fb_ptr_pitch;
4021 psx_gpu->num_blocks = num_blocks;
4030 void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4031 s32 v, s32 width, s32 height, u32 color)
4033 u32 right_width = ((width - 1) & 0x7) + 1;
4034 u32 right_mask_bits = (0xFF << right_width);
4035 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
4036 u32 block_width = (width + 7) / 8;
4037 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
4038 u32 blocks_remaining;
4039 u32 num_blocks = psx_gpu->num_blocks;
4040 block_struct *block = psx_gpu->blocks + num_blocks;
4042 u32 color_r = color & 0xFF;
4043 u32 color_g = (color >> 8) & 0xFF;
4044 u32 color_b = (color >> 16) & 0xFF;
4046 vec_8x16u right_mask;
4047 vec_8x16u test_mask = psx_gpu->test_mask;
4048 vec_8x16u zero_mask;
4050 sprites_untextured++;
4052 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
4054 dup_8x16b(colors, color);
4055 dup_8x16b(zero_mask, 0x00);
4056 dup_8x16b(right_mask, right_mask_bits);
4057 tst_8x16b(right_mask, right_mask, test_mask);
4061 blocks_remaining = block_width - 1;
4062 num_blocks += block_width;
4065 sprite_blocks += block_width;
4068 if(num_blocks > MAX_BLOCKS)
4070 flush_render_block_buffer(psx_gpu);
4071 num_blocks = block_width;
4072 block = psx_gpu->blocks;
4075 while(blocks_remaining)
4077 block->pixels = colors;
4078 block->draw_mask = zero_mask;
4079 block->fb_ptr = fb_ptr;
4086 block->pixels = colors;
4087 block->draw_mask = right_mask;
4088 block->fb_ptr = fb_ptr;
4091 fb_ptr += fb_ptr_pitch;
4094 psx_gpu->num_blocks = num_blocks;
4100 static void __attribute__((noinline))
4101 setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4102 s32 v, s32 width, s32 height, u32 color)
4104 u32 r = color & 0xFF;
4105 u32 g = (color >> 8) & 0xFF;
4106 u32 b = (color >> 16) & 0xFF;
4107 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4109 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4111 u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
4116 if(psx_gpu->num_blocks)
4118 flush_render_block_buffer(psx_gpu);
4125 vram_ptr = (void *)vram_ptr16;
4126 if((uintptr_t)vram_ptr16 & 2)
4128 *vram_ptr16 = color_32bpp;
4129 vram_ptr = (void *)(vram_ptr16 + 1);
4133 while(num_width >= 4 * 2)
4135 vram_ptr[0] = color_32bpp;
4136 vram_ptr[1] = color_32bpp;
4137 vram_ptr[2] = color_32bpp;
4138 vram_ptr[3] = color_32bpp;
4144 while(num_width >= 2)
4146 *vram_ptr++ = color_32bpp;
4152 *(u16 *)vram_ptr = color_32bpp;
4160 void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4161 s32 v, s32 width, s32 height, u32 color);
4163 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4164 s32 v, s32 width, s32 height, u32 color)
4166 if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
4167 RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
4168 (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
4170 setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
4176 s32 w1 = width > 512 ? 512 : width;
4177 setup_sprite_untextured_512(psx_gpu, x, y, 0, 0, w1, height, color);
4184 #define setup_sprite_blocks_switch_textured(texture_mode) \
4185 setup_sprite_##texture_mode \
4187 #define setup_sprite_blocks_switch_untextured(texture_mode) \
4188 setup_sprite_untextured \
4190 #define setup_sprite_blocks_switch(texturing, texture_mode) \
4191 setup_sprite_blocks_switch_##texturing(texture_mode) \
4194 #define texture_sprite_blocks_switch_4bpp() \
4195 texture_blocks_untextured \
4197 #define texture_sprite_blocks_switch_8bpp() \
4198 texture_sprite_blocks_8bpp \
4200 #define texture_sprite_blocks_switch_16bpp() \
4201 texture_blocks_untextured \
4203 #define texture_sprite_blocks_switch_untextured(texture_mode) \
4204 texture_blocks_untextured \
4206 #define texture_sprite_blocks_switch_textured(texture_mode) \
4207 texture_sprite_blocks_switch_##texture_mode() \
4209 #define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4210 mask_evaluate, shading, dithering, texturing, blending, modulation) \
4212 setup_sprite_blocks_switch(texturing, texture_mode), \
4213 texture_sprite_blocks_switch_##texturing(texture_mode), \
4214 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
4216 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
4219 #define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4220 mask_evaluate, shading, dithering, texturing, blending) \
4221 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4222 mask_evaluate, shading, dithering, texturing, blending, modulated), \
4223 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4224 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
4226 #define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4227 mask_evaluate, shading, dithering, texturing) \
4228 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4229 mask_evaluate, shading, dithering, texturing, unblended), \
4230 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4231 mask_evaluate, shading, dithering, texturing, blended) \
4233 #define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4234 mask_evaluate, shading, dithering) \
4235 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4236 mask_evaluate, shading, dithering, untextured), \
4237 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4238 mask_evaluate, shading, dithering, textured) \
4240 #define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4241 mask_evaluate, shading) \
4242 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4243 mask_evaluate, shading, undithered), \
4244 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4245 mask_evaluate, shading, dithered) \
4247 #define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
4248 blend_mode, mask_evaluate) \
4249 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4250 mask_evaluate, unshaded), \
4251 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4252 mask_evaluate, shaded) \
4254 #define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
4255 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4257 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4260 #define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
4261 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
4262 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
4263 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
4264 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
4266 #define render_sprite_blocks_switch_block() \
4267 render_sprite_blocks_switch_block_texture_mode(4bpp), \
4268 render_sprite_blocks_switch_block_texture_mode(8bpp), \
4269 render_sprite_blocks_switch_block_texture_mode(16bpp), \
4270 render_sprite_blocks_switch_block_texture_mode(16bpp) \
4273 render_block_handler_struct render_sprite_block_handlers[] =
4275 render_sprite_blocks_switch_block()
4279 void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
4280 s32 *width, s32 *height, u32 flags, u32 color)
4282 s32 x_right = x + *width - 1;
4283 s32 y_bottom = y + *height - 1;
4289 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4292 *width = *height = 0;
4296 if(x < psx_gpu->viewport_start_x)
4298 u32 clip = psx_gpu->viewport_start_x - x;
4304 if(y < psx_gpu->viewport_start_y)
4306 s32 clip = psx_gpu->viewport_start_y - y;
4312 if(x_right > psx_gpu->viewport_end_x)
4313 *width -= x_right - psx_gpu->viewport_end_x;
4315 if(y_bottom > psx_gpu->viewport_end_y)
4316 *height -= y_bottom - psx_gpu->viewport_end_y;
4318 if((*width <= 0) || (*height <= 0))
4320 *width = *height = 0;
4325 span_pixels += *width * *height;
4329 u32 render_state = flags &
4330 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4331 RENDER_FLAGS_TEXTURE_MAP);
4333 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
4335 if((psx_gpu->render_state != render_state) ||
4336 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4338 psx_gpu->render_state = render_state;
4339 flush_render_block_buffer(psx_gpu);
4345 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4349 if(psx_gpu->triangle_color != color)
4351 flush_render_block_buffer(psx_gpu);
4352 psx_gpu->triangle_color = color;
4355 if(color == 0x808080)
4356 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4358 render_block_handler_struct *render_block_handler =
4359 &(render_sprite_block_handlers[render_state]);
4360 psx_gpu->render_block_handler = render_block_handler;
4362 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
4363 (psx_gpu, x, y, u, v, *width, *height, color);
4366 #define draw_pixel_line_mask_evaluate_yes() \
4367 if((*vram_ptr & 0x8000) == 0) \
4369 #define draw_pixel_line_mask_evaluate_no() \
4372 #define draw_pixel_line_shaded() \
4374 color_r = fixed_to_int(current_r); \
4375 color_g = fixed_to_int(current_g); \
4376 color_b = fixed_to_int(current_b); \
4378 current_r += gradient_r; \
4379 current_g += gradient_g; \
4380 current_b += gradient_b; \
4383 #define draw_pixel_line_unshaded() \
4385 color_r = color & 0xFF; \
4386 color_g = (color >> 8) & 0xFF; \
4387 color_b = (color >> 16) & 0xFF; \
4391 #define draw_pixel_line_dithered(_x, _y) \
4393 u32 dither_xor = _x ^ _y; \
4394 s32 dither_offset = (dither_xor >> 1) & 0x1; \
4395 dither_offset |= (_y & 0x1) << 1; \
4396 dither_offset |= (dither_xor & 0x1) << 2; \
4397 dither_offset -= 4; \
4399 color_r += dither_offset; \
4400 color_g += dither_offset; \
4401 color_b += dither_offset; \
4422 #define draw_pixel_line_undithered(_x, _y) \
4425 #define draw_pixel_line_average() \
4426 color_r = (color_r + fb_r) / 2; \
4427 color_g = (color_g + fb_g) / 2; \
4428 color_b = (color_b + fb_b) / 2 \
4430 #define draw_pixel_line_add() \
4445 #define draw_pixel_line_subtract() \
4446 color_r = fb_r - color_r; \
4447 color_g = fb_g - color_g; \
4448 color_b = fb_b - color_b; \
4459 #define draw_pixel_line_add_fourth() \
4460 color_r = fb_r + (color_r / 4); \
4461 color_g = fb_g + (color_g / 4); \
4462 color_b = fb_b + (color_b / 4); \
4474 #define draw_pixel_line_blended(blend_mode) \
4475 s32 fb_pixel = *vram_ptr; \
4476 s32 fb_r = fb_pixel & 0x1F; \
4477 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
4478 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
4480 draw_pixel_line_##blend_mode() \
4482 #define draw_pixel_line_unblended(blend_mode) \
4485 #define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
4487 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4488 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
4490 draw_pixel_line_mask_evaluate_##mask_evaluate() \
4492 draw_pixel_line_##shading(); \
4493 draw_pixel_line_##dithering(_x, _y); \
4499 draw_pixel_line_##blending(blend_mode); \
4501 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4502 psx_gpu->mask_msb; \
4506 #define update_increment(value) \
4509 #define update_decrement(value) \
4512 #define update_vram_row_increment(value) \
4515 #define update_vram_row_decrement(value) \
4518 #define compare_increment(a, b) \
4521 #define compare_decrement(a, b) \
4524 #define set_line_gradients(minor) \
4526 s32 gradient_divisor = delta_##minor; \
4527 if(gradient_divisor != 0) \
4529 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
4530 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
4531 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
4539 current_r = fixed_center(vertex_a->r); \
4540 current_g = fixed_center(vertex_a->g); \
4541 current_b = fixed_center(vertex_a->b); \
4544 #define draw_line_span_horizontal(direction, shading, blending, dithering, \
4545 mask_evaluate, blend_mode) \
4548 error_step = delta_y * 2; \
4549 error_wrap = delta_x * 2; \
4553 set_line_gradients(x); \
4555 for(current_x = x_a; current_x <= x_b; current_x++) \
4557 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4558 mask_evaluate, blend_mode); \
4559 error += error_step; \
4562 if(error >= error_wrap) \
4564 update_##direction(current_y); \
4565 update_vram_row_##direction(); \
4566 error -= error_wrap; \
4571 #define draw_line_span_vertical(direction, shading, blending, dithering, \
4572 mask_evaluate, blend_mode) \
4575 error_step = delta_x * 2; \
4576 error_wrap = delta_y * 2; \
4580 set_line_gradients(y); \
4582 for(current_y = y_a; compare_##direction(current_y, y_b); \
4583 update_##direction(current_y)) \
4585 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4586 mask_evaluate, blend_mode); \
4587 error += error_step; \
4588 update_vram_row_##direction(); \
4590 if(error > error_wrap) \
4594 error -= error_wrap; \
4600 #define render_line_body(shading, blending, dithering, mask_evaluate, \
4606 if(delta_x > delta_y) \
4608 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4609 mask_evaluate, blend_mode); \
4613 draw_line_span_vertical(decrement, shading, blending, dithering, \
4614 mask_evaluate, blend_mode); \
4619 if(delta_x > delta_y) \
4621 draw_line_span_horizontal(increment, shading, blending, dithering, \
4622 mask_evaluate, blend_mode); \
4626 draw_line_span_vertical(increment, shading, blending, dithering, \
4627 mask_evaluate, blend_mode); \
4632 void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4633 u32 color, int double_resolution)
4635 s32 color_r, color_g, color_b;
4636 u32 triangle_winding = 0;
4638 fixed_type gradient_r = 0;
4639 fixed_type gradient_g = 0;
4640 fixed_type gradient_b = 0;
4641 fixed_type current_r = 0;
4642 fixed_type current_g = 0;
4643 fixed_type current_b = 0;
4648 s32 delta_x, delta_y;
4659 flush_render_block_buffer(psx_gpu);
4660 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4662 vertex_struct *vertex_a = &(vertexes[0]);
4663 vertex_struct *vertex_b = &(vertexes[1]);
4671 if(vertex_a->x >= vertex_b->x)
4673 vertex_swap(vertex_a, vertex_b);
4674 (void)triangle_winding;
4683 delta_x = x_b - x_a;
4684 delta_y = y_b - y_a;
4686 if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
4689 if(double_resolution)
4699 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4701 vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
4705 if(flags & RENDER_FLAGS_SHADE)
4706 control_mask |= 0x1;
4708 if(flags & RENDER_FLAGS_BLEND)
4710 control_mask |= 0x2;
4711 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4714 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4715 control_mask |= 0x4;
4717 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4718 control_mask |= 0x8;
4720 switch(control_mask)
4723 render_line_body(unshaded, unblended, undithered, no, none);
4727 render_line_body(shaded, unblended, undithered, no, none);
4731 render_line_body(unshaded, blended, undithered, no, average);
4735 render_line_body(shaded, blended, undithered, no, average);
4739 render_line_body(unshaded, unblended, dithered, no, none);
4743 render_line_body(shaded, unblended, dithered, no, none);
4747 render_line_body(unshaded, blended, dithered, no, average);
4751 render_line_body(shaded, blended, dithered, no, average);
4755 render_line_body(unshaded, unblended, undithered, yes, none);
4759 render_line_body(shaded, unblended, undithered, yes, none);
4763 render_line_body(unshaded, blended, undithered, yes, average);
4767 render_line_body(shaded, blended, undithered, yes, average);
4771 render_line_body(unshaded, unblended, dithered, yes, none);
4775 render_line_body(shaded, unblended, dithered, yes, none);
4779 render_line_body(unshaded, blended, dithered, yes, average);
4783 render_line_body(shaded, blended, dithered, yes, average);
4787 render_line_body(unshaded, blended, undithered, no, add);
4791 render_line_body(shaded, blended, undithered, no, add);
4795 render_line_body(unshaded, blended, dithered, no, add);
4799 render_line_body(shaded, blended, dithered, no, add);
4803 render_line_body(unshaded, blended, undithered, yes, add);
4807 render_line_body(shaded, blended, undithered, yes, add);
4811 render_line_body(unshaded, blended, dithered, yes, add);
4815 render_line_body(shaded, blended, dithered, yes, add);
4819 render_line_body(unshaded, blended, undithered, no, subtract);
4823 render_line_body(shaded, blended, undithered, no, subtract);
4827 render_line_body(unshaded, blended, dithered, no, subtract);
4831 render_line_body(shaded, blended, dithered, no, subtract);
4835 render_line_body(unshaded, blended, undithered, yes, subtract);
4839 render_line_body(shaded, blended, undithered, yes, subtract);
4843 render_line_body(unshaded, blended, dithered, yes, subtract);
4847 render_line_body(shaded, blended, dithered, yes, subtract);
4851 render_line_body(unshaded, blended, undithered, no, add_fourth);
4855 render_line_body(shaded, blended, undithered, no, add_fourth);
4859 render_line_body(unshaded, blended, dithered, no, add_fourth);
4863 render_line_body(shaded, blended, dithered, no, add_fourth);
4867 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4871 render_line_body(shaded, blended, undithered, yes, add_fourth);
4875 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4879 render_line_body(shaded, blended, dithered, yes, add_fourth);
4885 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4886 u32 width, u32 height)
4888 if((width == 0) || (height == 0))
4891 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4893 u32 r = color & 0xFF;
4894 u32 g = (color >> 8) & 0xFF;
4895 u32 b = (color >> 16) & 0xFF;
4896 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10);
4897 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4899 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
4901 u32 pitch = 512 - (width / 2);
4904 if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
4909 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
4918 vram_ptr[0] = color_32bpp;
4919 vram_ptr[1] = color_32bpp;
4920 vram_ptr[2] = color_32bpp;
4921 vram_ptr[3] = color_32bpp;
4922 vram_ptr[4] = color_32bpp;
4923 vram_ptr[5] = color_32bpp;
4924 vram_ptr[6] = color_32bpp;
4925 vram_ptr[7] = color_32bpp;
4936 void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4937 u32 width, u32 height)
4939 if((width == 0) || (height == 0))
4945 u32 r = color & 0xFF;
4946 u32 g = (color >> 8) & 0xFF;
4947 u32 b = (color >> 16) & 0xFF;
4948 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10);
4949 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4951 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
4953 u32 pitch = 1024 / 2 - (width / 2);
4961 vram_ptr[0] = color_32bpp;
4962 vram_ptr[1] = color_32bpp;
4963 vram_ptr[2] = color_32bpp;
4964 vram_ptr[3] = color_32bpp;
4965 vram_ptr[4] = color_32bpp;
4966 vram_ptr[5] = color_32bpp;
4967 vram_ptr[6] = color_32bpp;
4968 vram_ptr[7] = color_32bpp;
4980 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4981 u32 width, u32 height, u32 pitch)
4983 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4985 u32 mask_msb = psx_gpu->mask_msb;
4987 if((width == 0) || (height == 0))
4990 flush_render_block_buffer(psx_gpu);
4991 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4993 for(draw_y = 0; draw_y < height; draw_y++)
4995 for(draw_x = 0; draw_x < width; draw_x++)
4997 vram_ptr[draw_x] = source[draw_x] | mask_msb;
5005 void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
5006 u32 dest_x, u32 dest_y, u32 width, u32 height)
5008 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
5009 dest_x, dest_y, width, height, 1024);
5013 void initialize_reciprocal_table(void)
5016 u32 height_normalized;
5017 u32 height_reciprocal;
5020 for(height = 1; height < sizeof(reciprocal_table)
5021 / sizeof(reciprocal_table[0]); height++)
5023 shift = __builtin_clz(height);
5024 height_normalized = height << shift;
5025 height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
5028 shift = 32 - (51 - shift);
5030 reciprocal_table[height] = (height_reciprocal << 10) | shift;
5035 #define dither_table_row(a, b, c, d) \
5036 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((u32)(d & 0xFF) << 24)) \
5038 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
5040 vec_8x16u test_mask =
5041 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
5043 psx_gpu->test_mask = test_mask;
5045 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
5046 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
5047 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
5048 psx_gpu->viewport_mask = 0;
5049 psx_gpu->current_texture_page = 0;
5050 psx_gpu->current_texture_mask = 0;
5051 psx_gpu->last_8bpp_texture_page = 0;
5053 psx_gpu->clut_settings = 0;
5054 psx_gpu->texture_settings = 0;
5055 psx_gpu->render_state = 0;
5056 psx_gpu->render_state_base = 0;
5057 psx_gpu->num_blocks = 0;
5058 psx_gpu->uvrgb_phase = 0x8000;
5060 psx_gpu->vram_ptr = vram;
5061 psx_gpu->vram_out_ptr = vram;
5063 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
5064 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
5065 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5067 psx_gpu->viewport_start_x = psx_gpu->viewport_start_y = 0;
5068 psx_gpu->viewport_end_x = psx_gpu->viewport_end_y = 0;
5069 psx_gpu->mask_msb = 0;
5071 psx_gpu->texture_window_x = 0;
5072 psx_gpu->texture_window_y = 0;
5073 psx_gpu->texture_mask_width = 0xFF;
5074 psx_gpu->texture_mask_height = 0xFF;
5076 psx_gpu->render_mode = 0;
5078 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
5080 initialize_reciprocal_table();
5081 psx_gpu->reciprocal_table_ptr = reciprocal_table;
5088 // (minus ones(4) * 4)
5090 // d0: (1 3 5 7): x1 ^ y1
5091 // d1: (2 3 6 7): y0
5092 // d2: (4 5 6 7): x0 ^ y0
5094 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
5095 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
5096 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
5097 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
5098 psx_gpu->allow_dithering = 1;
5100 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
5102 psx_gpu->saved_hres = 256;
5103 psx_gpu->hacks_active = 0;
5105 // check some offsets, asm relies on these
5106 psx_gpu->reserved_a[(offsetof(psx_gpu_struct, test_mask) == 0) - 1] = 0;
5107 psx_gpu->reserved_a[(offsetof(psx_gpu_struct, blocks) == psx_gpu_blocks_offset) - 1] = 0;
5113 gettimeofday(&tv, NULL);
5115 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
5118 #if 0 //def NEON_BUILD
5123 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
5128 void init_counter(void)
5131 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
5132 value |= 5; // master enable, ccnt reset
5133 value &= ~8; // ccnt divider 0
5134 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
5135 // enable cycle counter
5136 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
5139 void triangle_benchmark(psx_gpu_struct *psx_gpu)
5146 const u32 iterations = 500000;
5148 psx_gpu->num_blocks = 64;
5149 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5151 for(i = 0; i < 64; i++)
5153 memset(&(psx_gpu->blocks[i].r), 0, 16);
5158 ticks = get_counter();
5160 for(i = 0; i < iterations; i++)
5162 texture_sprite_blocks_8bpp(psx_gpu);
5165 ticks_elapsed = get_counter() - ticks;
5167 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5172 #include "psx_gpu_4x.c"
5174 // vim:ts=2:sw=2:expandtab