4e8d3d32566961a177593758f66737695d662c15
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
1 /*
2  * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3  *
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.
8  *
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.
13  */
14
15 #include <stdio.h>
16 #include <stdlib.h>
17 #include <stdint.h>
18 #include <stddef.h>
19 #include <string.h>
20 #include <assert.h>
21
22 #include "common.h"
23 #ifndef NEON_BUILD
24 #include "vector_ops.h"
25 #endif
26 #include "psx_gpu_simd.h"
27 #include "psx_gpu_offsets.h"
28
29 #if 0
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)
34 #endif
35
36 u32 span_pixels = 0;
37 u32 span_pixel_blocks = 0;
38 u32 spans = 0;
39 u32 triangles = 0;
40 u32 sprites = 0;
41 u32 sprites_4bpp = 0;
42 u32 sprites_8bpp = 0;
43 u32 sprites_16bpp = 0;
44 u32 sprite_blocks = 0;
45 u32 sprites_untextured = 0;
46 u32 lines = 0;
47 u32 trivial_rejects = 0;
48 u32 texels_4bpp = 0;
49 u32 texels_8bpp = 0;
50 u32 texels_16bpp = 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;
55 u32 blend_blocks = 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;
64
65 #define stats_add(stat, count) // stat += count
66
67 /* double size for enhancement */
68 u32 reciprocal_table[512 * 2];
69
70
71 typedef s32 fixed_type;
72
73 #define EDGE_STEP_BITS 32
74 #define FIXED_BITS     12
75
76 #define fixed_center(value)                                                    \
77   ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1)))            \
78
79 #define int_to_fixed(value)                                                    \
80   (((fixed_type)(value)) << FIXED_BITS)                                        \
81
82 #define fixed_to_int(value)                                                    \
83   ((value) >> FIXED_BITS)                                                      \
84
85 #define fixed_to_double(value)                                                 \
86   ((value) / (double)(1 << FIXED_BITS))                                        \
87
88 #define double_to_fixed(value)                                                 \
89   (fixed_type)(((value) * (double)(1 << FIXED_BITS)))                          \
90
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);
95
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);
98
99 struct render_block_handler_struct
100 {
101   void *setup_blocks;
102   texture_blocks_function_type *texture_blocks;
103   shade_blocks_function_type *shade_blocks;
104   blend_blocks_function_type *blend_blocks; 
105 };
106
107 #ifndef NEON_BUILD
108
109 u32 fixed_reciprocal(u32 denominator, u32 *_shift)
110 {
111   u32 shift = __builtin_clz(denominator);
112   u32 denominator_normalized = denominator << shift;
113
114   double numerator = (1ULL << 62) + denominator_normalized;
115   double numerator_b;
116
117   double denominator_normalized_dp_b;
118   u64 denominator_normalized_dp_u64;
119
120   u32 reciprocal;
121   double reciprocal_dp;
122
123   u64 numerator_u64 = (denominator_normalized >> 10) |
124    ((u64)(62 + 1023) << 52);
125   *((u64 *)(&numerator_b)) = numerator_u64;
126
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;
131
132   // Implement with a DP divide
133   reciprocal_dp = numerator / denominator_normalized_dp_b;
134   reciprocal = reciprocal_dp;
135
136   if(reciprocal == 0x80000001)
137     reciprocal = 0x80000000;
138
139   *_shift = 62 - shift;
140   return reciprocal;
141 }
142
143 double reciprocal_estimate(double a)
144 {
145   int q, s;
146   double r;
147
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);
152
153   /* r in units of 1/256 rounded to nearest */
154   
155   return (double)s / 256.0;
156 }
157
158 u32 reciprocal_estimate_u32(u32 value)
159 {
160   u64 dp_value_u64;
161   volatile double dp_value;
162   volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
163
164   if((value >> 31) == 0)
165     return 0xFFFFFFFF;
166
167   dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
168
169   *dp_value_ptr = dp_value_u64;
170
171   dp_value = reciprocal_estimate(dp_value);
172   dp_value_u64 = *dp_value_ptr;
173
174   return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
175 }
176
177 u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
178 {
179   u32 shift = __builtin_clz(value);
180   u32 value_normalized = value << shift;
181
182   *_shift = 62 - shift;
183
184   value_normalized -= 2;
185
186   u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
187
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);
194
195   return reciprocal_normalized;
196 }
197
198 #endif
199
200
201 s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
202 {
203         return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
204 }
205
206 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
207 {
208   s32 coverage_x, coverage_y;
209
210   u32 mask_up_left;
211   u32 mask_down_right;
212
213   coverage_x = x2 >> 6;
214   coverage_y = y2 >> 8;
215
216   if(coverage_x < 0)
217     coverage_x = 0;
218
219   if(coverage_x > 31)
220     coverage_x = 31;
221
222   mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
223
224   if(coverage_y >= 1)
225     mask_down_right |= mask_down_right << 16;
226
227   coverage_x = x1 >> 6;
228
229   mask_up_left = 0xFFFF0000;
230   if(coverage_x > 0)
231     mask_up_left <<= coverage_x;
232
233   coverage_y = y1 >> 8;
234   if(coverage_y <= 0)
235     mask_up_left |= mask_up_left >> 16;
236
237   return mask_up_left & mask_down_right;
238 }
239
240 u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
241  u32 x2, u32 y2)
242 {
243   u32 mask = texture_region_mask(x1, y1, x2, y2);
244
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;
248
249   return mask;
250 }
251
252 u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
253  u32 y1, u32 x2, u32 y2)
254 {
255   u32 mask = texture_region_mask(x1, y1, x2, y2) &
256    psx_gpu->viewport_mask;
257
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;
261
262   return mask;
263 }
264
265 static void update_texture_cache_region_(psx_gpu_struct *psx_gpu,
266  u32 x1, u32 y1, u32 x2, u32 y2)
267 {
268   u32 mask = texture_region_mask(x1, y1, x2, y2);
269   u32 texture_page;
270   u8 *texture_page_ptr;
271   u16 *vram_ptr;
272   u32 texel_block;
273   u32 sub_x, sub_y;
274
275   psx_gpu->dirty_textures_8bpp_mask |= mask;
276   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
277
278   if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
279       (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
280   {
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;
285     sub_x = 4;
286     sub_y = 16;
287
288     while(sub_y)
289     {
290       while(sub_x)
291       {
292         texel_block = *vram_ptr;
293
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;
298         
299         vram_ptr++;
300         texture_page_ptr += 4;
301
302         sub_x--;          
303       }
304
305       vram_ptr -= 4;
306       sub_x = 4;
307
308       sub_y--;
309       vram_ptr += 1024;
310     }
311   }
312   else
313   {
314     psx_gpu->dirty_textures_4bpp_mask |= mask;
315   }
316 }
317
318 void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
319  u32 x2, u32 y2)
320 {
321   s32 w = x2 - x1;
322   do
323   {
324     x2 = x1 + w;
325     if (x2 > 1023)
326       x2 = 1023;
327     update_texture_cache_region_(psx_gpu, x1, y1, x2, y2);
328     w -= x2 - x1;
329     x1 = 0;
330   }
331   while (unlikely(w > 0));
332 }
333
334 #ifndef NEON_BUILD
335
336 void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
337 {
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;
341
342   u32 texel_block;
343   u32 tile_x, tile_y;
344   u32 sub_x, sub_y;
345
346   vram_ptr += (current_texture_page >> 4) * 256 * 1024;
347   vram_ptr += (current_texture_page & 0xF) * 64;
348
349   texture_cache_loads++;
350
351   tile_y = 16;
352   tile_x = 16;
353   sub_x = 4;
354   sub_y = 16;
355
356   psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
357
358   while(tile_y)
359   {
360     while(tile_x)
361     {
362       while(sub_y)
363       {
364         while(sub_x)
365         {
366           texel_block = *vram_ptr;
367
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;
372           
373           vram_ptr++;
374           texture_page_ptr += 4;
375
376           sub_x--;          
377         }
378
379         vram_ptr -= 4;
380         sub_x = 4;
381
382         sub_y--;
383         vram_ptr += 1024;
384       }
385
386       sub_y = 16;
387
388       vram_ptr -= (1024 * 16) - 4;
389       tile_x--;
390     }
391
392     tile_x = 16;
393
394     vram_ptr += (16 * 1024) - (4 * 16);
395     tile_y--;
396   }
397 }
398
399 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
400  u32 texture_page)
401 {
402   u16 *texture_page_ptr = psx_gpu->texture_page_base;
403   u16 *vram_ptr = psx_gpu->vram_ptr;
404
405   u32 tile_x, tile_y;
406   u32 sub_y;
407
408   vec_8x16u texels;
409
410   texture_cache_loads++;
411
412   vram_ptr += (texture_page >> 4) * 256 * 1024;
413   vram_ptr += (texture_page & 0xF) * 64;
414
415   if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
416     texture_page_ptr += (8 * 16) * 8;
417
418   tile_x = 8;
419   tile_y = 16;
420
421   sub_y = 16;
422
423   while(tile_y)
424   {
425     while(tile_x)
426     {
427       while(sub_y)
428       {
429         load_128b(texels, vram_ptr);
430         store_128b(texels, texture_page_ptr);
431
432         texture_page_ptr += 8;
433         vram_ptr += 1024;
434
435         sub_y--;
436       }
437
438       sub_y = 16;
439
440       vram_ptr -= (1024 * 16);
441       vram_ptr += 8;
442
443       tile_x--;
444     }
445
446     tile_x = 8;
447
448     vram_ptr -= (8 * 8);
449     vram_ptr += (16 * 1024);
450
451     texture_page_ptr += (8 * 16) * 8;
452     tile_y--;
453   }
454 }
455
456 #endif
457
458
459 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
460 {
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;
464
465   psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
466
467   if(update_textures & (1 << current_texture_page))
468   {
469     update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
470     update_textures &= ~(1 << current_texture_page);
471   }
472
473   if(update_textures)
474   {
475     u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
476      (current_texture_page & 0x10);
477
478     update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
479   }
480 }
481
482 void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
483 {
484   if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
485    (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
486   {
487     u32 num_blocks_dest = 0;
488     block_struct *block_src = psx_gpu->blocks; 
489     block_struct *block_dest = psx_gpu->blocks;
490
491     u16 *vram_ptr = psx_gpu->vram_ptr;
492     u32 i;
493
494     if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
495     {
496       for(i = 0; i < psx_gpu->num_blocks; i++)
497       {
498         u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
499         if(fb_offset & (1 << 11))
500         {
501           *block_dest = *block_src;
502           num_blocks_dest++;
503           block_dest++;
504         }
505         block_src++;
506       }
507     }
508     else
509     {
510       for(i = 0; i < psx_gpu->num_blocks; i++)
511       {
512         u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
513         if((fb_offset & (1 << 11)) == 0)
514         {
515           *block_dest = *block_src;
516           num_blocks_dest++;
517           block_dest++;
518         }
519         block_src++;
520       }
521     }
522
523     psx_gpu->num_blocks = num_blocks_dest;
524   }
525
526   if(psx_gpu->num_blocks)
527   {
528     render_block_handler_struct *render_block_handler =
529      psx_gpu->render_block_handler;
530
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");
534 #endif
535
536     render_block_handler->texture_blocks(psx_gpu);
537     render_block_handler->shade_blocks(psx_gpu);
538     render_block_handler->blend_blocks(psx_gpu);
539
540 #ifdef PROFILE
541     span_pixel_blocks += psx_gpu->num_blocks;
542     render_buffer_flushes++;
543 #endif
544
545     psx_gpu->num_blocks = 0;
546 #if defined(__arm__) && defined(NEON_BUILD) && !defined(SIMD_BUILD)
547     __asm__ __volatile__("":::"q4","q5","q6","q7");
548 #endif
549   }
550 }
551
552
553 #ifndef NEON_BUILD
554
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                                                  \
569   
570
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)
574 {
575   u32 triangle_area = psx_gpu->triangle_area;
576   u32 winding_mask_scalar;
577
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);
582
583   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
584   // ( d0       *  d1      ) - ( d2       *  d3      ) =
585   // ( m0                  ) - ( m1                  ) = gradient
586
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.
590
591   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
592   // is g.
593
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;
600
601   vec_4x32u uvrg_base;
602   vec_4x32u b_base;
603   vec_4x32u uvrgb_phase;
604
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;
609
610   vec_4x32s m0_a, m0_b, m0_c;
611   vec_4x32s m1_a, m1_b, m1_c;
612
613   vec_4x32u gradient_area_a, gradient_area_c;
614   vec_2x32u gradient_area_b;  
615
616   vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
617   vec_2x32u gradient_area_sign_b;
618   vec_4x32u winding_mask;
619
620   vec_2x64u gradient_wide_a0, gradient_wide_a1;
621   vec_2x64u gradient_wide_c0, gradient_wide_c1;
622   vec_2x64u gradient_wide_b;
623
624   vec_4x32u gradient_a, gradient_c;
625   vec_2x32u gradient_b;
626   vec_16x8s gradient_shift;
627
628   setup_gradient_calculation_input(0, a);
629   setup_gradient_calculation_input(1, b);
630   setup_gradient_calculation_input(2, c);
631
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);
635
636   add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
637   add_4x32b(b_base, b_base, uvrgb_phase);
638
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);
642
643   sub_4x16b(d0_b, x1_b, x0_b);
644   sub_4x16b(d0_c, x1_c, x0_c);
645
646   sub_4x16b(d1_a, y2_a, y1_a);
647   sub_4x16b(d1_b, y2_b, y1_b);
648
649   sub_4x16b(d2_b, x2_b, x1_b);
650   sub_4x16b(d2_c, x2_c, x1_c);
651
652   sub_4x16b(d3_a, y1_a, y0_a);
653   sub_4x16b(d3_b, y1_b, y0_b);
654
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);
658
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);
662
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);
666
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);
670
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);
674
675   winding_mask_scalar = -psx_gpu->triangle_winding;
676
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);
681
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);
697
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));
709
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);
715
716   shl_4x32b(gradient_a, gradient_a, 4);
717   shl_2x32b(gradient_b, gradient_b, 4);
718   shl_4x32b(gradient_c, gradient_c, 4);
719
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);
723
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);
727
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);
731
732   vec_4x32u uvrg_dx2;
733   vec_2x32u b_dx2;
734
735   vec_4x32u uvrg_dx3;
736   vec_2x32u b_dx3;
737
738   vec_4x32u zero;
739
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);
745
746   // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
747   // lined up properly
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];
752
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];
757
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];
762
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];
767
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];
772
773   psx_gpu->uvrg = uvrg_base;
774   psx_gpu->b = b_base.e[0];
775
776   psx_gpu->uvrg_dx = gradient_a;
777   psx_gpu->uvrg_dy = gradient_c;
778   psx_gpu->b_dy = gradient_b.e[1];
779 }
780 #endif
781
782 #define vector_check(_a, _b)                                                   \
783   if(memcmp(&_a, &_b, sizeof(_b)))                                             \
784   {                                                                            \
785     if(sizeof(_b) == 8)                                                        \
786     {                                                                          \
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]);                          \
789     }                                                                          \
790     else                                                                       \
791     {                                                                          \
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],         \
794        _b.e[2], _b.e[3]);                                                      \
795     }                                                                          \
796   }                                                                            \
797
798 #define scalar_check(_a, _b)                                                   \
799   if(_a != _b)                                                                 \
800     printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b)                  \
801
802
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)
806 {
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)
811   {
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;
816   }
817 }
818 #else
819 #define setup_spans_debug_check(psx_gpu, span_edge_data_element)
820 #endif
821
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;                                                    \
827                                                                                \
828   vec_4x16u alternate_select;                                                  \
829   vec_4x16s y_mid_point;                                                       \
830                                                                                \
831   s32 y_b = v_b->y;                                                            \
832   s64 edge_alt;                                                                \
833   s32 edge_dx_dy_alt;                                                          \
834   u32 edge_shift_alt                                                           \
835
836 #define setup_spans_prologue_alternate_no()                                    \
837
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;                                                          \
842                                                                                \
843   s32 clip;                                                                    \
844                                                                                \
845   vec_2x64s edges_xy;                                                          \
846   vec_2x32s edges_dx_dy;                                                       \
847   vec_2x32u edge_shifts;                                                       \
848                                                                                \
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;                                                   \
853   vec_4x16s y_x4;                                                              \
854   vec_8x16s left_edge;                                                         \
855   vec_8x16s right_edge;                                                        \
856   vec_4x16u span_shift;                                                        \
857                                                                                \
858   vec_2x32u c_0x01;                                                            \
859   vec_4x16u c_0x04;                                                            \
860   vec_4x16u c_0xFFFE;                                                          \
861   vec_4x16u c_0x07;                                                            \
862                                                                                \
863   vec_2x32s x_starts;                                                          \
864   vec_2x32s x_ends;                                                            \
865                                                                                \
866   s32 x_a = v_a->x;                                                            \
867   s32 x_b = v_b->x;                                                            \
868   s32 x_c = v_c->x;                                                            \
869   s32 y_a = v_a->y;                                                            \
870   s32 y_c = v_c->y;                                                            \
871                                                                                \
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;                                                    \
876                                                                                \
877   dup_2x32b(c_0x01, 0x01);                                                     \
878   setup_spans_prologue_alternate_##alternate_active()                          \
879
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;                                      \
884                                                                                \
885   vec_8x16u c_0x0001;                                                          \
886   vec_4x16u c_max_blocks_per_row;                                              \
887                                                                                \
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);                         \
896
897
898 #define compute_edge_delta_x2()                                                \
899 {                                                                              \
900   vec_2x32s heights;                                                           \
901   vec_2x32s height_reciprocals;                                                \
902   vec_2x32s heights_b;                                                         \
903   vec_4x32u widths;                                                            \
904                                                                                \
905   u32 edge_shift = reciprocal_table[height];                                   \
906                                                                                \
907   dup_2x32b(heights, height);                                                  \
908   sub_2x32b(widths, x_ends, x_starts);                                         \
909                                                                                \
910   dup_2x32b(edge_shifts, edge_shift);                                          \
911   sub_2x32b(heights_b, heights, c_0x01);                                       \
912   shr_2x32b(height_reciprocals, edge_shifts, 10);                              \
913                                                                                \
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);                     \
918 }                                                                              \
919
920 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
921 {                                                                              \
922   vec_2x32s heights;                                                           \
923   vec_2x32s height_reciprocals;                                                \
924   vec_2x32s heights_b;                                                         \
925   vec_2x32u widths;                                                            \
926                                                                                \
927   u32 width_alt;                                                               \
928   s32 height_b_alt;                                                            \
929   u32 height_reciprocal_alt;                                                   \
930                                                                                \
931   heights.e[0] = height_a;                                                     \
932   heights.e[1] = height_b;                                                     \
933                                                                                \
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];                           \
937                                                                                \
938   sub_2x32b(widths, x_ends, x_starts);                                         \
939   width_alt = x_c - start_c;                                                   \
940                                                                                \
941   shr_2x32b(height_reciprocals, edge_shifts, 10);                              \
942   height_reciprocal_alt = edge_shift_alt >> 10;                                \
943                                                                                \
944   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
945   edge_shift_alt &= 0x1F;                                                      \
946                                                                                \
947   sub_2x32b(heights_b, heights, c_0x01);                                       \
948   height_b_alt = height_minor_b - 1;                                           \
949                                                                                \
950   mla_2x32b(heights_b, x_starts, heights);                                     \
951   height_b_alt += height_minor_b * start_c;                                    \
952                                                                                \
953   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
954   edge_alt = (s64)height_b_alt * height_reciprocal_alt;                        \
955                                                                                \
956   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
957   edge_dx_dy_alt = width_alt * height_reciprocal_alt;                          \
958 }                                                                              \
959
960
961 #define setup_spans_adjust_y_up()                                              \
962   sub_4x32b(y_x4, y_x4, c_0x04)                                                \
963
964 #define setup_spans_adjust_y_down()                                            \
965   add_4x32b(y_x4, y_x4, c_0x04)                                                \
966
967 #define setup_spans_adjust_interpolants_up()                                   \
968   sub_4x32b(uvrg, uvrg, uvrg_dy);                                              \
969   b -= b_dy                                                                    \
970
971 #define setup_spans_adjust_interpolants_down()                                 \
972   add_4x32b(uvrg, uvrg, uvrg_dy);                                              \
973   b += b_dy                                                                    \
974
975
976 #define setup_spans_clip_interpolants_increment()                              \
977   mla_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
978   b += b_dy * clip                                                             \
979
980 #define setup_spans_clip_interpolants_decrement()                              \
981   mls_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
982   b -= b_dy * clip                                                             \
983
984 #define setup_spans_clip_alternate_yes()                                       \
985   edge_alt += edge_dx_dy_alt * (s64)(clip)                                     \
986
987 #define setup_spans_clip_alternate_no()                                        \
988
989 #define setup_spans_clip(direction, alternate_active)                          \
990 {                                                                              \
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();                                 \
995 }                                                                              \
996
997
998 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
999 {                                                                              \
1000   vec_2x64u edge_shifts_64;                                                    \
1001   vec_2x64s edges_dx_dy_64;                                                    \
1002                                                                                \
1003   mov_wide_2x32b(edge_shifts_64, edge_shifts);                                 \
1004   shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64);                      \
1005                                                                                \
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);          \
1008                                                                                \
1009   left_x.e[0] = edges_xy.e[left_index];                                        \
1010   right_x.e[0] = edges_xy.e[right_index];                                      \
1011                                                                                \
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];                            \
1016                                                                                \
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);                       \
1019                                                                                \
1020   add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy);                               \
1021   add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy);                            \
1022 }                                                                              \
1023
1024 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
1025 {                                                                              \
1026   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
1027   s64 edge_dx_dy_alt_64;                                                       \
1028                                                                                \
1029   dup_4x16b(y_mid_point, y_b);                                                 \
1030                                                                                \
1031   edge_alt <<= edge_shift_alt;                                                 \
1032   edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt;                   \
1033                                                                                \
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;                                    \
1037                                                                                \
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);                \
1040 }                                                                              \
1041
1042
1043 #define setup_spans_y_select_up()                                              \
1044   cmplt_4x16b(alternate_select, y_x4, y_mid_point)                             \
1045
1046 #define setup_spans_y_select_down()                                            \
1047   cmpgt_4x16b(alternate_select, y_x4, y_mid_point)                             \
1048
1049 #define setup_spans_y_select_alternate_yes(direction)                          \
1050   setup_spans_y_select_##direction()                                           \
1051
1052 #define setup_spans_y_select_alternate_no(direction)                           \
1053
1054 #define setup_spans_alternate_select_left()                                    \
1055   bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select)             \
1056
1057 #define setup_spans_alternate_select_right()                                   \
1058   bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select)            \
1059
1060 #define setup_spans_alternate_select_none()                                    \
1061
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)                             \
1068
1069 #define setup_spans_increment_alternate_no()                                   \
1070
1071 #define setup_spans_set_x4(alternate, direction, alternate_active)             \
1072 {                                                                              \
1073   span_uvrg_offset[0] = uvrg;                                                  \
1074   span_b_offset[0] = b;                                                        \
1075   setup_spans_adjust_interpolants_##direction();                               \
1076                                                                                \
1077   span_uvrg_offset[1] = uvrg;                                                  \
1078   span_b_offset[1] = b;                                                        \
1079   setup_spans_adjust_interpolants_##direction();                               \
1080                                                                                \
1081   span_uvrg_offset[2] = uvrg;                                                  \
1082   span_b_offset[2] = b;                                                        \
1083   setup_spans_adjust_interpolants_##direction();                               \
1084                                                                                \
1085   span_uvrg_offset[3] = uvrg;                                                  \
1086   span_b_offset[3] = b;                                                        \
1087   setup_spans_adjust_interpolants_##direction();                               \
1088                                                                                \
1089   span_uvrg_offset += 4;                                                       \
1090   span_b_offset += 4;                                                          \
1091                                                                                \
1092   shr_narrow_2x64b(left_x_32.low, left_x, 32);                                 \
1093   shr_narrow_2x64b(right_x_32.low, right_x, 32);                               \
1094                                                                                \
1095   add_2x64b(left_x, left_x, left_dx_dy);                                       \
1096   add_2x64b(right_x, right_x, right_dx_dy);                                    \
1097                                                                                \
1098   shr_narrow_2x64b(left_x_32.high, left_x, 32);                                \
1099   shr_narrow_2x64b(right_x_32.high, right_x, 32);                              \
1100                                                                                \
1101   add_2x64b(left_x, left_x, left_dx_dy);                                       \
1102   add_2x64b(right_x, right_x, right_dx_dy);                                    \
1103                                                                                \
1104   mov_narrow_4x32b(left_right_x_16.low, left_x_32);                            \
1105   mov_narrow_4x32b(left_right_x_16.high, right_x_32);                          \
1106                                                                                \
1107   setup_spans_increment_alternate_##alternate_active();                        \
1108   setup_spans_y_select_alternate_##alternate_active(direction);                \
1109   setup_spans_alternate_select_##alternate();                                  \
1110                                                                                \
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);                     \
1113                                                                                \
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); \
1120                                                                                \
1121   u32 i;                                                                       \
1122   for(i = 0; i < 4; i++)                                                       \
1123   {                                                                            \
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]);                      \
1129   }                                                                            \
1130                                                                                \
1131   span_edge_data += 4;                                                         \
1132                                                                                \
1133   setup_spans_adjust_y_##direction();                                          \
1134 }                                                                              \
1135
1136
1137 #define setup_spans_alternate_adjust_yes()                                     \
1138   edge_alt -= edge_dx_dy_alt * (s64)height_minor_a                             \
1139
1140 #define setup_spans_alternate_adjust_no()                                      \
1141
1142
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;                               \
1147                                                                                \
1148   clip = psx_gpu->viewport_start_y - y_a;                                      \
1149   if(clip > 0)                                                                 \
1150   {                                                                            \
1151     height -= clip;                                                            \
1152     y_a += clip;                                                               \
1153     setup_spans_clip(increment, alternate_active);                             \
1154   }                                                                            \
1155                                                                                \
1156   setup_spans_prologue_b();                                                    \
1157                                                                                \
1158   if (height > 512)                                                            \
1159     height = 512;                                                              \
1160   if (height > 0)                                                              \
1161   {                                                                            \
1162     y_x4.e[0] = y_a;                                                           \
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,          \
1167      right_index);                                                             \
1168                                                                                \
1169     psx_gpu->num_spans = height;                                               \
1170     do                                                                         \
1171     {                                                                          \
1172       setup_spans_set_x4(alternate, down, alternate_active);                   \
1173       height -= 4;                                                             \
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;     \
1177   }                                                                            \
1178
1179
1180 #define setup_spans_alternate_pre_increment_yes()                              \
1181   edge_alt += edge_dx_dy_alt                                                   \
1182
1183 #define setup_spans_alternate_pre_increment_no()                               \
1184
1185 #define setup_spans_up_decrement_height_yes()                                  \
1186   height--                                                                     \
1187
1188 #define setup_spans_up_decrement_height_no()                                   \
1189   {}                                                                           \
1190
1191 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
1192   setup_spans_alternate_adjust_##alternate_active();                           \
1193   y_a--;                                                                       \
1194                                                                                \
1195   if(y_c < psx_gpu->viewport_start_y)                                          \
1196     height -= psx_gpu->viewport_start_y - y_c;                                 \
1197   else                                                                         \
1198     setup_spans_up_decrement_height_##alternate_active();                      \
1199                                                                                \
1200   clip = y_a - psx_gpu->viewport_end_y;                                        \
1201   if(clip > 0)                                                                 \
1202   {                                                                            \
1203     height -= clip;                                                            \
1204     y_a -= clip;                                                               \
1205     setup_spans_clip(decrement, alternate_active);                             \
1206   }                                                                            \
1207                                                                                \
1208   setup_spans_prologue_b();                                                    \
1209                                                                                \
1210   if (height > 512)                                                            \
1211     height = 512;                                                              \
1212   if (height > 0)                                                              \
1213   {                                                                            \
1214     y_x4.e[0] = y_a;                                                           \
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,          \
1221      right_index);                                                             \
1222     setup_spans_adjust_interpolants_up();                                      \
1223                                                                                \
1224     psx_gpu->num_spans = height;                                               \
1225     while(height > 0)                                                          \
1226     {                                                                          \
1227       setup_spans_set_x4(alternate, up, alternate_active);                     \
1228       height -= 4;                                                             \
1229     }                                                                          \
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;     \
1232   }                                                                            \
1233
1234 #define index_left  0
1235 #define index_right 1
1236
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;                                                      \
1242                                                                                \
1243   dup_2x32b(x_starts, x_a);                                                    \
1244   x_ends.e[0] = x_c;                                                           \
1245   x_ends.e[1] = x_b;                                                           \
1246                                                                                \
1247   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1248   setup_spans_up(index_##major, index_##minor, minor, yes)                     \
1249
1250
1251 #ifndef NEON_BUILD
1252
1253 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1254  vertex_struct *v_b, vertex_struct *v_c)
1255 {
1256   setup_spans_up_up(left, right);
1257 }
1258
1259 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1260  vertex_struct *v_b, vertex_struct *v_c)
1261 {
1262   setup_spans_up_up(right, left);
1263 }
1264
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;                                                      \
1270                                                                                \
1271   dup_2x32b(x_starts, x_a);                                                    \
1272   x_ends.e[0] = x_c;                                                           \
1273   x_ends.e[1] = x_b;                                                           \
1274                                                                                \
1275   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1276   setup_spans_down(index_##major, index_##minor, minor, yes)                   \
1277
1278 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1279  vertex_struct *v_b, vertex_struct *v_c)
1280 {
1281   setup_spans_down_down(left, right);
1282 }
1283
1284 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1285  vertex_struct *v_b, vertex_struct *v_c)
1286 {
1287   setup_spans_down_down(right, left);
1288 }
1289
1290 #define setup_spans_up_flat()                                                  \
1291   s32 height = y_a - y_c;                                                      \
1292                                                                                \
1293   flat_triangles++;                                                            \
1294   compute_edge_delta_x2();                                                     \
1295   setup_spans_up(index_left, index_right, none, no)                            \
1296
1297 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1298  vertex_struct *v_b, vertex_struct *v_c)
1299 {
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);
1304
1305   setup_spans_up_flat();
1306 }
1307
1308 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1309  vertex_struct *v_b, vertex_struct *v_c)
1310 {
1311   setup_spans_prologue(no);
1312   dup_2x32b(x_starts, x_a);
1313   x_ends.e[0] = x_b;
1314   x_ends.e[1] = x_c;
1315
1316   setup_spans_up_flat();
1317 }
1318
1319 #define setup_spans_down_flat()                                                \
1320   s32 height = y_c - y_a;                                                      \
1321                                                                                \
1322   flat_triangles++;                                                            \
1323   compute_edge_delta_x2();                                                     \
1324   setup_spans_down(index_left, index_right, none, no)                          \
1325
1326 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1327  vertex_struct *v_b, vertex_struct *v_c)
1328 {
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);
1333
1334   setup_spans_down_flat();
1335 }
1336
1337 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1338  vertex_struct *v_b, vertex_struct *v_c)
1339 {
1340   setup_spans_prologue(no);
1341   dup_2x32b(x_starts, x_a);
1342   x_ends.e[0] = x_b;
1343   x_ends.e[1] = x_c;
1344
1345   setup_spans_down_flat();
1346 }
1347
1348 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1349  vertex_struct *v_b, vertex_struct *v_c)
1350 {
1351   setup_spans_prologue(no);
1352
1353   s32 y_b = v_b->y;
1354   s64 edge_alt;
1355   s32 edge_dx_dy_alt;
1356   u32 edge_shift_alt;
1357
1358   s32 middle_y = y_a;
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;
1362
1363   vec_2x64s edges_xy_b;
1364   vec_2x32s edges_dx_dy_b;
1365   vec_2x32u edge_shifts_b;
1366
1367   vec_2x32s height_increment;
1368
1369   x_starts.e[0] = x_a;
1370   x_starts.e[1] = x_c;
1371   dup_2x32b(x_ends, x_b);
1372
1373   compute_edge_delta_x3(x_a, height_minor_a, height_major);
1374
1375   height_increment.e[0] = 0;
1376   height_increment.e[1] = height_minor_b;
1377
1378   mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1379
1380   edges_xy_b.e[0] = edge_alt;
1381   edges_xy_b.e[1] = edges_xy.e[1];
1382
1383   edge_shifts_b = edge_shifts;
1384   edge_shifts_b.e[0] = edge_shift_alt;
1385
1386   neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1387   edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1388   
1389   y_a--;
1390
1391   if(y_b < psx_gpu->viewport_start_y)
1392     height_minor_a -= psx_gpu->viewport_start_y - y_b;
1393
1394   clip = y_a - psx_gpu->viewport_end_y;
1395   if(clip > 0)
1396   {
1397     height_minor_a -= clip;
1398     y_a -= clip;
1399     setup_spans_clip(decrement, no);
1400   }
1401
1402   setup_spans_prologue_b();
1403
1404   if (height_minor_a > 512)
1405     height_minor_a = 512;
1406   if (height_minor_a > 0)
1407   {
1408     y_x4.e[0] = y_a;
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();
1415
1416     psx_gpu->num_spans = height_minor_a;
1417     while(height_minor_a > 0)
1418     {
1419       setup_spans_set_x4(none, up, no);
1420       height_minor_a -= 4;
1421     }
1422
1423     span_edge_data += height_minor_a;
1424     span_uvrg_offset += height_minor_a;
1425     span_b_offset += height_minor_a;
1426   }
1427   
1428   edges_xy = edges_xy_b;
1429   edges_dx_dy = edges_dx_dy_b;
1430   edge_shifts = edge_shifts_b;
1431
1432   uvrg = psx_gpu->uvrg;
1433   b = psx_gpu->b;
1434
1435   y_a = middle_y;
1436
1437   if(y_c > psx_gpu->viewport_end_y)
1438     height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1439
1440   clip = psx_gpu->viewport_start_y - y_a;
1441   if(clip > 0)
1442   {
1443     height_minor_b -= clip;
1444     y_a += clip;
1445     setup_spans_clip(increment, no);
1446   }
1447
1448   if (height_minor_b > 512)
1449     height_minor_b = 512;
1450   if (height_minor_b > 0)
1451   {
1452     y_x4.e[0] = y_a;
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);
1457
1458     // FIXME: overflow corner case
1459     if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1460       height_minor_b &= ~3;
1461
1462     psx_gpu->num_spans += height_minor_b;
1463     while(height_minor_b > 0)
1464     {
1465       setup_spans_set_x4(none, down, no);
1466       height_minor_b -= 4;
1467     }
1468     if (psx_gpu->hacks_active & (AHACK_TEXTURE_ADJ_U | AHACK_TEXTURE_ADJ_V))
1469     {
1470       span_uvrg_offset[height_minor_b - 1].low =
1471         span_uvrg_offset[height_minor_b - 2].low;
1472     }
1473   }
1474
1475   left_split_triangles++;
1476 }
1477
1478 #endif
1479
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)
1485 {
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))
1489     return;
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))
1494     return;
1495
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
1507     u32 u_ = u;
1508     u = (u & 0x0f) | ((v & 0x0f) << 4);
1509     v = (v & 0xf0) | (u_ >> 4);
1510   }
1511   assert(offset >= 0);
1512   //assert(block->uv.e[offset] == ((v << 8) | u));
1513   block->uv.e[offset] = (v << 8) | u;
1514 }
1515
1516 #define dither_table_entry_normal(value)                                       \
1517   (value)                                                                      \
1518
1519
1520 #define setup_blocks_load_msb_mask_indirect()                                  \
1521
1522 #define setup_blocks_load_msb_mask_direct()                                    \
1523   vec_8x16u msb_mask;                                                          \
1524   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
1525
1526
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;                                                          \
1536   vec_4x32u uvrg;                                                              \
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;                                                       \
1540   u32 b;                                                                       \
1541                                                                                \
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)                    \
1547
1548 #define setup_blocks_variables_shaded_untextured(target)                       \
1549   vec_4x32u r_block;                                                           \
1550   vec_4x32u g_block;                                                           \
1551   vec_4x32u b_block;                                                           \
1552   vec_4x32u rgb_dx;                                                            \
1553   vec_4x32u rgb_dx4;                                                           \
1554   vec_4x32u rgb_dx8;                                                           \
1555   vec_4x32u rgb;                                                               \
1556                                                                                \
1557   vec_8x8u d64_0x07;                                                           \
1558   vec_8x8u d64_1;                                                              \
1559   vec_8x8u d64_4;                                                              \
1560   vec_8x8u d64_128;                                                            \
1561                                                                                \
1562   dup_8x8b(d64_0x07, 0x07);                                                    \
1563   dup_8x8b(d64_1, 1);                                                          \
1564   dup_8x8b(d64_4, 4);                                                          \
1565   dup_8x8b(d64_128, 128);                                                      \
1566                                                                                \
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)                                                \
1571
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;                                      \
1576   vec_2x32u uv_dx4;                                                            \
1577   vec_2x32u uv_dx8;                                                            \
1578   vec_2x32u uv = psx_gpu->uvrg.low;                                            \
1579                                                                                \
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)                    \
1585
1586
1587 #define setup_blocks_variables_unshaded_untextured_direct()                    \
1588   or_8x16b(colors, colors, msb_mask)                                           \
1589
1590 #define setup_blocks_variables_unshaded_untextured_indirect()                  \
1591
1592 #define setup_blocks_variables_unshaded_untextured(target)                     \
1593   u32 color = psx_gpu->triangle_color;                                         \
1594   vec_8x16u colors;                                                            \
1595                                                                                \
1596   u32 color_r = color & 0xFF;                                                  \
1597   u32 color_g = (color >> 8) & 0xFF;                                           \
1598   u32 color_b = (color >> 16) & 0xFF;                                          \
1599                                                                                \
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()                        \
1604
1605 #define setup_blocks_span_initialize_dithered_textured()                       \
1606   vec_8x16u dither_offsets;                                                    \
1607   shl_long_8x8b(dither_offsets, dither_offsets_short, 4)                       \
1608
1609 #define setup_blocks_span_initialize_dithered_untextured()                     \
1610   vec_8x8u dither_offsets;                                                     \
1611   add_8x8b(dither_offsets, dither_offsets_short, d64_4)                        \
1612
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;                                               \
1617                                                                                \
1618   dither_row =                                                                 \
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()                          \
1622
1623 #define setup_blocks_span_initialize_undithered(texturing)                     \
1624
1625
1626 #define setup_blocks_span_initialize_shaded_textured()                         \
1627 {                                                                              \
1628   vec_4x32u block_span;                                                        \
1629   u32 offset = span_edge_data->left_x;                                         \
1630                                                                                \
1631   uvrg = *span_uvrg_offset;                                                    \
1632   mla_scalar_4x32b(uvrg, uvrg_dx, offset);                                     \
1633   b = *span_b_offset;                                                          \
1634   b += b_dx * offset;                                                          \
1635                                                                                \
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);                                                       \
1641                                                                                \
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);                                     \
1652 }
1653   
1654 #define setup_blocks_span_initialize_shaded_untextured()                       \
1655 {                                                                              \
1656   vec_4x32u block_span;                                                        \
1657   u32 offset = span_edge_data->left_x;                                         \
1658                                                                                \
1659   rgb.low = span_uvrg_offset->high;                                            \
1660   rgb.high.e[0] = *span_b_offset;                                              \
1661   mla_scalar_4x32b(rgb, rgb_dx, offset);                                       \
1662                                                                                \
1663   dup_4x32b(r_block, rgb.e[0]);                                                \
1664   dup_4x32b(g_block, rgb.e[1]);                                                \
1665   dup_4x32b(b_block, rgb.e[2]);                                                \
1666                                                                                \
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);                                     \
1673 }                                                                              \
1674   
1675 #define setup_blocks_span_initialize_unshaded_textured()                       \
1676 {                                                                              \
1677   vec_4x32u block_span;                                                        \
1678   u32 offset = span_edge_data->left_x;                                         \
1679                                                                                \
1680   uv = span_uvrg_offset->low;                                                  \
1681   mla_scalar_2x32b(uv, uv_dx, offset);                                         \
1682                                                                                \
1683   dup_4x32b(u_block, uv.e[0]);                                                 \
1684   dup_4x32b(v_block, uv.e[1]);                                                 \
1685                                                                                \
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);                                     \
1690 }                                                                              \
1691
1692 #define setup_blocks_span_initialize_unshaded_untextured()                     \
1693
1694
1695 #define setup_blocks_texture_swizzled()                                        \
1696 {                                                                              \
1697   vec_8x8u u_saved = u;                                                        \
1698   sli_8x8b(u, v, 4);                                                           \
1699   sri_8x8b(v, u_saved, 4);                                                     \
1700 }                                                                              \
1701
1702 #define setup_blocks_texture_unswizzled()                                      \
1703
1704 #define setup_blocks_store_shaded_textured(swizzling, dithering, target,       \
1705  edge_type)                                                                    \
1706 {                                                                              \
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;                                                           \
1712                                                                                \
1713   vec_8x8u u;                                                                  \
1714   vec_8x8u v;                                                                  \
1715   vec_8x8u r;                                                                  \
1716   vec_8x8u g;                                                                  \
1717   vec_8x8u b;                                                                  \
1718   vec_8x16u uv;                                                                \
1719                                                                                \
1720   vec_4x32u dx4;                                                               \
1721   vec_4x32u dx8;                                                               \
1722                                                                                \
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);                                  \
1728                                                                                \
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);                           \
1739                                                                                \
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);                                                \
1745                                                                                \
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);                                            \
1756                                                                                \
1757   and_8x8b(u, u, texture_mask.low);                                            \
1758   and_8x8b(v, v, texture_mask.high);                                           \
1759   setup_blocks_texture_##swizzling();                                          \
1760                                                                                \
1761   zip_8x16b(uv, u, v);                                                         \
1762   block->uv = uv;                                                              \
1763   block->r = r;                                                                \
1764   block->g = g;                                                                \
1765   block->b = b;                                                                \
1766   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1767   block->fb_ptr = fb_ptr;                                                      \
1768 }                                                                              \
1769
1770 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target,     \
1771  edge_type)                                                                    \
1772 {                                                                              \
1773   vec_8x16u u_whole;                                                           \
1774   vec_8x16u v_whole;                                                           \
1775                                                                                \
1776   vec_8x8u u;                                                                  \
1777   vec_8x8u v;                                                                  \
1778   vec_8x16u uv;                                                                \
1779                                                                                \
1780   vec_4x32u dx4;                                                               \
1781   vec_4x32u dx8;                                                               \
1782                                                                                \
1783   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1784   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1785                                                                                \
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);                           \
1790                                                                                \
1791   mov_narrow_8x16b(u, u_whole);                                                \
1792   mov_narrow_8x16b(v, v_whole);                                                \
1793                                                                                \
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);                                            \
1798                                                                                \
1799   and_8x8b(u, u, texture_mask.low);                                            \
1800   and_8x8b(v, v, texture_mask.high);                                           \
1801   setup_blocks_texture_##swizzling();                                          \
1802                                                                                \
1803   zip_8x16b(uv, u, v);                                                         \
1804   block->uv = uv;                                                              \
1805   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1806   block->fb_ptr = fb_ptr;                                                      \
1807 }                                                                              \
1808
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);                                             \
1813                                                                                \
1814   subq_8x8b(r, r, d64_4);                                                      \
1815   subq_8x8b(g, g, d64_4);                                                      \
1816   subq_8x8b(b, b, d64_4)                                                       \
1817
1818 #define setup_blocks_store_shaded_untextured_undithered()                      \
1819   
1820
1821 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels)            \
1822   block->pixels = _pixels;                                                     \
1823   block->fb_ptr = fb_ptr                                                       \
1824
1825 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels)            \
1826   block->pixels = _pixels;                                                     \
1827   block->fb_ptr = fb_ptr                                                       \
1828
1829 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect()            \
1830   mul_long_8x8b(pixels, r, d64_1)                                              \
1831
1832
1833 #define setup_blocks_store_untextured_pixels_direct_full(_pixels)              \
1834   store_8x16b(_pixels, fb_ptr)                                                 \
1835
1836 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels)              \
1837 {                                                                              \
1838   vec_8x16u fb_pixels;                                                         \
1839   vec_8x16u draw_mask;                                                         \
1840   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1841                                                                                \
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);                                              \
1847 }                                                                              \
1848
1849 #define setup_blocks_store_shaded_untextured_seed_pixels_direct()              \
1850   pixels = msb_mask;                                                           \
1851   mla_long_8x8b(pixels, r, d64_1)                                              \
1852
1853
1854 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target,     \
1855  edge_type)                                                                    \
1856 {                                                                              \
1857   vec_8x16u r_whole;                                                           \
1858   vec_8x16u g_whole;                                                           \
1859   vec_8x16u b_whole;                                                           \
1860                                                                                \
1861   vec_8x8u r;                                                                  \
1862   vec_8x8u g;                                                                  \
1863   vec_8x8u b;                                                                  \
1864                                                                                \
1865   vec_4x32u dx4;                                                               \
1866   vec_4x32u dx8;                                                               \
1867                                                                                \
1868   vec_8x16u pixels;                                                            \
1869                                                                                \
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);                                  \
1873                                                                                \
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);                           \
1880                                                                                \
1881   mov_narrow_8x16b(r, r_whole);                                                \
1882   mov_narrow_8x16b(g, g_whole);                                                \
1883   mov_narrow_8x16b(b, b_whole);                                                \
1884                                                                                \
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);                                            \
1891                                                                                \
1892   setup_blocks_store_shaded_untextured_##dithering();                          \
1893                                                                                \
1894   shr_8x8b(r, r, 3);                                                           \
1895   bic_8x8b(g, g, d64_0x07);                                                    \
1896   bic_8x8b(b, b, d64_0x07);                                                    \
1897                                                                                \
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)                                            \
1901                                                                                \
1902   setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels);         \
1903 }                                                                              \
1904
1905 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target,   \
1906  edge_type)                                                                    \
1907   setup_blocks_store_untextured_pixels_##target##_##edge_type(colors)          \
1908
1909
1910 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits)           \
1911   (_block)->draw_mask_bits = bits                                              \
1912
1913 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits)         \
1914 {                                                                              \
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;                                             \
1920 }                                                                              \
1921
1922 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits)           \
1923
1924 #define setup_blocks_uv_adj_hack_untextured(_block, edge_data, uvrg_offset)    \
1925
1926 #define setup_blocks_uv_adj_hack_textured(_block, edge_data, uvrg_offset)      \
1927 {                                                                              \
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);         \
1931 }                                                                              \
1932
1933 #define setup_blocks_add_blocks_indirect()                                     \
1934   num_blocks += span_num_blocks;                                               \
1935                                                                                \
1936   if(num_blocks > MAX_BLOCKS)                                                  \
1937   {                                                                            \
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;                                                   \
1942   }                                                                            \
1943
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);                               \
1947
1948
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)                                                      \
1952 {                                                                              \
1953   setup_blocks_load_msb_mask_##target();                                       \
1954   setup_blocks_variables_##shading##_##texturing(target);                      \
1955                                                                                \
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;                                 \
1959                                                                                \
1960   block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks;                 \
1961                                                                                \
1962   u32 num_spans = psx_gpu->num_spans;                                          \
1963                                                                                \
1964   u16 *fb_ptr;                                                                 \
1965   u32 y;                                                                       \
1966                                                                                \
1967   u32 num_blocks = psx_gpu->num_blocks;                                        \
1968   u32 span_num_blocks;                                                         \
1969                                                                                \
1970   while(num_spans)                                                             \
1971   {                                                                            \
1972     span_num_blocks = span_edge_data->num_blocks;                              \
1973     if(span_num_blocks)                                                        \
1974     {                                                                          \
1975       y = span_edge_data->y;                                                   \
1976       fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024);    \
1977                                                                                \
1978       setup_blocks_span_initialize_##shading##_##texturing();                  \
1979       setup_blocks_span_initialize_##dithering(texturing);                     \
1980                                                                                \
1981       setup_blocks_add_blocks_##target();                                      \
1982                                                                                \
1983       s32 pixel_span = span_num_blocks * 8;                                    \
1984       pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF);     \
1985       span_pixels += pixel_span;                                               \
1986                                                                                \
1987       span_num_blocks--;                                                       \
1988       while(span_num_blocks)                                                   \
1989       {                                                                        \
1990         setup_blocks_store_##shading##_##texturing(sw, dithering, target,      \
1991          full);                                                                \
1992         setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00);      \
1993                                                                                \
1994         fb_ptr += 8;                                                           \
1995         block++;                                                               \
1996         span_num_blocks--;                                                     \
1997       }                                                                        \
1998                                                                                \
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);                                                   \
2004                                                                                \
2005       block++;                                                                 \
2006     }                                                                          \
2007     else                                                                       \
2008     {                                                                          \
2009       zero_block_spans++;                                                      \
2010     }                                                                          \
2011                                                                                \
2012     num_spans--;                                                               \
2013     span_edge_data++;                                                          \
2014     span_uvrg_offset++;                                                        \
2015     span_b_offset++;                                                           \
2016   }                                                                            \
2017                                                                                \
2018   psx_gpu->num_blocks = num_blocks;                                            \
2019 }                                                                              \
2020
2021
2022 //setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
2023
2024 #ifndef NEON_BUILD
2025
2026 setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
2027 setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
2028
2029 setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
2030 setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
2031
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);
2036
2037 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
2038 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
2039
2040 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
2041 {
2042   if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
2043     stats_add(texel_blocks_untextured, psx_gpu->num_blocks);
2044 }
2045
2046 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
2047 {
2048   block_struct *block = psx_gpu->blocks;
2049   u32 num_blocks = psx_gpu->num_blocks;
2050   stats_add(texel_blocks_4bpp, num_blocks);
2051
2052   vec_8x8u texels_low;
2053   vec_8x8u texels_high;
2054   vec_8x8u texels;
2055   vec_8x16u pixels;
2056
2057   vec_8x16u clut_a;
2058   vec_8x16u clut_b;
2059   vec_16x8u clut_low;
2060   vec_16x8u clut_high;
2061
2062   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2063   u16 *clut_ptr = psx_gpu->clut_ptr;
2064
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);
2069
2070   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
2071     update_texture_4bpp_cache(psx_gpu);
2072
2073   while(num_blocks)
2074   {
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]];
2083
2084     tbl_16(texels_low, texels, clut_low);
2085     tbl_16(texels_high, texels, clut_high);
2086
2087     // Can be done with an interleaving store on NEON
2088     zip_8x16b(pixels, texels_low, texels_high);
2089
2090     block->texels = pixels;
2091
2092     num_blocks--;
2093     block++;
2094   }
2095 }
2096
2097 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2098 {
2099   block_struct *block = psx_gpu->blocks;
2100   u32 num_blocks = psx_gpu->num_blocks;
2101
2102   stats_add(texel_blocks_8bpp, num_blocks);
2103
2104   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2105     update_texture_8bpp_cache(psx_gpu);
2106
2107   vec_8x16u texels;
2108   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2109
2110   u32 texel;
2111   u32 offset;
2112   u32 i;
2113
2114   while(num_blocks)
2115   {
2116     for(i = 0; i < 8; i++)
2117     {
2118       offset = block->uv.e[i];
2119
2120       texel = texture_ptr_8bpp[offset];
2121       texels.e[i] = psx_gpu->clut_ptr[texel];
2122     }
2123
2124     block->texels = texels;
2125
2126     num_blocks--;
2127     block++;
2128   }
2129 }
2130
2131 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2132 {
2133   block_struct *block = psx_gpu->blocks;
2134   u32 num_blocks = psx_gpu->num_blocks;
2135
2136   stats_add(texel_blocks_16bpp, num_blocks);
2137
2138   vec_8x16u texels;
2139
2140   u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2141   u32 offset;
2142   u32 i;
2143
2144   while(num_blocks)
2145   {
2146     for(i = 0; i < 8; i++)
2147     {
2148       offset = block->uv.e[i];
2149       offset += ((offset & 0xFF00) * 3);
2150
2151       texels.e[i] = texture_ptr_16bpp[offset];
2152     }
2153
2154     block->texels = texels;
2155
2156     num_blocks--;
2157     block++;
2158   }
2159 }
2160
2161 #endif
2162
2163
2164 #define shade_blocks_load_msb_mask_indirect()                                  \
2165
2166 #define shade_blocks_load_msb_mask_direct()                                    \
2167   vec_8x16u msb_mask;                                                          \
2168   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2169
2170 #define shade_blocks_store_indirect(_draw_mask, _pixels)                       \
2171   block->draw_mask = _draw_mask;                                               \
2172   block->pixels = _pixels                                                      \
2173
2174 #define shade_blocks_store_direct(_draw_mask, _pixels)                         \
2175 {                                                                              \
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);                                       \
2181 }                                                                              \
2182
2183
2184 #define shade_blocks_textured_false_modulated_check_dithered(target)           \
2185   if(psx_gpu->triangle_color == 0x808080)                                      \
2186   {                                                                            \
2187     false_modulated_blocks += num_blocks;                                      \
2188   }                                                                            \
2189
2190 #define shade_blocks_textured_false_modulated_check_undithered(target)         \
2191   if(psx_gpu->triangle_color == 0x808080)                                      \
2192   {                                                                            \
2193                                                                                \
2194     shade_blocks_textured_unmodulated_##target(psx_gpu);                       \
2195     false_modulated_blocks += num_blocks;                                      \
2196     return;                                                                    \
2197   }                                                                            \
2198
2199
2200 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering,       \
2201  target)                                                                       \
2202
2203 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering,     \
2204  target)                                                                       \
2205 {                                                                              \
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);             \
2211 }                                                                              \
2212
2213 #define shade_blocks_textured_modulated_shaded_block_load()                    \
2214   colors_r = block->r;                                                         \
2215   colors_g = block->g;                                                         \
2216   colors_b = block->b                                                          \
2217
2218 #define shade_blocks_textured_modulated_unshaded_block_load()                  \
2219
2220 #define shade_blocks_textured_modulate_dithered(component)                     \
2221   pixels_##component = block->dither_offsets;                                  \
2222   mla_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2223
2224 #define shade_blocks_textured_modulate_undithered(component)                   \
2225   mul_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2226
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)                                                      \
2230 {                                                                              \
2231   block_struct *block = psx_gpu->blocks;                                       \
2232   u32 num_blocks = psx_gpu->num_blocks;                                        \
2233   vec_8x16u texels;                                                            \
2234                                                                                \
2235   vec_8x8u texels_r;                                                           \
2236   vec_8x8u texels_g;                                                           \
2237   vec_8x8u texels_b;                                                           \
2238                                                                                \
2239   vec_8x8u colors_r;                                                           \
2240   vec_8x8u colors_g;                                                           \
2241   vec_8x8u colors_b;                                                           \
2242                                                                                \
2243   vec_8x8u pixels_r_low;                                                       \
2244   vec_8x8u pixels_g_low;                                                       \
2245   vec_8x8u pixels_b_low;                                                       \
2246   vec_8x16u pixels;                                                            \
2247                                                                                \
2248   vec_8x16u pixels_r;                                                          \
2249   vec_8x16u pixels_g;                                                          \
2250   vec_8x16u pixels_b;                                                          \
2251                                                                                \
2252   vec_8x16u draw_mask;                                                         \
2253   vec_8x16u zero_mask;                                                         \
2254                                                                                \
2255   vec_8x8u d64_0x07;                                                           \
2256   vec_8x8u d64_0x1F;                                                           \
2257   vec_8x8u d64_1;                                                              \
2258   vec_8x8u d64_4;                                                              \
2259   vec_8x8u d64_128;                                                            \
2260                                                                                \
2261   vec_8x16u d128_0x8000;                                                       \
2262                                                                                \
2263   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2264   u32 draw_mask_bits;                                                          \
2265   shade_blocks_load_msb_mask_##target();                                       \
2266                                                                                \
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);                                                      \
2272                                                                                \
2273   dup_8x16b(d128_0x8000, 0x8000);                                              \
2274                                                                                \
2275   shade_blocks_textured_modulated_##shading##_primitive_load(dithering,        \
2276    target);                                                                    \
2277                                                                                \
2278   while(num_blocks)                                                            \
2279   {                                                                            \
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);                                \
2283                                                                                \
2284     shade_blocks_textured_modulated_##shading##_block_load();                  \
2285                                                                                \
2286     texels = block->texels;                                                    \
2287                                                                                \
2288     mov_narrow_8x16b(texels_r, texels);                                        \
2289     shr_narrow_8x16b(texels_g, texels, 5);                                     \
2290     shr_narrow_8x16b(texels_b, texels, 7);                                     \
2291                                                                                \
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);                                           \
2295                                                                                \
2296     shade_blocks_textured_modulate_##dithering(r);                             \
2297     shade_blocks_textured_modulate_##dithering(g);                             \
2298     shade_blocks_textured_modulate_##dithering(b);                             \
2299                                                                                \
2300     cmpeqz_8x16b(zero_mask, texels);                                           \
2301     and_8x16b(pixels, texels, d128_0x8000);                                    \
2302                                                                                \
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);                       \
2306                                                                                \
2307     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2308                                                                                \
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);                            \
2312                                                                                \
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);                              \
2316                                                                                \
2317     shade_blocks_store_##target(zero_mask, pixels);                            \
2318                                                                                \
2319     num_blocks--;                                                              \
2320     block++;                                                                   \
2321   }                                                                            \
2322 }                                                                              \
2323
2324 #ifndef NEON_BUILD
2325
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);
2330
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);
2335
2336 #endif
2337
2338
2339 #define shade_blocks_textured_unmodulated_builder(target)                      \
2340 void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu)       \
2341 {                                                                              \
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;                                                          \
2347                                                                                \
2348   vec_8x16u pixels;                                                            \
2349   shade_blocks_load_msb_mask_##target();                                       \
2350                                                                                \
2351   while(num_blocks)                                                            \
2352   {                                                                            \
2353     vec_8x16u zero_mask;                                                       \
2354                                                                                \
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);                                \
2358                                                                                \
2359     pixels = block->texels;                                                    \
2360                                                                                \
2361     cmpeqz_8x16b(zero_mask, pixels);                                           \
2362     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2363                                                                                \
2364     shade_blocks_store_##target(zero_mask, pixels);                            \
2365                                                                                \
2366     num_blocks--;                                                              \
2367     block++;                                                                   \
2368   }                                                                            \
2369 }                                                                              \
2370
2371 #define shade_blocks_textured_unmodulated_dithered_builder(target)             \
2372 void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct        \
2373  *psx_gpu)                                                                     \
2374 {                                                                              \
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;                                                          \
2380                                                                                \
2381   vec_8x16u pixels;                                                            \
2382   shade_blocks_load_msb_mask_##target();                                       \
2383                                                                                \
2384   while(num_blocks)                                                            \
2385   {                                                                            \
2386     vec_8x16u zero_mask;                                                       \
2387                                                                                \
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);                                \
2391                                                                                \
2392     pixels = block->texels;                                                    \
2393                                                                                \
2394     cmpeqz_8x16b(zero_mask, pixels);                                           \
2395     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2396                                                                                \
2397     shade_blocks_store_##target(zero_mask, pixels);                            \
2398                                                                                \
2399     num_blocks--;                                                              \
2400     block++;                                                                   \
2401   }                                                                            \
2402 }                                                                              \
2403
2404 #ifndef NEON_BUILD
2405
2406 shade_blocks_textured_unmodulated_builder(indirect)
2407 shade_blocks_textured_unmodulated_builder(direct)
2408
2409 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2410 {
2411 }
2412
2413 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2414 {
2415   block_struct *block = psx_gpu->blocks;
2416   u32 num_blocks = psx_gpu->num_blocks;
2417
2418   vec_8x16u pixels = block->pixels;
2419   shade_blocks_load_msb_mask_direct();
2420
2421   while(num_blocks)
2422   {
2423     shade_blocks_store_direct(block->draw_mask, pixels);
2424
2425     num_blocks--;
2426     block++;
2427   }
2428 }
2429
2430 #endif
2431
2432 void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2433 {
2434 }
2435
2436
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)                                  \
2441
2442 #define blend_blocks_mask_evaluate_off()                                       \
2443
2444 #define blend_blocks_average()                                                 \
2445 {                                                                              \
2446   vec_8x16u pixels_no_msb;                                                     \
2447   vec_8x16u fb_pixels_no_msb;                                                  \
2448                                                                                \
2449   vec_8x16u d128_0x0421;                                                       \
2450   vec_8x16u d128_0x8000;                                                       \
2451                                                                                \
2452   dup_8x16b(d128_0x0421, 0x0421);                                              \
2453   dup_8x16b(d128_0x8000, 0x8000);                                              \
2454                                                                                \
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);                 \
2461 }                                                                              \
2462
2463 #define blend_blocks_add()                                                     \
2464 {                                                                              \
2465   vec_8x16u pixels_rb, pixels_g;                                               \
2466   vec_8x16u fb_rb, fb_g;                                                       \
2467                                                                                \
2468   vec_8x16u d128_0x7C1F;                                                       \
2469   vec_8x16u d128_0x03E0;                                                       \
2470                                                                                \
2471   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2472   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2473                                                                                \
2474   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2475   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2476                                                                                \
2477   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2478   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2479                                                                                \
2480   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2481   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2482                                                                                \
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);                                          \
2486                                                                                \
2487   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2488 }                                                                              \
2489
2490 #define blend_blocks_subtract()                                                \
2491 {                                                                              \
2492   vec_8x16u pixels_rb, pixels_g;                                               \
2493   vec_8x16u fb_rb, fb_g;                                                       \
2494                                                                                \
2495   vec_8x16u d128_0x7C1F;                                                       \
2496   vec_8x16u d128_0x03E0;                                                       \
2497                                                                                \
2498   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2499   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2500                                                                                \
2501   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2502   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2503                                                                                \
2504   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2505   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2506                                                                                \
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);                                            \
2510                                                                                \
2511   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2512 }                                                                              \
2513
2514 #define blend_blocks_add_fourth()                                              \
2515 {                                                                              \
2516   vec_8x16u pixels_rb, pixels_g;                                               \
2517   vec_8x16u pixels_fourth;                                                     \
2518   vec_8x16u fb_rb, fb_g;                                                       \
2519                                                                                \
2520   vec_8x16u d128_0x7C1F;                                                       \
2521   vec_8x16u d128_0x1C07;                                                       \
2522   vec_8x16u d128_0x03E0;                                                       \
2523   vec_8x16u d128_0x00E0;                                                       \
2524                                                                                \
2525   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2526   dup_8x16b(d128_0x1C07, 0x1C07);                                              \
2527   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2528   dup_8x16b(d128_0x00E0, 0x00E0);                                              \
2529                                                                                \
2530   shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2);                 \
2531                                                                                \
2532   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2533   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2534                                                                                \
2535   and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07);                            \
2536   and_8x16b(pixels_g, pixels_fourth, d128_0x00E0);                             \
2537                                                                                \
2538   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2539   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2540                                                                                \
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);                                          \
2544                                                                                \
2545   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2546 }                                                                              \
2547
2548 #define blend_blocks_blended_combine_textured()                                \
2549 {                                                                              \
2550   vec_8x16u blend_mask;                                                        \
2551   cmpltz_8x16b(blend_mask, pixels);                                            \
2552                                                                                \
2553   or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000);                      \
2554   bif_8x16b(blend_pixels, pixels, blend_mask);                                 \
2555 }                                                                              \
2556
2557 #define blend_blocks_blended_combine_untextured()                              \
2558
2559
2560 #define blend_blocks_body_blend(blend_mode, texturing)                         \
2561 {                                                                              \
2562   blend_blocks_##blend_mode();                                                 \
2563   blend_blocks_blended_combine_##texturing();                                  \
2564 }                                                                              \
2565
2566 #define blend_blocks_body_average(texturing)                                   \
2567   blend_blocks_body_blend(average, texturing)                                  \
2568
2569 #define blend_blocks_body_add(texturing)                                       \
2570   blend_blocks_body_blend(add, texturing)                                      \
2571
2572 #define blend_blocks_body_subtract(texturing)                                  \
2573   blend_blocks_body_blend(subtract, texturing)                                 \
2574
2575 #define blend_blocks_body_add_fourth(texturing)                                \
2576   blend_blocks_body_blend(add_fourth, texturing)                               \
2577
2578 #define blend_blocks_body_unblended(texturing)                                 \
2579   blend_pixels = pixels                                                        \
2580
2581
2582 #define blend_blocks_builder(texturing, blend_mode, mask_evaluate)             \
2583 void                                                                           \
2584  blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct      \
2585  *psx_gpu)                                                                     \
2586 {                                                                              \
2587   block_struct *block = psx_gpu->blocks;                                       \
2588   u32 num_blocks = psx_gpu->num_blocks;                                        \
2589   vec_8x16u draw_mask;                                                         \
2590   vec_8x16u pixels;                                                            \
2591   vec_8x16u blend_pixels;                                                      \
2592   vec_8x16u framebuffer_pixels;                                                \
2593   vec_8x16u msb_mask;                                                          \
2594                                                                                \
2595   u16 *fb_ptr;                                                                 \
2596                                                                                \
2597   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2598                                                                                \
2599   while(num_blocks)                                                            \
2600   {                                                                            \
2601     pixels = block->pixels;                                                    \
2602     draw_mask = block->draw_mask;                                              \
2603     fb_ptr = block->fb_ptr;                                                    \
2604                                                                                \
2605     load_8x16b(framebuffer_pixels, fb_ptr);                                    \
2606                                                                                \
2607     blend_blocks_mask_evaluate_##mask_evaluate();                              \
2608     blend_blocks_body_##blend_mode(texturing);                                 \
2609                                                                                \
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);                                   \
2613                                                                                \
2614     blend_blocks++;                                                            \
2615     num_blocks--;                                                              \
2616     block++;                                                                   \
2617   }                                                                            \
2618 }                                                                              \
2619
2620 #ifndef NEON_BUILD
2621
2622 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2623 {
2624 }
2625
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);
2634
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);
2643
2644 blend_blocks_builder(textured, unblended, on);
2645
2646 #endif
2647
2648                                                                                
2649 #define vertex_swap(_a, _b)                                                    \
2650 {                                                                              \
2651   vertex_struct *temp_vertex = _a;                                             \
2652   _a = _b;                                                                     \
2653   _b = temp_vertex;                                                            \
2654   triangle_winding ^= 1;                                                       \
2655 }                                                                              \
2656
2657
2658 // Setup blocks parametric-variables:
2659 // SHADE  TEXTURE_MAP SWIZZLING
2660 // 0      0           x          
2661 // 0      1           0
2662 // 0      1           1
2663 // 1      0           x
2664 // 1      1           0
2665 // 1      1           1
2666 // 8 inputs, 6 combinations
2667
2668 #define setup_blocks_switch_untextured_unshaded(dithering, target)             \
2669   setup_blocks_unshaded_untextured_undithered_unswizzled_##target              \
2670
2671 #define setup_blocks_switch_untextured_shaded(dithering, target)               \
2672   setup_blocks_shaded_untextured_##dithering##_unswizzled_##target             \
2673
2674 #define setup_blocks_switch_untextured(shading, texture_mode, dithering,       \
2675  target)                                                                       \
2676   setup_blocks_switch_untextured_##shading(dithering, target)                  \
2677
2678 #define setup_blocks_switch_texture_mode_4bpp(shading)                         \
2679   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2680
2681 #define setup_blocks_switch_texture_mode_8bpp(shading)                         \
2682   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2683
2684 #define setup_blocks_switch_texture_mode_16bpp(shading)                        \
2685   setup_blocks_##shading##_textured_dithered_unswizzled_indirect               \
2686
2687 #define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2688   setup_blocks_switch_texture_mode_##texture_mode(shading)                     \
2689
2690 #define setup_blocks_switch_blended(shading, texturing, texture_mode,          \
2691  dithering, mask_evaluate)                                                     \
2692   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2693
2694 #define setup_blocks_switch_unblended_on(shading, texturing, texture_mode,     \
2695  dithering)                                                                    \
2696   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2697
2698 #define setup_blocks_switch_unblended_off(shading, texturing, texture_mode,    \
2699  dithering)                                                                    \
2700   setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct)    \
2701
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)                                                    \
2706
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)                                                   \
2711
2712
2713 // Texture blocks:
2714
2715 #define texture_blocks_switch_untextured(texture_mode)                         \
2716   texture_blocks_untextured                                                    \
2717
2718 #define texture_blocks_switch_textured(texture_mode)                           \
2719   texture_blocks_##texture_mode                                                \
2720
2721 #define texture_blocks_switch(texturing, texture_mode)                         \
2722   texture_blocks_switch_##texturing(texture_mode)                              \
2723
2724
2725 // Shade blocks parametric-variables:
2726 // SHADE  TEXTURE_MAP  MODULATE_TEXELS  dither_mode
2727 // 0      0            x                x
2728 // 0      1            0                0
2729 // 0      1            0                1
2730 // x      1            1                x
2731 // 1      0            x                0
2732 // 1      0            x                1
2733 // 1      1            0                0
2734 // 1      1            0                1
2735 // 16 inputs, 8 combinations
2736
2737 #define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2738   shade_blocks_unshaded_untextured_##target                                    \
2739
2740 #define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target)   \
2741   shade_blocks_textured_unmodulated_##target                                   \
2742
2743 #define shade_blocks_switch_unshaded_textured_modulated(dithering, target)     \
2744   shade_blocks_unshaded_textured_modulated_##dithering##_##target              \
2745
2746 #define shade_blocks_switch_unshaded_textured(modulation, dithering, target)   \
2747   shade_blocks_switch_unshaded_textured_##modulation(dithering, target)        \
2748
2749 #define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2750   shade_blocks_switch_unshaded_##texturing(modulation, dithering, target)      \
2751
2752 #define shade_blocks_switch_shaded_untextured(modulation, dithering, target)   \
2753   shade_blocks_shaded_untextured                                               \
2754
2755 #define shade_blocks_switch_shaded_textured_unmodulated(dithering, target)     \
2756   shade_blocks_textured_unmodulated_##target                                   \
2757
2758 #define shade_blocks_switch_shaded_textured_modulated(dithering, target)       \
2759   shade_blocks_shaded_textured_modulated_##dithering##_##target                \
2760
2761 #define shade_blocks_switch_shaded_textured(modulation, dithering, target)     \
2762   shade_blocks_switch_shaded_textured_##modulation(dithering, target)          \
2763
2764 #define shade_blocks_switch_shaded(texturing, modulation, dithering, target)   \
2765   shade_blocks_switch_shaded_##texturing(modulation, dithering, target)        \
2766
2767 #define shade_blocks_switch_mask_off(shading, texturing, modulation,           \
2768  dithering)                                                                    \
2769   shade_blocks_switch_##shading(texturing, modulation, dithering, direct)      \
2770
2771 #define shade_blocks_switch_mask_on(shading, texturing, modulation,            \
2772  dithering)                                                                    \
2773   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2774
2775 #define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2776  mask_evaluate)                                                                \
2777   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2778
2779 #define shade_blocks_switch_unblended(shading, texturing, modulation,          \
2780  dithering, mask_evaluate)                                                     \
2781   shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation,     \
2782    dithering)                                                                  \
2783
2784 #define shade_blocks_switch(shading, texturing, modulation, dithering,         \
2785  blending, mask_evaluate)                                                      \
2786   shade_blocks_switch_##blending(shading, texturing, modulation, dithering,    \
2787    mask_evaluate)                                                              \
2788
2789
2790 // Blend blocks parametric-variables:
2791 // TEXTURE_MAP BLEND  BM_A BM_B mask_evaluate
2792 // x           0      x    x    0
2793 // x           0      x    x    1
2794 // 0           1      0    0    0
2795 // 0           1      0    0    1
2796 // 0           1      0    1    0
2797 // 0           1      0    1    1
2798 // 0           1      1    0    0
2799 // 0           1      1    0    1
2800 // 0           1      1    1    0
2801 // 0           1      1    1    1
2802 // 1           1      0    0    0
2803 // 1           1      0    0    1
2804 // 1           1      0    1    0
2805 // 1           1      0    1    1
2806 // 1           1      1    0    0
2807 // 1           1      1    0    1
2808 // 1           1      1    1    0
2809 // 1           1      1    1    1
2810 // 32 inputs, 18 combinations
2811
2812 #define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate)    \
2813   blend_blocks_textured_unblended_##mask_evaluate                              \
2814
2815 #define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate)      \
2816   blend_blocks_##texturing##_##blend_mode##_##mask_evaluate                    \
2817
2818 #define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)    \
2819   blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate)         \
2820
2821
2822 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2823  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2824 {                                                                              \
2825   setup_blocks_switch(shading, texturing, texture_mode, dithering, blending,   \
2826    mask_evaluate),                                                             \
2827   texture_blocks_switch(texturing, texture_mode),                              \
2828   shade_blocks_switch(shading, texturing, modulation, dithering, blending,     \
2829    mask_evaluate),                                                             \
2830   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
2831 }                                                                              \
2832
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)        \
2839
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)                      \
2846
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)                                \
2853
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)                                           \
2860
2861 #define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,     \
2862  mask_evaluate)                                                                \
2863   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2864    unshaded),                                                                  \
2865   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2866    shaded)                                                                     \
2867
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)       \
2871
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)              \
2877
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)                               \
2883
2884
2885 render_block_handler_struct render_triangle_block_handlers[] =
2886 {
2887   render_blocks_switch_block()
2888 };
2889
2890 #undef render_blocks_switch_block_modulation
2891
2892 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2893  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2894   "render flags:\n"                                                            \
2895   "texture mode:     " #texture_mode "\n"                                      \
2896   "blend mode:       " #blend_mode "\n"                                        \
2897   "mask evaluation:  " #mask_evaluate "\n"                                     \
2898   #shading "\n"                                                                \
2899   #dithering "\n"                                                              \
2900   #texturing "\n"                                                              \
2901   #blending "\n"                                                               \
2902   #modulation "\n"                                                             \
2903
2904 char *render_block_flag_strings[] =
2905 {                                                                               
2906   render_blocks_switch_block()
2907 };
2908
2909
2910 #define triangle_y_direction_up   1
2911 #define triangle_y_direction_flat 2
2912 #define triangle_y_direction_down 0
2913
2914 #define triangle_winding_positive 0
2915 #define triangle_winding_negative 1
2916
2917 #define triangle_set_direction(direction_variable, value)                      \
2918   u32 direction_variable = (u32)(value) >> 31;                                 \
2919   if(value == 0)                                                               \
2920     direction_variable = 2                                                     \
2921
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))                                          \
2927
2928 static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2929  prepared_triangle *triangle_out)
2930 {
2931   s32 y_top, y_bottom, offset_x, offset_y, i;
2932   s32 triangle_area;
2933   u32 triangle_winding = 0;
2934
2935   vertex_struct *a = &(vertexes[0]);
2936   vertex_struct *b = &(vertexes[1]);
2937   vertex_struct *c = &(vertexes[2]);
2938
2939   triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2940
2941 #ifdef PROFILE
2942   triangles++;
2943 #endif
2944
2945   if(triangle_area == 0)
2946   {
2947 #ifdef PROFILE
2948     trivial_rejects++;
2949 #endif
2950     return 0;
2951   }
2952
2953   if(b->y < a->y)
2954     vertex_swap(a, b);
2955
2956   if(c->y < b->y)
2957   {
2958     vertex_swap(b, c);
2959
2960     if(b->y < a->y)
2961       vertex_swap(a, b);
2962   }
2963
2964   y_bottom = c->y;
2965   y_top = a->y;
2966   offset_y = sign_extend_11bit(y_top + psx_gpu->offset_y) - y_top;
2967
2968   if((y_bottom - y_top) >= 512)
2969   {
2970 #ifdef PROFILE
2971     trivial_rejects++;
2972 #endif
2973     return 0;
2974   }
2975
2976   if(triangle_area < 0)
2977   {
2978     triangle_area = -triangle_area;
2979     triangle_winding ^= 1;
2980     vertex_swap(a, c);
2981   }
2982
2983   if(b->x < a->x)
2984     vertex_swap(a, b);
2985
2986   if(c->x < b->x) 
2987   {
2988     vertex_swap(b, c);
2989
2990     if(b->x < a->x)
2991       vertex_swap(a, b);
2992   }
2993
2994   if(c->x - a->x >= 1024)
2995   {
2996 #ifdef PROFILE
2997     trivial_rejects++;
2998 #endif
2999     return 0;
3000   }
3001
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)
3006   {
3007 #ifdef PROFILE
3008     trivial_rejects++;
3009 #endif
3010     return 0;
3011   }
3012
3013   for (i = 0; i < 3; i++)
3014   {
3015     vertexes[i].x += offset_x;
3016     vertexes[i].y += offset_y;
3017   }
3018
3019   psx_gpu->triangle_area = triangle_area;
3020   psx_gpu->triangle_winding = triangle_winding;
3021
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;
3027
3028   return 1;
3029 }
3030
3031 static void render_triangle_p(psx_gpu_struct *psx_gpu,
3032  vertex_struct *vertex_ptrs[3], u32 flags)
3033 {
3034   psx_gpu->num_spans = 0;
3035
3036   vertex_struct *a = vertex_ptrs[0];
3037   vertex_struct *b = vertex_ptrs[1];
3038   vertex_struct *c = vertex_ptrs[2];
3039
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;
3043
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);
3047
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");
3051 #endif
3052
3053   compute_all_gradients(psx_gpu, a, b, c);
3054
3055   switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
3056    (psx_gpu->triangle_winding << 6))
3057   {
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);
3062       break;
3063
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);
3068       break;
3069
3070     triangle_case(down, up, up, negative):
3071       setup_spans_up_down(psx_gpu, a, c, b);
3072       break;
3073
3074     triangle_case(down, up, flat, negative):
3075       setup_spans_down_a(psx_gpu, a, c, b);
3076       break;
3077
3078     triangle_case(down, up, down, negative):
3079       setup_spans_down_right(psx_gpu, a, c, b);
3080       break;
3081
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);
3086       break;
3087
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);
3092       break;
3093
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);
3098       break;
3099
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);
3104       break;
3105
3106     triangle_case(up, down, up, positive):
3107       setup_spans_up_right(psx_gpu, a, c, b);
3108       break;
3109
3110     triangle_case(up, down, flat, positive):
3111       setup_spans_up_a(psx_gpu, a, c, b);
3112       break;
3113
3114     triangle_case(up, down, down, positive):
3115       setup_spans_up_down(psx_gpu, a, b, c);
3116       break;
3117
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);
3122       break;
3123
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);
3128       break;
3129   }
3130
3131 #ifdef PROFILE
3132   spans += psx_gpu->num_spans;
3133 #endif
3134
3135   if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
3136   {
3137     u32 i;
3138
3139     if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
3140     {
3141       for(i = 0; i < psx_gpu->num_spans; i++)
3142       {
3143         if((psx_gpu->span_edge_data[i].y & 1) == 0)
3144           psx_gpu->span_edge_data[i].num_blocks = 0;
3145       }
3146     }
3147     else
3148     {
3149       for(i = 0; i < psx_gpu->num_spans; i++)
3150       {
3151         if(psx_gpu->span_edge_data[i].y & 1)
3152           psx_gpu->span_edge_data[i].num_blocks = 0;
3153       }
3154     }
3155   }
3156   assert(psx_gpu->span_edge_data[0].y < 1024u);
3157
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;
3162   
3163   if((psx_gpu->render_state != render_state) ||
3164    (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3165   {
3166     psx_gpu->render_state = render_state;
3167     flush_render_block_buffer(psx_gpu);
3168 #ifdef PROFILE
3169     state_changes++;
3170 #endif
3171   }
3172
3173   psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3174
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)
3178    (psx_gpu);
3179
3180 #if defined(__arm__) && defined(NEON_BUILD) && !defined(SIMD_BUILD)
3181   __asm__ __volatile__("vldmia %0, {q4-q7}" :: "r"(psx_gpu->saved_q4_q7));
3182 #endif
3183 }
3184
3185 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3186  u32 flags)
3187 {
3188   prepared_triangle triangle;
3189   if (prepare_triangle(psx_gpu, vertexes, &triangle))
3190     render_triangle_p(psx_gpu, triangle.vertexes, flags);
3191 }
3192
3193 #if !defined(NEON_BUILD) || defined(SIMD_BUILD)
3194
3195 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3196 {
3197   block_struct *block = psx_gpu->blocks;
3198   u32 num_blocks = psx_gpu->num_blocks;
3199
3200   vec_8x16u texels;
3201   vec_8x8u texel_indexes;
3202
3203   u16 *clut_ptr = psx_gpu->clut_ptr;
3204   u32 i;
3205
3206   while(num_blocks)
3207   {
3208     texel_indexes = block->r;
3209
3210     for(i = 0; i < 8; i++)
3211     {
3212       texels.e[i] = clut_ptr[texel_indexes.e[i]];
3213     }
3214
3215     block->texels = texels;
3216
3217     num_blocks--;
3218     block++;
3219   }
3220 }
3221
3222 #endif
3223
3224
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;                                               \
3229                                                                                \
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)                             \
3233
3234 #define setup_sprite_tiled_initialize_4bpp()                                   \
3235   setup_sprite_tiled_initialize_4bpp_clut();                                   \
3236                                                                                \
3237   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)        \
3238     update_texture_4bpp_cache(psx_gpu)                                         \
3239
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)                                         \
3243
3244
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);                                 \
3248                                                                                \
3249   load_64b(texels, texture_block_ptr)                                          \
3250
3251
3252 #define setup_sprite_tile_add_blocks(tile_num_blocks)                          \
3253   num_blocks += tile_num_blocks;                                               \
3254   sprite_blocks += tile_num_blocks;                                            \
3255                                                                                \
3256   if(num_blocks > MAX_BLOCKS)                                                  \
3257   {                                                                            \
3258     flush_render_block_buffer(psx_gpu);                                        \
3259     num_blocks = tile_num_blocks;                                              \
3260     block = psx_gpu->blocks;                                                   \
3261   }                                                                            \
3262
3263 #define setup_sprite_tile_full_4bpp(edge)                                      \
3264 {                                                                              \
3265   vec_8x8u texels_low, texels_high;                                            \
3266   vec_8x16u pixels;                                                            \
3267   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3268                                                                                \
3269   while(sub_tile_height)                                                       \
3270   {                                                                            \
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);                                \
3275                                                                                \
3276     block->texels = pixels;                                                    \
3277     block->draw_mask_bits = left_mask_bits;                                    \
3278     block->fb_ptr = fb_ptr;                                                    \
3279     block++;                                                                   \
3280                                                                                \
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);                                \
3285                                                                                \
3286     block->texels = pixels;                                                    \
3287     block->draw_mask_bits = right_mask_bits;                                   \
3288     block->fb_ptr = fb_ptr + 8;                                                \
3289     block++;                                                                   \
3290                                                                                \
3291     fb_ptr += 1024;                                                            \
3292     texture_offset += 0x10;                                                    \
3293     sub_tile_height--;                                                         \
3294   }                                                                            \
3295   texture_offset += 0xF00;                                                     \
3296   psx_gpu->num_blocks = num_blocks;                                            \
3297 }                                                                              \
3298
3299 #define setup_sprite_tile_half_4bpp(edge)                                      \
3300 {                                                                              \
3301   vec_8x8u texels_low, texels_high;                                            \
3302   vec_8x16u pixels;                                                            \
3303   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3304                                                                                \
3305   while(sub_tile_height)                                                       \
3306   {                                                                            \
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);                                \
3311                                                                                \
3312     block->texels = pixels;                                                    \
3313     block->draw_mask_bits = edge##_mask_bits;                                  \
3314     block->fb_ptr = fb_ptr;                                                    \
3315     block++;                                                                   \
3316                                                                                \
3317     fb_ptr += 1024;                                                            \
3318     texture_offset += 0x10;                                                    \
3319     sub_tile_height--;                                                         \
3320   }                                                                            \
3321   texture_offset += 0xF00;                                                     \
3322   psx_gpu->num_blocks = num_blocks;                                            \
3323 }                                                                              \
3324
3325   
3326 #define setup_sprite_tile_full_8bpp(edge)                                      \
3327 {                                                                              \
3328   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3329                                                                                \
3330   while(sub_tile_height)                                                       \
3331   {                                                                            \
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;                                                    \
3336     block++;                                                                   \
3337                                                                                \
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;                                                \
3342     block++;                                                                   \
3343                                                                                \
3344     fb_ptr += 1024;                                                            \
3345     texture_offset += 0x10;                                                    \
3346     sub_tile_height--;                                                         \
3347   }                                                                            \
3348   texture_offset += 0xF00;                                                     \
3349   psx_gpu->num_blocks = num_blocks;                                            \
3350 }                                                                              \
3351
3352 #define setup_sprite_tile_half_8bpp(edge)                                      \
3353 {                                                                              \
3354   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3355                                                                                \
3356   while(sub_tile_height)                                                       \
3357   {                                                                            \
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;                                                    \
3362     block++;                                                                   \
3363                                                                                \
3364     fb_ptr += 1024;                                                            \
3365     texture_offset += 0x10;                                                    \
3366     sub_tile_height--;                                                         \
3367   }                                                                            \
3368   texture_offset += 0xF00;                                                     \
3369   psx_gpu->num_blocks = num_blocks;                                            \
3370 }                                                                              \
3371
3372   
3373 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
3374   texture_offset = texture_offset_base + 8;                                    \
3375   fb_ptr += 8                                                                  \
3376
3377 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
3378   texture_offset = texture_offset_base                                         \
3379
3380 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
3381   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
3382
3383 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
3384   texture_offset = texture_offset_base                                         \
3385
3386 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
3387   fb_ptr -= 8                                                                  \
3388
3389 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
3390
3391 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
3392   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
3393
3394 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
3395
3396
3397 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode,  \
3398  x4mode)                                                                       \
3399 do                                                                             \
3400 {                                                                              \
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);         \
3405 } while(0)                                                                     \
3406
3407 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode,   \
3408  x4mode)                                                                       \
3409 do                                                                             \
3410 {                                                                              \
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;                                                        \
3416                                                                                \
3417   while(tiles_remaining)                                                       \
3418   {                                                                            \
3419     sub_tile_height = 16;                                                      \
3420     setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);              \
3421     tiles_remaining--;                                                         \
3422   }                                                                            \
3423                                                                                \
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);         \
3427 } while(0)                                                                     \
3428
3429
3430 #define setup_sprite_column_data_single()                                      \
3431   column_data = height                                                         \
3432
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                                       \
3437
3438
3439 #define RIGHT_MASK_BIT_SHIFT 8
3440 #define RIGHT_MASK_BIT_SHIFT_4x 16
3441
3442 #define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
3443  edge_mode, edge, x4mode)                                                      \
3444 {                                                                              \
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;            \
3448                                                                                \
3449   setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
3450    texture_mode, x4mode);                                                      \
3451 }                                                                              \
3452
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)                                     \
3457
3458 #define FB_PTR_MULTIPLIER 1
3459 #define FB_PTR_MULTIPLIER_4x 2
3460
3461 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height,       \
3462  left_mode, right_mode, x4mode)                                                \
3463 {                                                                              \
3464   setup_sprite_column_data_##multi_height();                                   \
3465   s32 fb_ptr_advance_column = (16 - (1024 * height))                           \
3466     * FB_PTR_MULTIPLIER##x4mode;                                               \
3467                                                                                \
3468   tile_width -= 2;                                                             \
3469   left_mask_bits = left_block_mask;                                            \
3470   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3471                                                                                \
3472   setup_sprite_tile_column_height_##multi_height(left_mode, right,             \
3473    texture_mode, x4mode);                                                      \
3474   fb_ptr += fb_ptr_advance_column;                                             \
3475                                                                                \
3476   left_mask_bits = 0x00;                                                       \
3477   right_mask_bits = 0x00;                                                      \
3478                                                                                \
3479   while(tile_width)                                                            \
3480   {                                                                            \
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;                                           \
3485     tile_width--;                                                              \
3486   }                                                                            \
3487                                                                                \
3488   left_mask_bits = right_block_mask;                                           \
3489   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3490                                                                                \
3491   setup_sprite_tiled_advance_column();                                         \
3492   setup_sprite_tile_column_height_##multi_height(right_mode, left,             \
3493    texture_mode, x4mode);                                                      \
3494 }                                                                              \
3495
3496
3497 /* 4x stuff */
3498 #define setup_sprite_tiled_initialize_4bpp_4x()                                \
3499   setup_sprite_tiled_initialize_4bpp_clut()                                    \
3500
3501 #define setup_sprite_tiled_initialize_8bpp_4x()                                \
3502
3503
3504 #define setup_sprite_tile_full_4bpp_4x(edge)                                   \
3505 {                                                                              \
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;                                \
3513                                                                                \
3514   while(sub_tile_height)                                                       \
3515   {                                                                            \
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);                                \
3520                                                                                \
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;                                                    \
3525     block++;                                                                   \
3526                                                                                \
3527     block->texels = pixels_wide;                                               \
3528     block->draw_mask_bits = left_mask_bits_a;                                  \
3529     block->fb_ptr = fb_ptr + 1024;                                             \
3530     block++;                                                                   \
3531                                                                                \
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;                                                \
3536     block++;                                                                   \
3537                                                                                \
3538     block->texels = pixels_wide;                                               \
3539     block->draw_mask_bits = left_mask_bits_b;                                  \
3540     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3541     block++;                                                                   \
3542                                                                                \
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);                                \
3547                                                                                \
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;                                               \
3552     block++;                                                                   \
3553                                                                                \
3554     block->texels = pixels_wide;                                               \
3555     block->draw_mask_bits = right_mask_bits_a;                                 \
3556     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3557     block++;                                                                   \
3558                                                                                \
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;                                               \
3563     block++;                                                                   \
3564                                                                                \
3565     block->texels = pixels_wide;                                               \
3566     block->draw_mask_bits = right_mask_bits_b;                                 \
3567     block->fb_ptr = fb_ptr + 1024 + 24;                                        \
3568     block++;                                                                   \
3569                                                                                \
3570     fb_ptr += 2048;                                                            \
3571     texture_offset += 0x10;                                                    \
3572     sub_tile_height--;                                                         \
3573   }                                                                            \
3574   texture_offset += 0xF00;                                                     \
3575   psx_gpu->num_blocks = num_blocks;                                            \
3576 }                                                                              \
3577
3578 #define setup_sprite_tile_half_4bpp_4x(edge)                                   \
3579 {                                                                              \
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;                              \
3585                                                                                \
3586   while(sub_tile_height)                                                       \
3587   {                                                                            \
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);                                \
3592                                                                                \
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;                                                    \
3597     block++;                                                                   \
3598                                                                                \
3599     block->texels = pixels_wide;                                               \
3600     block->draw_mask_bits = edge##_mask_bits_a;                                \
3601     block->fb_ptr = fb_ptr + 1024;                                             \
3602     block++;                                                                   \
3603                                                                                \
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;                                                \
3608     block++;                                                                   \
3609                                                                                \
3610     block->texels = pixels_wide;                                               \
3611     block->draw_mask_bits = edge##_mask_bits_b;                                \
3612     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3613     block++;                                                                   \
3614                                                                                \
3615     fb_ptr += 2048;                                                            \
3616     texture_offset += 0x10;                                                    \
3617     sub_tile_height--;                                                         \
3618   }                                                                            \
3619   texture_offset += 0xF00;                                                     \
3620   psx_gpu->num_blocks = num_blocks;                                            \
3621 }                                                                              \
3622
3623   
3624 #define setup_sprite_tile_full_8bpp_4x(edge)                                   \
3625 {                                                                              \
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;                                \
3632                                                                                \
3633   while(sub_tile_height)                                                       \
3634   {                                                                            \
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;                                                    \
3640     block++;                                                                   \
3641                                                                                \
3642     block->r = texels_wide.low;                                                \
3643     block->draw_mask_bits = left_mask_bits_a;                                  \
3644     block->fb_ptr = fb_ptr + 1024;                                             \
3645     block++;                                                                   \
3646                                                                                \
3647     block->r = texels_wide.high;                                               \
3648     block->draw_mask_bits = left_mask_bits_b;                                  \
3649     block->fb_ptr = fb_ptr + 8;                                                \
3650     block++;                                                                   \
3651                                                                                \
3652     block->r = texels_wide.high;                                               \
3653     block->draw_mask_bits = left_mask_bits_b;                                  \
3654     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3655     block++;                                                                   \
3656                                                                                \
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;                                               \
3662     block++;                                                                   \
3663                                                                                \
3664     block->r = texels_wide.low;                                                \
3665     block->draw_mask_bits = right_mask_bits_a;                                 \
3666     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3667     block++;                                                                   \
3668                                                                                \
3669     block->r = texels_wide.high;                                               \
3670     block->draw_mask_bits = right_mask_bits_b;                                 \
3671     block->fb_ptr = fb_ptr + 24;                                               \
3672     block++;                                                                   \
3673                                                                                \
3674     block->r = texels_wide.high;                                               \
3675     block->draw_mask_bits = right_mask_bits_b;                                 \
3676     block->fb_ptr = fb_ptr + 24 + 1024;                                        \
3677     block++;                                                                   \
3678                                                                                \
3679     fb_ptr += 2048;                                                            \
3680     texture_offset += 0x10;                                                    \
3681     sub_tile_height--;                                                         \
3682   }                                                                            \
3683   texture_offset += 0xF00;                                                     \
3684   psx_gpu->num_blocks = num_blocks;                                            \
3685 }                                                                              \
3686
3687 #define setup_sprite_tile_half_8bpp_4x(edge)                                   \
3688 {                                                                              \
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;                              \
3693                                                                                \
3694   while(sub_tile_height)                                                       \
3695   {                                                                            \
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;                                                    \
3701     block++;                                                                   \
3702                                                                                \
3703     block->r = texels_wide.low;                                                \
3704     block->draw_mask_bits = edge##_mask_bits_a;                                \
3705     block->fb_ptr = fb_ptr + 1024;                                             \
3706     block++;                                                                   \
3707                                                                                \
3708     block->r = texels_wide.high;                                               \
3709     block->draw_mask_bits = edge##_mask_bits_b;                                \
3710     block->fb_ptr = fb_ptr + 8;                                                \
3711     block++;                                                                   \
3712                                                                                \
3713     block->r = texels_wide.high;                                               \
3714     block->draw_mask_bits = edge##_mask_bits_b;                                \
3715     block->fb_ptr = fb_ptr + 8 + 1024;                                         \
3716     block++;                                                                   \
3717                                                                                \
3718     fb_ptr += 2048;                                                            \
3719     texture_offset += 0x10;                                                    \
3720     sub_tile_height--;                                                         \
3721   }                                                                            \
3722   texture_offset += 0xF00;                                                     \
3723   psx_gpu->num_blocks = num_blocks;                                            \
3724 }                                                                              \
3725
3726   
3727 #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \
3728   texture_offset = texture_offset_base + 8;                                    \
3729   fb_ptr += 16                                                                 \
3730
3731 #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \
3732   texture_offset = texture_offset_base                                         \
3733
3734 #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \
3735   setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \
3736
3737 #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \
3738   texture_offset = texture_offset_base                                         \
3739
3740 #define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \
3741   fb_ptr -= 16                                                                 \
3742
3743 #define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \
3744
3745 #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \
3746   setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \
3747
3748 #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \
3749
3750
3751 #define setup_sprite_offset_u_adjust()                                         \
3752
3753 #define setup_sprite_comapre_left_block_mask()                                 \
3754   ((left_block_mask & 0xFF) == 0xFF)                                           \
3755
3756 #define setup_sprite_comapre_right_block_mask()                                \
3757   (((right_block_mask >> 8) & 0xFF) == 0xFF)                                   \
3758
3759
3760 #define setup_sprite_offset_u_adjust_4x()                                      \
3761   offset_u *= 2;                                                               \
3762   offset_u_right = offset_u_right * 2 + 1                                      \
3763
3764 #define setup_sprite_comapre_left_block_mask_4x()                              \
3765   ((left_block_mask & 0xFFFF) == 0xFFFF)                                       \
3766
3767 #define setup_sprite_comapre_right_block_mask_4x()                             \
3768   (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF)                              \
3769
3770
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)                               \
3774 {                                                                              \
3775   s32 offset_u = u & 0xF;                                                      \
3776   s32 offset_v = v & 0xF;                                                      \
3777                                                                                \
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;                                    \
3783                                                                                \
3784   setup_sprite_offset_u_adjust##x4mode();                                      \
3785                                                                                \
3786   u32 left_block_mask = ~(0xFFFFFFFF << offset_u);                             \
3787   u32 right_block_mask = 0xFFFFFFFE << offset_u_right;                         \
3788                                                                                \
3789   u32 left_mask_bits;                                                          \
3790   u32 right_mask_bits;                                                         \
3791                                                                                \
3792   u32 sub_tile_height;                                                         \
3793   u32 column_data;                                                             \
3794                                                                                \
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;                                    \
3802   u32 control_mask;                                                            \
3803                                                                                \
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;                          \
3807                                                                                \
3808   u8 *texture_block_ptr;                                                       \
3809   vec_8x8u texels;                                                             \
3810                                                                                \
3811   setup_sprite_tiled_initialize_##texture_mode##x4mode();                      \
3812                                                                                \
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;        \
3817                                                                                \
3818   sprites_##texture_mode++;                                                    \
3819                                                                                \
3820   switch(control_mask)                                                         \
3821   {                                                                            \
3822     default:                                                                   \
3823     case 0x0:                                                                  \
3824       setup_sprite_tile_column_width_multi(texture_mode, multi, full, full,    \
3825        x4mode);                                                                \
3826       break;                                                                   \
3827                                                                                \
3828     case 0x1:                                                                  \
3829       setup_sprite_tile_column_width_single(texture_mode, multi, full, none,   \
3830        x4mode);                                                                \
3831       break;                                                                   \
3832                                                                                \
3833     case 0x2:                                                                  \
3834       setup_sprite_tile_column_width_multi(texture_mode, single, full, full,   \
3835        x4mode);                                                                \
3836       break;                                                                   \
3837                                                                                \
3838     case 0x3:                                                                  \
3839       setup_sprite_tile_column_width_single(texture_mode, single, full, none,  \
3840        x4mode);                                                                \
3841       break;                                                                   \
3842                                                                                \
3843     case 0x4:                                                                  \
3844       setup_sprite_tile_column_width_multi(texture_mode, multi, half, full,    \
3845        x4mode);                                                                \
3846       break;                                                                   \
3847                                                                                \
3848     case 0x5:                                                                  \
3849       setup_sprite_tile_column_width_single(texture_mode, multi, half, right,  \
3850        x4mode);                                                                \
3851       break;                                                                   \
3852                                                                                \
3853     case 0x6:                                                                  \
3854       setup_sprite_tile_column_width_multi(texture_mode, single, half, full,   \
3855        x4mode);                                                                \
3856       break;                                                                   \
3857                                                                                \
3858     case 0x7:                                                                  \
3859       setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3860        x4mode);                                                                \
3861       break;                                                                   \
3862                                                                                \
3863     case 0x8:                                                                  \
3864       setup_sprite_tile_column_width_multi(texture_mode, multi, full, half,    \
3865        x4mode);                                                                \
3866       break;                                                                   \
3867                                                                                \
3868     case 0x9:                                                                  \
3869       setup_sprite_tile_column_width_single(texture_mode, multi, half, left,   \
3870        x4mode);                                                                \
3871       break;                                                                   \
3872                                                                                \
3873     case 0xA:                                                                  \
3874       setup_sprite_tile_column_width_multi(texture_mode, single, full, half,   \
3875        x4mode);                                                                \
3876       break;                                                                   \
3877                                                                                \
3878     case 0xB:                                                                  \
3879       setup_sprite_tile_column_width_single(texture_mode, single, half, left,  \
3880        x4mode);                                                                \
3881       break;                                                                   \
3882                                                                                \
3883     case 0xC:                                                                  \
3884       setup_sprite_tile_column_width_multi(texture_mode, multi, half, half,    \
3885        x4mode);                                                                \
3886       break;                                                                   \
3887                                                                                \
3888     case 0xE:                                                                  \
3889       setup_sprite_tile_column_width_multi(texture_mode, single, half, half,   \
3890        x4mode);                                                                \
3891       break;                                                                   \
3892   }                                                                            \
3893 }                                                                              \
3894
3895 #ifndef NEON_BUILD
3896 setup_sprite_tiled_builder(4bpp,);
3897 setup_sprite_tiled_builder(8bpp,);
3898
3899 setup_sprite_tiled_builder(4bpp,_4x);
3900 setup_sprite_tiled_builder(8bpp,_4x);
3901 #endif
3902
3903 #if !defined(NEON_BUILD) || defined(SIMD_BUILD)
3904
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)
3907 {
3908   u32 left_offset = u & 0x7;
3909   u32 width_rounded = width + left_offset + 7;
3910
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);
3915
3916   u32 left_mask_bits = ~(0xFF << left_offset);
3917   u32 right_mask_bits = 0xFE << right_width;
3918
3919   u32 texture_offset_base = u + (v * 1024);
3920   u32 texture_mask =
3921    psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3922
3923   u32 blocks_remaining;
3924   u32 num_blocks = psx_gpu->num_blocks;
3925   block_struct *block = psx_gpu->blocks + num_blocks;
3926
3927   u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3928   u16 *texture_block_ptr;
3929
3930   texture_offset_base &= ~0x7;
3931
3932   stats_add(sprites_16bpp, 1);
3933
3934   if(block_width == 1)
3935   {
3936     u32 mask_bits = left_mask_bits | right_mask_bits;
3937
3938     while(height)
3939     {
3940       num_blocks++;
3941       sprite_blocks++;
3942
3943       if(num_blocks > MAX_BLOCKS)
3944       {
3945         flush_render_block_buffer(psx_gpu);
3946         num_blocks = 1;
3947         block = psx_gpu->blocks;
3948       }
3949       
3950       texture_block_ptr =
3951        texture_page_ptr + (texture_offset_base & texture_mask);
3952
3953       block->texels = *(vec_8x16u *)texture_block_ptr;
3954       block->draw_mask_bits = mask_bits;
3955       block->fb_ptr = fb_ptr;
3956
3957       block++;
3958
3959       texture_offset_base += 1024;
3960       fb_ptr += 1024;
3961
3962       height--;
3963       psx_gpu->num_blocks = num_blocks;
3964     }
3965   }
3966   else
3967   {
3968     u32 texture_offset;
3969
3970     while(height)
3971     {
3972       blocks_remaining = block_width - 2;
3973       num_blocks += block_width;
3974       sprite_blocks += block_width;
3975
3976       if(num_blocks > MAX_BLOCKS)
3977       {
3978         flush_render_block_buffer(psx_gpu);
3979         num_blocks = block_width;
3980         block = psx_gpu->blocks;
3981       }
3982
3983       texture_offset = texture_offset_base;
3984       texture_offset_base += 1024;
3985
3986       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3987       block->texels = *(vec_8x16u *)texture_block_ptr;
3988
3989       block->draw_mask_bits = left_mask_bits;
3990       block->fb_ptr = fb_ptr;
3991
3992       texture_offset += 8;
3993       fb_ptr += 8;
3994       block++;
3995
3996       while(blocks_remaining)
3997       {
3998         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3999         block->texels = *(vec_8x16u *)texture_block_ptr;
4000
4001         block->draw_mask_bits = 0;
4002         block->fb_ptr = fb_ptr;
4003
4004         texture_offset += 8;
4005         fb_ptr += 8;
4006         block++;
4007
4008         blocks_remaining--;
4009       }
4010
4011       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
4012       block->texels = *(vec_8x16u *)texture_block_ptr;
4013
4014       block->draw_mask_bits = right_mask_bits;
4015       block->fb_ptr = fb_ptr;
4016
4017       fb_ptr += fb_ptr_pitch;
4018       block++;
4019
4020       height--;
4021       psx_gpu->num_blocks = num_blocks;
4022     }
4023   }
4024 }
4025
4026 #endif
4027
4028 #ifndef NEON_BUILD
4029
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)
4032 {
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;
4041
4042   u32 color_r = color & 0xFF;
4043   u32 color_g = (color >> 8) & 0xFF;
4044   u32 color_b = (color >> 16) & 0xFF;
4045   vec_8x16u colors;
4046   vec_8x16u right_mask;
4047   vec_8x16u test_mask = psx_gpu->test_mask;
4048   vec_8x16u zero_mask;
4049
4050   sprites_untextured++;
4051
4052   color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
4053
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);
4058
4059   while(height)
4060   {
4061     blocks_remaining = block_width - 1;
4062     num_blocks += block_width;
4063
4064 #ifdef PROFILE
4065     sprite_blocks += block_width;
4066 #endif
4067
4068     if(num_blocks > MAX_BLOCKS)
4069     {
4070       flush_render_block_buffer(psx_gpu);
4071       num_blocks = block_width;
4072       block = psx_gpu->blocks;
4073     }
4074
4075     while(blocks_remaining)
4076     {
4077       block->pixels = colors;
4078       block->draw_mask = zero_mask;
4079       block->fb_ptr = fb_ptr;
4080
4081       fb_ptr += 8;
4082       block++;
4083       blocks_remaining--;
4084     }
4085
4086     block->pixels = colors;
4087     block->draw_mask = right_mask;
4088     block->fb_ptr = fb_ptr;
4089
4090     block++;
4091     fb_ptr += fb_ptr_pitch;
4092
4093     height--;
4094     psx_gpu->num_blocks = num_blocks;
4095   }
4096 }
4097
4098 #endif
4099
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)
4103 {
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) |
4108    psx_gpu->mask_msb;
4109   u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4110
4111   u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
4112   u32 *vram_ptr;
4113
4114   u32 num_width;
4115
4116   if(psx_gpu->num_blocks)
4117   {
4118     flush_render_block_buffer(psx_gpu);
4119   }
4120
4121   while(height)
4122   {
4123     num_width = width;
4124
4125     vram_ptr = (void *)vram_ptr16;
4126     if((uintptr_t)vram_ptr16 & 2)
4127     {
4128       *vram_ptr16 = color_32bpp;
4129       vram_ptr = (void *)(vram_ptr16 + 1);
4130       num_width--;
4131     }
4132
4133     while(num_width >= 4 * 2)
4134     {
4135       vram_ptr[0] = color_32bpp;
4136       vram_ptr[1] = color_32bpp;
4137       vram_ptr[2] = color_32bpp;
4138       vram_ptr[3] = color_32bpp;
4139
4140       vram_ptr += 4;
4141       num_width -= 4 * 2;
4142     }
4143
4144     while(num_width >= 2)
4145     {
4146       *vram_ptr++ = color_32bpp;
4147       num_width -= 2;
4148     }
4149
4150     if(num_width > 0)
4151     {
4152       *(u16 *)vram_ptr = color_32bpp;
4153     }
4154
4155     vram_ptr16 += 1024;
4156     height--;
4157   }
4158 }
4159
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);
4162
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)
4165 {
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)
4169   {
4170     setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
4171     return;
4172   }
4173
4174   while (width > 0)
4175   {
4176     s32 w1 = width > 512 ? 512 : width;
4177     setup_sprite_untextured_512(psx_gpu, x, y, 0, 0, w1, height, color);
4178     x += 512;
4179     width -= 512;
4180   }
4181 }
4182
4183
4184 #define setup_sprite_blocks_switch_textured(texture_mode)                      \
4185   setup_sprite_##texture_mode                                                  \
4186
4187 #define setup_sprite_blocks_switch_untextured(texture_mode)                    \
4188   setup_sprite_untextured                                                      \
4189
4190 #define setup_sprite_blocks_switch(texturing, texture_mode)                    \
4191   setup_sprite_blocks_switch_##texturing(texture_mode)                         \
4192
4193
4194 #define texture_sprite_blocks_switch_4bpp()                                    \
4195   texture_blocks_untextured                                                    \
4196
4197 #define texture_sprite_blocks_switch_8bpp()                                    \
4198   texture_sprite_blocks_8bpp                                                   \
4199
4200 #define texture_sprite_blocks_switch_16bpp()                                   \
4201   texture_blocks_untextured                                                    \
4202
4203 #define texture_sprite_blocks_switch_untextured(texture_mode)                  \
4204   texture_blocks_untextured                                                    \
4205
4206 #define texture_sprite_blocks_switch_textured(texture_mode)                    \
4207   texture_sprite_blocks_switch_##texture_mode()                                \
4208
4209 #define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4210  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
4211 {                                                                              \
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,   \
4215    mask_evaluate),                                                             \
4216   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
4217 }                                                                              \
4218
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)        \
4225
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)                      \
4232
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)                                \
4239
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)                                           \
4246
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)                                                      \
4253
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,    \
4256    off),                                                                       \
4257   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
4258    on)                                                                         \
4259
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)       \
4265
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)                        \
4271
4272
4273 render_block_handler_struct render_sprite_block_handlers[] =
4274 {
4275   render_sprite_blocks_switch_block()
4276 };
4277
4278
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)
4281 {
4282   s32 x_right = x + *width - 1;
4283   s32 y_bottom = y + *height - 1;
4284
4285 #ifdef PROFILE
4286   sprites++;
4287 #endif
4288
4289   if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4290    y_bottom) == 0)
4291   {
4292     *width = *height = 0;
4293     return;
4294   }
4295
4296   if(x < psx_gpu->viewport_start_x)
4297   {
4298     u32 clip = psx_gpu->viewport_start_x - x;
4299     x += clip;
4300     u += clip;
4301     *width -= clip;
4302   }
4303
4304   if(y < psx_gpu->viewport_start_y)
4305   {
4306     s32 clip = psx_gpu->viewport_start_y - y;
4307     y += clip;
4308     v += clip;
4309     *height -= clip;
4310   }
4311
4312   if(x_right > psx_gpu->viewport_end_x)
4313     *width -= x_right - psx_gpu->viewport_end_x;
4314
4315   if(y_bottom > psx_gpu->viewport_end_y)
4316     *height -= y_bottom - psx_gpu->viewport_end_y;
4317
4318   if((*width <= 0) || (*height <= 0))
4319   {
4320     *width = *height = 0;
4321     return;
4322   }
4323
4324 #ifdef PROFILE
4325   span_pixels += *width * *height;
4326   spans += *height;
4327 #endif
4328
4329   u32 render_state = flags &
4330    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4331    RENDER_FLAGS_TEXTURE_MAP);
4332   render_state |=
4333    (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
4334
4335   if((psx_gpu->render_state != render_state) ||
4336    (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4337   {
4338     psx_gpu->render_state = render_state;
4339     flush_render_block_buffer(psx_gpu);
4340 #ifdef PROFILE
4341     state_changes++;
4342 #endif
4343   }
4344
4345   psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4346
4347   color &= 0xFFFFFF;
4348
4349   if(psx_gpu->triangle_color != color)
4350   {
4351     flush_render_block_buffer(psx_gpu);
4352     psx_gpu->triangle_color = color;
4353   }
4354
4355   if(color == 0x808080)
4356     render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4357
4358   render_block_handler_struct *render_block_handler =
4359    &(render_sprite_block_handlers[render_state]);
4360   psx_gpu->render_block_handler = render_block_handler;
4361
4362   ((setup_sprite_function_type *)render_block_handler->setup_blocks)
4363    (psx_gpu, x, y, u, v, *width, *height, color);
4364 }
4365
4366 #define draw_pixel_line_mask_evaluate_yes()                                    \
4367   if((*vram_ptr & 0x8000) == 0)                                                \
4368
4369 #define draw_pixel_line_mask_evaluate_no()                                     \
4370     
4371
4372 #define draw_pixel_line_shaded()                                               \
4373 {                                                                              \
4374   color_r = fixed_to_int(current_r);                                           \
4375   color_g = fixed_to_int(current_g);                                           \
4376   color_b = fixed_to_int(current_b);                                           \
4377                                                                                \
4378   current_r += gradient_r;                                                     \
4379   current_g += gradient_g;                                                     \
4380   current_b += gradient_b;                                                     \
4381 }                                                                              \
4382
4383 #define draw_pixel_line_unshaded()                                             \
4384 {                                                                              \
4385   color_r = color & 0xFF;                                                      \
4386   color_g = (color >> 8) & 0xFF;                                               \
4387   color_b = (color >> 16) & 0xFF;                                              \
4388 }                                                                              \
4389
4390
4391 #define draw_pixel_line_dithered(_x, _y)                                       \
4392 {                                                                              \
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;                                                          \
4398                                                                                \
4399   color_r += dither_offset;                                                    \
4400   color_g += dither_offset;                                                    \
4401   color_b += dither_offset;                                                    \
4402                                                                                \
4403   if(color_r < 0)                                                              \
4404     color_r = 0;                                                               \
4405                                                                                \
4406   if(color_g < 0)                                                              \
4407     color_g = 0;                                                               \
4408                                                                                \
4409   if(color_b < 0)                                                              \
4410     color_b = 0;                                                               \
4411                                                                                \
4412   if(color_r > 255)                                                            \
4413     color_r = 255;                                                             \
4414                                                                                \
4415   if(color_g > 255)                                                            \
4416     color_g = 255;                                                             \
4417                                                                                \
4418   if(color_b > 255)                                                            \
4419     color_b = 255;                                                             \
4420 }                                                                              \
4421
4422 #define draw_pixel_line_undithered(_x, _y)                                     \
4423
4424
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                                               \
4429
4430 #define draw_pixel_line_add()                                                  \
4431   color_r += fb_r;                                                             \
4432   color_g += fb_g;                                                             \
4433   color_b += fb_b;                                                             \
4434                                                                                \
4435   if(color_r > 31)                                                             \
4436     color_r = 31;                                                              \
4437                                                                                \
4438   if(color_g > 31)                                                             \
4439     color_g = 31;                                                              \
4440                                                                                \
4441   if(color_b > 31)                                                             \
4442     color_b = 31                                                               \
4443                                                                                \
4444
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;                                                    \
4449                                                                                \
4450   if(color_r < 0)                                                              \
4451     color_r = 0;                                                               \
4452                                                                                \
4453   if(color_g < 0)                                                              \
4454     color_g = 0;                                                               \
4455                                                                                \
4456   if(color_b < 0)                                                              \
4457     color_b = 0                                                                \
4458
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);                                              \
4463                                                                                \
4464   if(color_r > 31)                                                             \
4465     color_r = 31;                                                              \
4466                                                                                \
4467   if(color_g > 31)                                                             \
4468     color_g = 31;                                                              \
4469                                                                                \
4470   if(color_b > 31)                                                             \
4471     color_b = 31                                                               \
4472
4473
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;                                          \
4479                                                                                \
4480   draw_pixel_line_##blend_mode()                                               \
4481
4482 #define draw_pixel_line_unblended(blend_mode)                                  \
4483
4484
4485 #define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate,   \
4486  blend_mode)                                                                   \
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))         \
4489   {                                                                            \
4490     draw_pixel_line_mask_evaluate_##mask_evaluate()                            \
4491     {                                                                          \
4492       draw_pixel_line_##shading();                                             \
4493       draw_pixel_line_##dithering(_x, _y);                                     \
4494                                                                                \
4495       color_r >>= 3;                                                           \
4496       color_g >>= 3;                                                           \
4497       color_b >>= 3;                                                           \
4498                                                                                \
4499       draw_pixel_line_##blending(blend_mode);                                  \
4500                                                                                \
4501       *vram_ptr = color_r | (color_g << 5) | (color_b << 10) |                 \
4502        psx_gpu->mask_msb;                                                      \
4503     }                                                                          \
4504   }                                                                            \
4505
4506 #define update_increment(value)                                                \
4507   value++                                                                      \
4508
4509 #define update_decrement(value)                                                \
4510   value--                                                                      \
4511
4512 #define update_vram_row_increment(value)                                       \
4513   vram_ptr += 1024                                                             \
4514
4515 #define update_vram_row_decrement(value)                                       \
4516   vram_ptr -= 1024                                                             \
4517
4518 #define compare_increment(a, b)                                                \
4519   (a <= b)                                                                     \
4520
4521 #define compare_decrement(a, b)                                                \
4522   (a >= b)                                                                     \
4523
4524 #define set_line_gradients(minor)                                              \
4525 {                                                                              \
4526   s32 gradient_divisor = delta_##minor;                                        \
4527   if(gradient_divisor != 0)                                                    \
4528   {                                                                            \
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;   \
4532   }                                                                            \
4533   else                                                                         \
4534   {                                                                            \
4535     gradient_r = 0;                                                            \
4536     gradient_g = 0;                                                            \
4537     gradient_b = 0;                                                            \
4538   }                                                                            \
4539   current_r = fixed_center(vertex_a->r);                                       \
4540   current_g = fixed_center(vertex_a->g);                                       \
4541   current_b = fixed_center(vertex_a->b);                                       \
4542 }
4543
4544 #define draw_line_span_horizontal(direction, shading, blending, dithering,     \
4545  mask_evaluate, blend_mode)                                                    \
4546 do                                                                             \
4547 {                                                                              \
4548   error_step = delta_y * 2;                                                    \
4549   error_wrap = delta_x * 2;                                                    \
4550   error = delta_x;                                                             \
4551                                                                                \
4552   current_y = y_a;                                                             \
4553   set_line_gradients(x);                                                       \
4554                                                                                \
4555   for(current_x = x_a; current_x <= x_b; current_x++)                          \
4556   {                                                                            \
4557     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
4558      mask_evaluate, blend_mode);                                               \
4559     error += error_step;                                                       \
4560     vram_ptr++;                                                                \
4561                                                                                \
4562     if(error >= error_wrap)                                                    \
4563     {                                                                          \
4564       update_##direction(current_y);                                           \
4565       update_vram_row_##direction();                                           \
4566       error -= error_wrap;                                                     \
4567     }                                                                          \
4568   }                                                                            \
4569 } while(0)                                                                     \
4570
4571 #define draw_line_span_vertical(direction, shading, blending, dithering,       \
4572  mask_evaluate, blend_mode)                                                    \
4573 do                                                                             \
4574 {                                                                              \
4575   error_step = delta_x * 2;                                                    \
4576   error_wrap = delta_y * 2;                                                    \
4577   error = delta_y;                                                             \
4578                                                                                \
4579   current_x = x_a;                                                             \
4580   set_line_gradients(y);                                                       \
4581                                                                                \
4582   for(current_y = y_a; compare_##direction(current_y, y_b);                    \
4583    update_##direction(current_y))                                              \
4584   {                                                                            \
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();                                             \
4589                                                                                \
4590     if(error > error_wrap)                                                     \
4591     {                                                                          \
4592       vram_ptr++;                                                              \
4593       current_x++;                                                             \
4594       error -= error_wrap;                                                     \
4595     }                                                                          \
4596   }                                                                            \
4597 } while(0)                                                                     \
4598
4599
4600 #define render_line_body(shading, blending, dithering, mask_evaluate,          \
4601  blend_mode)                                                                   \
4602   if(delta_y < 0)                                                              \
4603   {                                                                            \
4604     delta_y *= -1;                                                             \
4605                                                                                \
4606     if(delta_x > delta_y)                                                      \
4607     {                                                                          \
4608       draw_line_span_horizontal(decrement, shading, blending, dithering,       \
4609        mask_evaluate, blend_mode);                                             \
4610     }                                                                          \
4611     else                                                                       \
4612     {                                                                          \
4613       draw_line_span_vertical(decrement, shading, blending, dithering,         \
4614        mask_evaluate, blend_mode);                                             \
4615     }                                                                          \
4616   }                                                                            \
4617   else                                                                         \
4618   {                                                                            \
4619     if(delta_x > delta_y)                                                      \
4620     {                                                                          \
4621       draw_line_span_horizontal(increment, shading, blending, dithering,       \
4622        mask_evaluate, blend_mode);                                             \
4623     }                                                                          \
4624     else                                                                       \
4625     {                                                                          \
4626       draw_line_span_vertical(increment, shading, blending, dithering,         \
4627        mask_evaluate, blend_mode);                                             \
4628     }                                                                          \
4629   }                                                                            \
4630
4631                                                                                 
4632 void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4633  u32 color, int double_resolution)
4634 {
4635   s32 color_r, color_g, color_b;
4636   u32 triangle_winding = 0;
4637
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;
4644
4645   s32 y_a, y_b;
4646   s32 x_a, x_b;
4647
4648   s32 delta_x, delta_y;
4649
4650   s32 current_x;
4651   s32 current_y;
4652
4653   u32 error_step;
4654   u32 error;
4655   u32 error_wrap;
4656
4657   u16 *vram_ptr;
4658
4659   flush_render_block_buffer(psx_gpu);
4660   psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4661
4662   vertex_struct *vertex_a = &(vertexes[0]);
4663   vertex_struct *vertex_b = &(vertexes[1]);
4664
4665   u32 control_mask;
4666
4667 #ifdef PROFILE
4668   lines++;
4669 #endif
4670
4671   if(vertex_a->x >= vertex_b->x)
4672   {
4673     vertex_swap(vertex_a, vertex_b);
4674     (void)triangle_winding;
4675   }
4676
4677   x_a = vertex_a->x;
4678   x_b = vertex_b->x;
4679
4680   y_a = vertex_a->y;
4681   y_b = vertex_b->y;
4682
4683   delta_x = x_b - x_a;
4684   delta_y = y_b - y_a;
4685
4686   if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
4687     return;
4688
4689   if(double_resolution)
4690   {
4691     x_a *= 2;
4692     x_b *= 2;
4693     y_a *= 2;
4694     y_b *= 2;
4695     delta_x *= 2;
4696     delta_y *= 2;
4697   }
4698
4699   flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4700
4701   vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
4702
4703   control_mask = 0x0;
4704
4705   if(flags & RENDER_FLAGS_SHADE)
4706     control_mask |= 0x1;
4707
4708   if(flags & RENDER_FLAGS_BLEND)
4709   {
4710     control_mask |= 0x2;
4711     control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4712   }
4713
4714   if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4715     control_mask |= 0x4;
4716
4717   if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4718     control_mask |= 0x8;
4719
4720   switch(control_mask)
4721   {
4722     case 0x0:
4723       render_line_body(unshaded, unblended, undithered, no, none);
4724       break;
4725
4726     case 0x1:
4727       render_line_body(shaded, unblended, undithered, no, none);
4728       break;
4729
4730     case 0x2:
4731       render_line_body(unshaded, blended, undithered, no, average);
4732       break;
4733
4734     case 0x3:
4735       render_line_body(shaded, blended, undithered, no, average);
4736       break;
4737
4738     case 0x4:
4739       render_line_body(unshaded, unblended, dithered, no, none);
4740       break;
4741
4742     case 0x5:
4743       render_line_body(shaded, unblended, dithered, no, none);
4744       break;
4745
4746     case 0x6:
4747       render_line_body(unshaded, blended, dithered, no, average);
4748       break;
4749
4750     case 0x7:
4751       render_line_body(shaded, blended, dithered, no, average);
4752       break;
4753
4754     case 0x8:
4755       render_line_body(unshaded, unblended, undithered, yes, none);
4756       break;
4757
4758     case 0x9:
4759       render_line_body(shaded, unblended, undithered, yes, none);
4760       break;
4761
4762     case 0xA:
4763       render_line_body(unshaded, blended, undithered, yes, average);
4764       break;
4765
4766     case 0xB:
4767       render_line_body(shaded, blended, undithered, yes, average);
4768       break;
4769
4770     case 0xC:
4771       render_line_body(unshaded, unblended, dithered, yes, none);
4772       break;
4773
4774     case 0xD:
4775       render_line_body(shaded, unblended, dithered, yes, none);
4776       break;
4777
4778     case 0xE:
4779       render_line_body(unshaded, blended, dithered, yes, average);
4780       break;
4781
4782     case 0xF:
4783       render_line_body(shaded, blended, dithered, yes, average);
4784       break;
4785
4786     case 0x12:
4787       render_line_body(unshaded, blended, undithered, no, add);
4788       break;
4789
4790     case 0x13:
4791       render_line_body(shaded, blended, undithered, no, add);
4792       break;
4793
4794     case 0x16:
4795       render_line_body(unshaded, blended, dithered, no, add);
4796       break;
4797
4798     case 0x17:
4799       render_line_body(shaded, blended, dithered, no, add);
4800       break;
4801
4802     case 0x1A:
4803       render_line_body(unshaded, blended, undithered, yes, add);
4804       break;
4805
4806     case 0x1B:
4807       render_line_body(shaded, blended, undithered, yes, add);
4808       break;
4809
4810     case 0x1E:
4811       render_line_body(unshaded, blended, dithered, yes, add);
4812       break;
4813
4814     case 0x1F:
4815       render_line_body(shaded, blended, dithered, yes, add);
4816       break;
4817
4818     case 0x22:
4819       render_line_body(unshaded, blended, undithered, no, subtract);
4820       break;
4821
4822     case 0x23:
4823       render_line_body(shaded, blended, undithered, no, subtract);
4824       break;
4825
4826     case 0x26:
4827       render_line_body(unshaded, blended, dithered, no, subtract);
4828       break;
4829
4830     case 0x27:
4831       render_line_body(shaded, blended, dithered, no, subtract);
4832       break;
4833
4834     case 0x2A:
4835       render_line_body(unshaded, blended, undithered, yes, subtract);
4836       break;
4837
4838     case 0x2B:
4839       render_line_body(shaded, blended, undithered, yes, subtract);
4840       break;
4841
4842     case 0x2E:
4843       render_line_body(unshaded, blended, dithered, yes, subtract);
4844       break;
4845
4846     case 0x2F:
4847       render_line_body(shaded, blended, dithered, yes, subtract);
4848       break;
4849
4850     case 0x32:
4851       render_line_body(unshaded, blended, undithered, no, add_fourth);
4852       break;
4853
4854     case 0x33:
4855       render_line_body(shaded, blended, undithered, no, add_fourth);
4856       break;
4857
4858     case 0x36:
4859       render_line_body(unshaded, blended, dithered, no, add_fourth);
4860       break;
4861
4862     case 0x37:
4863       render_line_body(shaded, blended, dithered, no, add_fourth);
4864       break;
4865
4866     case 0x3A:
4867       render_line_body(unshaded, blended, undithered, yes, add_fourth);
4868       break;
4869
4870     case 0x3B:
4871       render_line_body(shaded, blended, undithered, yes, add_fourth);
4872       break;
4873
4874     case 0x3E:
4875       render_line_body(unshaded, blended, dithered, yes, add_fourth);
4876       break;
4877
4878     case 0x3F:
4879       render_line_body(shaded, blended, dithered, yes, add_fourth);
4880       break;
4881   }
4882 }
4883
4884
4885 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4886  u32 width, u32 height)
4887 {
4888   if((width == 0) || (height == 0))
4889     return;
4890
4891   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4892
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);
4898
4899   u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
4900
4901   u32 pitch = 512 - (width / 2);
4902   u32 num_width;
4903
4904   if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
4905   {
4906     pitch += 512;
4907     height /= 2;
4908
4909     if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
4910       vram_ptr += 512; 
4911   }
4912
4913   while(height)
4914   {
4915     num_width = width;
4916     while(num_width)
4917     {
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;
4926
4927       vram_ptr += 8;
4928       num_width -= 16;
4929     }
4930
4931     vram_ptr += pitch;
4932     height--;
4933   }
4934 }
4935
4936 void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4937  u32 width, u32 height)
4938 {
4939   if((width == 0) || (height == 0))
4940     return;
4941
4942   if(width > 1024)
4943     width = 1024;
4944
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);
4950
4951   u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
4952
4953   u32 pitch = 1024 / 2 - (width / 2);
4954   u32 num_width;
4955
4956   while(height)
4957   {
4958     num_width = width;
4959     while(num_width)
4960     {
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;
4969
4970       vram_ptr += 8;
4971       num_width -= 16;
4972     }
4973
4974     vram_ptr += pitch;
4975     height--;
4976   }
4977 }
4978
4979 #ifndef PCSX
4980 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4981  u32 width, u32 height, u32 pitch)
4982 {
4983   u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4984   u32 draw_x, draw_y;
4985   u32 mask_msb = psx_gpu->mask_msb;
4986
4987   if((width == 0) || (height == 0))
4988     return;
4989
4990   flush_render_block_buffer(psx_gpu);
4991   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4992
4993   for(draw_y = 0; draw_y < height; draw_y++)
4994   {
4995     for(draw_x = 0; draw_x < width; draw_x++)
4996     {
4997       vram_ptr[draw_x] = source[draw_x] | mask_msb;
4998     }
4999
5000     source += pitch;
5001     vram_ptr += 1024;
5002   }
5003 }
5004
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)
5007 {
5008   render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
5009    dest_x, dest_y, width, height, 1024);
5010 }
5011 #endif
5012
5013 void initialize_reciprocal_table(void)
5014 {
5015   u32 height;
5016   u32 height_normalized;
5017   u32 height_reciprocal;
5018   s32 shift;
5019
5020   for(height = 1; height < sizeof(reciprocal_table)
5021        / sizeof(reciprocal_table[0]); height++)
5022   {
5023     shift = __builtin_clz(height);
5024     height_normalized = height << shift;
5025     height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
5026      height_normalized;
5027
5028     shift = 32 - (51 - shift);
5029
5030     reciprocal_table[height] = (height_reciprocal << 10) | shift;
5031   }
5032 }
5033
5034
5035 #define dither_table_row(a, b, c, d)                                           \
5036  ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((u32)(d & 0xFF) << 24)) \
5037
5038 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
5039 {
5040   vec_8x16u test_mask =
5041    { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
5042
5043   psx_gpu->test_mask = test_mask;
5044
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;
5052
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;
5059
5060   psx_gpu->vram_ptr = vram;
5061   psx_gpu->vram_out_ptr = vram;
5062
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;
5066
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;
5070
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;
5075
5076   psx_gpu->render_mode = 0;
5077
5078   memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
5079
5080   initialize_reciprocal_table();
5081   psx_gpu->reciprocal_table_ptr = reciprocal_table;
5082
5083   //    00 01 10 11
5084   // 00  0  4  1  5
5085   // 01  6  2  7  3
5086   // 10  1  5  0  4
5087   // 11  7  3  6  2
5088   // (minus ones(4) * 4)
5089
5090   // d0: (1 3 5 7): x1 ^ y1
5091   // d1: (2 3 6 7): y0
5092   // d2: (4 5 6 7): x0 ^ y0
5093
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;
5099
5100   psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
5101
5102   psx_gpu->saved_hres = 256;
5103   psx_gpu->hacks_active = 0;
5104
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;
5108 }
5109
5110 u64 get_us(void)
5111 {
5112   struct timeval tv;
5113   gettimeofday(&tv, NULL);
5114   
5115   return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
5116 }
5117
5118 #if 0 //def NEON_BUILD
5119
5120 u32 get_counter()
5121 {
5122   u32 counter;
5123   __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
5124
5125   return counter;
5126 }
5127
5128 void init_counter(void)
5129 {
5130   u32 value;
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));
5137 }
5138
5139 void triangle_benchmark(psx_gpu_struct *psx_gpu)
5140 {
5141   u32 i;
5142
5143   u32 ticks;
5144   u32 ticks_elapsed;
5145
5146   const u32 iterations = 500000;
5147
5148   psx_gpu->num_blocks = 64;
5149   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5150
5151   for(i = 0; i < 64; i++)
5152   {
5153     memset(&(psx_gpu->blocks[i].r), 0, 16);
5154   }
5155
5156   init_counter();
5157
5158   ticks = get_counter();
5159
5160   for(i = 0; i < iterations; i++)
5161   {
5162     texture_sprite_blocks_8bpp(psx_gpu);
5163   }
5164
5165   ticks_elapsed = get_counter() - ticks;
5166
5167   printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5168 }
5169
5170 #endif
5171
5172 #include "psx_gpu_4x.c"
5173
5174 // vim:ts=2:sw=2:expandtab