9fcc1b1bf07b4792e1e05c683429624c15c5f325
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_simd.c
1 /*
2  * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3  * Copyright (C) 2022 GraÅžvydas Ignotas "notaz" <notasas@gmail.com>
4  *
5  * This program is free software; you can redistribute it and/or
6  * modify it under the terms of the GNU General Public License as
7  * published by the Free Software Foundation; either version 2 of
8  * the License, or (at your option) any later version.
9  *
10  * This program is distributed in the hope that it will be useful,
11  * but WITHOUT ANY WARRANTY; without even the implied warranty of
12  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
13  * General Public License for more details.
14  */
15
16 #include <string.h>
17 #include "psx_gpu.h"
18 #include "psx_gpu_simd.h"
19 //#define ASM_PROTOTYPES
20 //#include "psx_gpu_simd.h"
21 #ifdef __SSE2__
22 #include <x86intrin.h>
23 #endif
24 #ifndef SIMD_BUILD
25 #error "please define SIMD_BUILD if you want this gpu_neon C simd implementation"
26 #endif
27
28 typedef u8  gvu8   __attribute__((vector_size(16)));
29 typedef u16 gvu16  __attribute__((vector_size(16)));
30 typedef u32 gvu32  __attribute__((vector_size(16)));
31 typedef u64 gvu64  __attribute__((vector_size(16)));
32 typedef s8  gvs8   __attribute__((vector_size(16)));
33 typedef s16 gvs16  __attribute__((vector_size(16)));
34 typedef s32 gvs32  __attribute__((vector_size(16)));
35 typedef s64 gvs64  __attribute__((vector_size(16)));
36
37 typedef u8  gvhu8  __attribute__((vector_size(8)));
38 typedef u16 gvhu16 __attribute__((vector_size(8)));
39 typedef u32 gvhu32 __attribute__((vector_size(8)));
40 typedef u64 gvhu64 __attribute__((vector_size(8)));
41 typedef s8  gvhs8  __attribute__((vector_size(8)));
42 typedef s16 gvhs16 __attribute__((vector_size(8)));
43 typedef s32 gvhs32 __attribute__((vector_size(8)));
44 typedef s64 gvhs64 __attribute__((vector_size(8)));
45
46 typedef union
47 {
48   gvu8  u8;
49   gvu16 u16;
50   gvu32 u32;
51   gvu64 u64;
52   gvs8  s8;
53   gvs16 s16;
54   gvs32 s32;
55   gvs64 s64;
56 #ifdef __SSE2__
57   __m128i m;
58 #endif
59   // this may be tempting, but it causes gcc to do lots of stack spills
60   //gvhreg h[2];
61 } gvreg;
62
63 typedef gvreg    gvreg_ua    __attribute__((aligned(1)));
64 typedef uint64_t uint64_t_ua __attribute__((aligned(1)));
65 typedef gvu8     gvu8_ua     __attribute__((aligned(1)));
66 typedef gvu16    gvu16_ua    __attribute__((aligned(1)));
67
68 #if defined(__ARM_NEON) || defined(__ARM_NEON__)
69 #include <arm_neon.h>
70
71 typedef union
72 {
73   gvhu8  u8;
74   gvhu16 u16;
75   gvhu32 u32;
76   gvhu64 u64;
77   //u64    u64;
78   //uint64x1_t u64;
79   gvhs8  s8;
80   gvhs16 s16;
81   gvhs32 s32;
82   gvhs64 s64;
83   //s64    s64;
84   //int64x1_t s64;
85 } gvhreg;
86
87 #define gvaddhn_u32(d, a, b)     d.u16 = vaddhn_u32(a.u32, b.u32)
88 #define gvaddw_s32(d, a, b)      d.s64 = vaddw_s32(a.s64, b.s32)
89 #define gvabsq_s32(d, s)         d.s32 = vabsq_s32(s.s32)
90 #define gvbic_n_u16(d, n)        d.u16 = vbic_u16(d.u16, vmov_n_u16(n))
91 #define gvbifq(d, a, b)          d.u8  = vbslq_u8(b.u8, d.u8, a.u8)
92 #define gvbit(d, a, b)           d.u8  = vbsl_u8(b.u8, a.u8, d.u8)
93 #define gvceqq_u16(d, a, b)      d.u16 = vceqq_u16(a.u16, b.u16)
94 #define gvcgt_s16(d, a, b)       d.u16 = vcgt_s16(a.s16, b.s16)
95 #define gvclt_s16(d, a, b)       d.u16 = vclt_s16(a.s16, b.s16)
96 #define gvcreate_s32(d, a, b)    d.s32 = vcreate_s32((u32)(a) | ((u64)(b) << 32))
97 #define gvcreate_u32(d, a, b)    d.u32 = vcreate_u32((u32)(a) | ((u64)(b) << 32))
98 #define gvcreate_s64(d, s)       d.s64 = (gvhs64)vcreate_s64(s)
99 #define gvcreate_u64(d, s)       d.u64 = (gvhu64)vcreate_u64(s)
100 #define gvcombine_u16(d, l, h)   d.u16 = vcombine_u16(l.u16, h.u16)
101 #define gvcombine_u32(d, l, h)   d.u32 = vcombine_u32(l.u32, h.u32)
102 #define gvcombine_s64(d, l, h)   d.s64 = vcombine_s64((int64x1_t)l.s64, (int64x1_t)h.s64)
103 #define gvdup_l_u8(d, s, l)      d.u8  = vdup_lane_u8(s.u8, l)
104 #define gvdup_l_u16(d, s, l)     d.u16 = vdup_lane_u16(s.u16, l)
105 #define gvdup_l_u32(d, s, l)     d.u32 = vdup_lane_u32(s.u32, l)
106 #define gvdupq_l_s64(d, s, l)    d.s64 = vdupq_lane_s64((int64x1_t)s.s64, l)
107 #define gvdupq_l_u32(d, s, l)    d.u32 = vdupq_lane_u32(s.u32, l)
108 #define gvdup_n_s64(d, n)        d.s64 = vdup_n_s64(n)
109 #define gvdup_n_u8(d, n)         d.u8  = vdup_n_u8(n)
110 #define gvdup_n_u16(d, n)        d.u16 = vdup_n_u16(n)
111 #define gvdup_n_u32(d, n)        d.u32 = vdup_n_u32(n)
112 #define gvdupq_n_u16(d, n)       d.u16 = vdupq_n_u16(n)
113 #define gvdupq_n_u32(d, n)       d.u32 = vdupq_n_u32(n)
114 #define gvdupq_n_s64(d, n)       d.s64 = vdupq_n_s64(n)
115 #define gvhaddq_u16(d, a, b)     d.u16 = vhaddq_u16(a.u16, b.u16)
116 #define gvmax_s16(d, a, b)       d.s16 = vmax_s16(a.s16, b.s16)
117 #define gvmin_s16(d, a, b)       d.s16 = vmin_s16(a.s16, b.s16)
118 #define gvmin_u16(d, a, b)       d.u16 = vmin_u16(a.u16, b.u16)
119 #define gvminq_u8(d, a, b)       d.u8  = vminq_u8(a.u8, b.u8)
120 #define gvminq_u16(d, a, b)      d.u16 = vminq_u16(a.u16, b.u16)
121 #define gvmla_s32(d, a, b)       d.s32 = vmla_s32(d.s32, a.s32, b.s32)
122 #define gvmla_u32(d, a, b)       d.u32 = vmla_u32(d.u32, a.u32, b.u32)
123 #define gvmlaq_s32(d, a, b)      d.s32 = vmlaq_s32(d.s32, a.s32, b.s32)
124 #define gvmlaq_u32(d, a, b)      d.u32 = vmlaq_u32(d.u32, a.u32, b.u32)
125 #define gvmlal_s32(d, a, b)      d.s64 = vmlal_s32(d.s64, a.s32, b.s32)
126 #define gvmlal_u8(d, a, b)       d.u16 = vmlal_u8(d.u16, a.u8, b.u8)
127 #define gvmlsq_s32(d, a, b)      d.s32 = vmlsq_s32(d.s32, a.s32, b.s32)
128 #define gvmlsq_l_s32(d, a, b, l) d.s32 = vmlsq_lane_s32(d.s32, a.s32, b.s32, l)
129 #define gvmov_l_s32(d, s, l)     d.s32 = vset_lane_s32(s, d.s32, l)
130 #define gvmov_l_u32(d, s, l)     d.u32 = vset_lane_u32(s, d.u32, l)
131 #define gvmovl_u8(d, s)          d.u16 = vmovl_u8(s.u8)
132 #define gvmovl_s32(d, s)         d.s64 = vmovl_s32(s.s32)
133 #define gvmovn_u16(d, s)         d.u8  = vmovn_u16(s.u16)
134 #define gvmovn_u32(d, s)         d.u16 = vmovn_u32(s.u32)
135 #define gvmovn_u64(d, s)         d.u32 = vmovn_u64(s.u64)
136 #define gvmul_s32(d, a, b)       d.s32 = vmul_s32(a.s32, b.s32)
137 #define gvmull_s16(d, a, b)      d.s32 = vmull_s16(a.s16, b.s16)
138 #define gvmull_s32(d, a, b)      d.s64 = vmull_s32(a.s32, b.s32)
139 #define gvmull_u8(d, a, b)       d.u16 = vmull_u8(a.u8, b.u8)
140 #define gvmull_l_u32(d, a, b, l) d.u64 = vmull_lane_u32(a.u32, b.u32, l)
141 #define gvmlsl_s16(d, a, b)      d.s32 = vmlsl_s16(d.s32, a.s16, b.s16)
142 #define gvneg_s32(d, s)          d.s32 = vneg_s32(s.s32)
143 #define gvqadd_u8(d, a, b)       d.u8  = vqadd_u8(a.u8, b.u8)
144 #define gvqsub_u8(d, a, b)       d.u8  = vqsub_u8(a.u8, b.u8)
145 #define gvshl_u16(d, a, b)       d.u16 = vshl_u16(a.u16, b.s16)
146 #define gvshlq_u64(d, a, b)      d.u64 = vshlq_u64(a.u64, b.s64)
147 #define gvshrq_n_s16(d, s, n)    d.s16 = vshrq_n_s16(s.s16, n)
148 #define gvshrq_n_u16(d, s, n)    d.u16 = vshrq_n_u16(s.u16, n)
149 #define gvshl_n_u32(d, s, n)     d.u32 = vshl_n_u32(s.u32, n)
150 #define gvshlq_n_u16(d, s, n)    d.u16 = vshlq_n_u16(s.u16, n)
151 #define gvshlq_n_u32(d, s, n)    d.u32 = vshlq_n_u32(s.u32, n)
152 #define gvshll_n_s8(d, s, n)     d.s16 = vshll_n_s8(s.s8, n)
153 #define gvshll_n_u8(d, s, n)     d.u16 = vshll_n_u8(s.u8, n)
154 #define gvshll_n_u16(d, s, n)    d.u32 = vshll_n_u16(s.u16, n)
155 #define gvshr_n_u8(d, s, n)      d.u8  = vshr_n_u8(s.u8, n)
156 #define gvshr_n_u16(d, s, n)     d.u16 = vshr_n_u16(s.u16, n)
157 #define gvshr_n_u32(d, s, n)     d.u32 = vshr_n_u32(s.u32, n)
158 #define gvshr_n_u64(d, s, n)     d.u64 = (gvhu64)vshr_n_u64((uint64x1_t)s.u64, n)
159 #define gvshrn_n_u16(d, s, n)    d.u8  = vshrn_n_u16(s.u16, n)
160 #define gvshrn_n_u32(d, s, n)    d.u16 = vshrn_n_u32(s.u32, n)
161 #define gvsli_n_u8(d, s, n)      d.u8  = vsli_n_u8(d.u8, s.u8, n)
162 #define gvsri_n_u8(d, s, n)      d.u8  = vsri_n_u8(d.u8, s.u8, n)
163 #define gvtstq_u16(d, a, b)      d.u16 = vtstq_u16(a.u16, b.u16)
164 #define gvqshrun_n_s16(d, s, n)  d.u8  = vqshrun_n_s16(s.s16, n)
165 #define gvqsubq_u8(d, a, b)      d.u8  = vqsubq_u8(a.u8, b.u8)
166 #define gvqsubq_u16(d, a, b)     d.u16 = vqsubq_u16(a.u16, b.u16)
167
168 #define gvmovn_top_u64(d, s)     d.u32 = vshrn_n_u64(s.u64, 32)
169
170 #define gvget_lo(d, s)           d.u16 = vget_low_u16(s.u16)
171 #define gvget_hi(d, s)           d.u16 = vget_high_u16(s.u16)
172 #define gvlo(s)                  ({gvhreg t_; gvget_lo(t_, s); t_;})
173 #define gvhi(s)                  ({gvhreg t_; gvget_hi(t_, s); t_;})
174
175 #define gvset_lo(d, s)           d.u16 = vcombine_u16(s.u16, gvhi(d).u16)
176 #define gvset_hi(d, s)           d.u16 = vcombine_u16(gvlo(d).u16, s.u16)
177
178 #define gvtbl2_u8(d, a, b) { \
179   uint8x8x2_t v_; \
180   v_.val[0] = vget_low_u8(a.u8); v_.val[1] = vget_high_u8(a.u8); \
181   d.u8 = vtbl2_u8(v_, b.u8); \
182 }
183
184 #define gvzip_u8(d, a, b) { \
185   uint8x8x2_t v_ = vzip_u8(a.u8, b.u8); \
186   d.u8 = vcombine_u8(v_.val[0], v_.val[1]); \
187 }
188 #define gvzipq_u16(d0, d1, s0, s1) { \
189   uint16x8x2_t v_ = vzipq_u16(s0.u16, s1.u16); \
190   d0.u16 = v_.val[0]; d1.u16 = v_.val[1]; \
191 }
192
193 #define gvld1_u8(d, s)           d.u8  = vld1_u8(s)
194 #define gvld1_u32(d, s)          d.u32 = vld1_u32((const u32 *)(s))
195 #define gvld1_u64(d, s)          d.u64 = vld1_u64((const u64 *)(s))
196 #define gvld1q_u8(d, s)          d.u8  = vld1q_u8(s)
197 #define gvld1q_u16(d, s)         d.u16 = vld1q_u16(s)
198 #define gvld1q_u32(d, s)         d.u32 = vld1q_u32((const u32 *)(s))
199 #define gvld2_u8_dup(v0, v1, p) { \
200   uint8x8x2_t v_ = vld2_dup_u8(p); \
201   v0.u8 = v_.val[0]; v1.u8 = v_.val[1]; \
202 }
203 #define gvld2q_u8(v0, v1, p) { \
204   uint8x16x2_t v_ = vld2q_u8(p); \
205   v0.u8 = v_.val[0]; v1.u8 = v_.val[1]; \
206 }
207
208 #define gvst1_u8(v, p) \
209   vst1_u8(p, v.u8)
210 #define gvst1_u64(v, p) \
211   vst1_u64((u64 *)(p), v.u64)
212 #define gvst1q_u16(v, p) \
213   vst1q_u16(p, v.u16)
214 #define gvst1q_inc_u32(v, p, i) { \
215   vst1q_u32((u32 *)(p), v.u32); \
216   p += (i) / sizeof(*p); \
217 }
218 #define gvst2_u8(v0, v1, p) { \
219   uint8x8x2_t v_; \
220   v_.val[0] = v0.u8; v_.val[1] = v1.u8; \
221   vst2_u8(p, v_); \
222 }
223 #define gvst2_u16(v0, v1, p) { \
224   uint16x4x2_t v_; \
225   v_.val[0] = v0.u16; v_.val[1] = v1.u16; \
226   vst2_u16(p, v_); \
227 }
228 #define gvst2q_u8(v0, v1, p) { \
229   uint8x16x2_t v_; \
230   v_.val[0] = v0.u8; v_.val[1] = v1.u8; \
231   vst2q_u8(p, v_); \
232 }
233 #define gvst4_4_inc_u32(v0, v1, v2, v3, p, i) { \
234   uint32x2x4_t v_; \
235   v_.val[0] = v0.u32; v_.val[1] = v1.u32; v_.val[2] = v2.u32; v_.val[3] = v3.u32; \
236   vst4_u32(p, v_); p += (i) / sizeof(*p); \
237 }
238 #define gvst4_pi_u16(v0, v1, v2, v3, p) { \
239   uint16x4x4_t v_; \
240   v_.val[0] = v0.u16; v_.val[1] = v1.u16; v_.val[2] = v2.u16; v_.val[3] = v3.u16; \
241   vst4_u16((u16 *)(p), v_); p += sizeof(v_) / sizeof(*p); \
242 }
243 #define gvst1q_pi_u32(v, p) \
244   gvst1q_inc_u32(v, p, sizeof(v))
245 // could use vst1q_u32_x2 but that's not always available
246 #define gvst1q_2_pi_u32(v0, v1, p) { \
247   gvst1q_inc_u32(v0, p, sizeof(v0)); \
248   gvst1q_inc_u32(v1, p, sizeof(v1)); \
249 }
250
251 /* notes:
252  - gcc > 9: (arm32) int64x1_t type produces ops on gp regs
253             (also u64 __attribute__((vector_size(8))) :( )
254  - gcc <11: (arm32) handles '<vec> == 0' poorly
255 */
256
257 #elif defined(__SSE2__)
258
259 // use a full reg and discard the upper half
260 #define gvhreg gvreg
261
262 #define gv0()                    _mm_setzero_si128()
263
264 #ifdef __x86_64__
265 #define gvcreate_s32(d, a, b)    d.m = _mm_cvtsi64_si128((u32)(a) | ((u64)(b) << 32))
266 #define gvcreate_s64(d, s)       d.m = _mm_cvtsi64_si128(s)
267 #else
268 #define gvcreate_s32(d, a, b)    d.m = _mm_set_epi32(0, 0, b, a)
269 #define gvcreate_s64(d, s)       d.m = _mm_loadu_si64(&(s))
270 #endif
271
272 #define gvbic_n_u16(d, n)        d.m = _mm_andnot_si128(_mm_set1_epi16(n), d.m)
273 #define gvceqq_u16(d, a, b)      d.u16 = vceqq_u16(a.u16, b.u16)
274 #define gvcgt_s16(d, a, b)       d.m = _mm_cmpgt_epi16(a.m, b.m)
275 #define gvclt_s16(d, a, b)       d.m = _mm_cmpgt_epi16(b.m, a.m)
276 #define gvcreate_u32             gvcreate_s32
277 #define gvcreate_u64             gvcreate_s64
278 #define gvcombine_u16(d, l, h)   d.m = _mm_unpacklo_epi64(l.m, h.m)
279 #define gvcombine_u32            gvcombine_u16
280 #define gvcombine_s64            gvcombine_u16
281 #define gvdup_l_u8(d, s, l)      d.u8  = vdup_lane_u8(s.u8, l)
282 #define gvdup_l_u16(d, s, l)     d.m = _mm_shufflelo_epi16(s.m, (l)|((l)<<2)|((l)<<4)|((l)<<6))
283 #define gvdup_l_u32(d, s, l)     d.m =  vdup_lane_u32(s.u32, l)
284 #define gvdupq_l_s64(d, s, l)    d.m = _mm_unpacklo_epi64(s.m, s.m)
285 #define gvdupq_l_u32(d, s, l)    d.m = _mm_shuffle_epi32(s.m, (l)|((l)<<2)|((l)<<4)|((l)<<6))
286 #define gvdup_n_s64(d, n)        d.m = _mm_set1_epi64x(n)
287 #define gvdup_n_u8(d, n)         d.m = _mm_set1_epi8(n)
288 #define gvdup_n_u16(d, n)        d.m = _mm_set1_epi16(n)
289 #define gvdup_n_u32(d, n)        d.m = _mm_set1_epi32(n)
290 #define gvdupq_n_u16(d, n)       d.m = _mm_set1_epi16(n)
291 #define gvdupq_n_u32(d, n)       d.m = _mm_set1_epi32(n)
292 #define gvdupq_n_s64(d, n)       d.m = _mm_set1_epi64x(n)
293 #define gvmax_s16(d, a, b)       d.m = _mm_max_epi16(a.m, b.m)
294 #define gvmin_s16(d, a, b)       d.m = _mm_min_epi16(a.m, b.m)
295 #define gvminq_u8(d, a, b)       d.m = _mm_min_epu8(a.m, b.m)
296 #define gvmovn_u64(d, s)         d.m = _mm_shuffle_epi32(s.m, 0 | (2 << 2))
297 #define gvmovn_top_u64(d, s)     d.m = _mm_shuffle_epi32(s.m, 1 | (3 << 2))
298 #define gvmull_s16(d, a, b) { \
299   __m128i lo_ = _mm_mullo_epi16(a.m, b.m); \
300   __m128i hi_ = _mm_mulhi_epi16(a.m, b.m); \
301   d.m = _mm_unpacklo_epi16(lo_, hi_); \
302 }
303 #define gvmull_l_u32(d, a, b, l) { \
304   __m128i a_ = _mm_unpacklo_epi32(a.m, a.m); /* lanes 0,1 -> 0,2 */ \
305   __m128i b_ = _mm_shuffle_epi32(b.m, (l) | ((l) << 4)); \
306   d.m = _mm_mul_epu32(a_, b_); \
307 }
308 #define gvmlsl_s16(d, a, b) { \
309   gvreg tmp_; \
310   gvmull_s16(tmp_, a, b); \
311   d.m = _mm_sub_epi32(d.m, tmp_.m); \
312 }
313 #define gvqadd_u8(d, a, b)       d.m = _mm_adds_epu8(a.m, b.m)
314 #define gvqsub_u8(d, a, b)       d.m = _mm_subs_epu8(a.m, b.m)
315 #define gvshrq_n_s16(d, s, n)    d.m = _mm_srai_epi16(s.m, n)
316 #define gvshrq_n_u16(d, s, n)    d.m = _mm_srli_epi16(s.m, n)
317 #define gvshrq_n_u32(d, s, n)    d.m = _mm_srli_epi32(s.m, n)
318 #define gvshl_n_u32(d, s, n)     d.m = _mm_slli_epi32(s.m, n)
319 #define gvshlq_n_u16(d, s, n)    d.m = _mm_slli_epi16(s.m, n)
320 #define gvshlq_n_u32(d, s, n)    d.m = _mm_slli_epi32(s.m, n)
321 #define gvshll_n_u16(d, s, n)    d.m = _mm_slli_epi32(_mm_unpacklo_epi16(s.m, gv0()), n)
322 #define gvshr_n_u16(d, s, n)     d.m = _mm_srli_epi16(s.m, n)
323 #define gvshr_n_u32(d, s, n)     d.m = _mm_srli_epi32(s.m, n)
324 #define gvshr_n_u64(d, s, n)     d.m = _mm_srli_epi64(s.m, n)
325 #define gvshrn_n_s64(d, s, n) { \
326   gvreg tmp_; \
327   gvshrq_n_s64(tmp_, s, n); \
328   d.m = _mm_shuffle_epi32(tmp_.m, 0 | (2 << 2)); \
329 }
330 #define gvqshrun_n_s16(d, s, n) { \
331   __m128i t_ = _mm_srai_epi16(s.m, n); \
332   d.m = _mm_packus_epi16(t_, t_); \
333 }
334 #define gvqsubq_u8(d, a, b)      d.m = _mm_subs_epu8(a.m, b.m)
335 #define gvqsubq_u16(d, a, b)     d.m = _mm_subs_epu16(a.m, b.m)
336
337 #ifdef __SSSE3__
338 #define gvabsq_s32(d, s)         d.m = _mm_abs_epi32(s.m)
339 #define gvtbl2_u8(d, a, b)       d.m = _mm_shuffle_epi8(a.m, b.m)
340 #else
341 // must supply these here or else gcc will produce something terrible with __builtin_shuffle
342 #define gvmovn_u16(d, s) { \
343   __m128i t2_ = _mm_and_si128(s.m, _mm_set1_epi16(0xff)); \
344   d.m = _mm_packus_epi16(t2_, t2_); \
345 }
346 #define gvmovn_u32(d, s) { \
347   __m128i t2_; \
348   t2_ = _mm_shufflelo_epi16(s.m, (0 << 0) | (2 << 2)); \
349   t2_ = _mm_shufflehi_epi16(t2_, (0 << 0) | (2 << 2)); \
350   d.m = _mm_shuffle_epi32(t2_, (0 << 0) | (2 << 2)); \
351 }
352 #define gvmovn_top_u32(d, s) { \
353   __m128i t2_; \
354   t2_ = _mm_shufflelo_epi16(s.m, (1 << 0) | (3 << 2)); \
355   t2_ = _mm_shufflehi_epi16(t2_, (1 << 0) | (3 << 2)); \
356   d.m = _mm_shuffle_epi32(t2_, (0 << 0) | (2 << 2)); \
357 }
358 #endif // !__SSSE3__
359 #ifdef __SSE4_1__
360 #define gvmin_u16(d, a, b)       d.m = _mm_min_epu16(a.m, b.m)
361 #define gvminq_u16               gvmin_u16
362 #define gvmovl_u8(d, s)          d.m = _mm_cvtepu8_epi16(s.m)
363 #define gvmovl_s8(d, s)          d.m = _mm_cvtepi8_epi16(s.m)
364 #define gvmovl_s32(d, s)         d.m = _mm_cvtepi32_epi64(s.m)
365 #define gvmull_s32(d, a, b) { \
366   __m128i a_ = _mm_unpacklo_epi32(a.m, a.m); /* lanes 0,1 -> 0,2 */ \
367   __m128i b_ = _mm_unpacklo_epi32(b.m, b.m); \
368   d.m = _mm_mul_epi32(a_, b_); \
369 }
370 #else
371 #define gvmovl_u8(d, s)          d.m = _mm_unpacklo_epi8(s.m, gv0())
372 #define gvmovl_s8(d, s)          d.m = _mm_unpacklo_epi8(s.m, _mm_cmpgt_epi8(gv0(), s.m))
373 #define gvmovl_s32(d, s)         d.m = _mm_unpacklo_epi32(s.m, _mm_srai_epi32(s.m, 31))
374 #endif // !__SSE4_1__
375 #ifndef __AVX2__
376 #define gvshlq_u64(d, a, b) { \
377   gvreg t1_, t2_; \
378   t1_.m = _mm_sll_epi64(a.m, b.m); \
379   t2_.m = _mm_sll_epi64(a.m, _mm_shuffle_epi32(b.m, (2 << 0) | (3 << 2))); \
380   d.u64 = (gvu64){ t1_.u64[0], t2_.u64[1] }; \
381 }
382 #endif // __AVX2__
383
384 #define gvlo(s)                  s
385 #define gvhi(s)                  ((gvreg)_mm_shuffle_epi32(s.m, (2 << 0) | (3 << 2)))
386 #define gvget_lo(d, s)           d = gvlo(s)
387 #define gvget_hi(d, s)           d = gvhi(s)
388
389 #define gvset_lo(d, s)           d.m = _mm_unpacklo_epi64(s.m, gvhi(d).m)
390 #define gvset_hi(d, s)           d.m = _mm_unpacklo_epi64(d.m, s.m)
391
392 #define gvld1_u8(d, s)           d.m = _mm_loadu_si64(s)
393 #define gvld1_u32                gvld1_u8
394 #define gvld1_u64                gvld1_u8
395 #define gvld1q_u8(d, s)          d.m = _mm_loadu_si128((__m128i *)(s))
396 #define gvld1q_u16               gvld1q_u8
397 #define gvld1q_u32               gvld1q_u8
398
399 #define gvst1_u8(v, p)           _mm_storeu_si64(p, v.m)
400 #define gvst1_u64                gvst1_u8
401
402 #define gvst4_4_inc_u32(v0, v1, v2, v3, p, i) { \
403   __m128i t0 = _mm_unpacklo_epi32(v0.m, v1.m); \
404   __m128i t1 = _mm_unpacklo_epi32(v2.m, v3.m); \
405   _mm_storeu_si128(((__m128i *)(p)) + 0, _mm_unpacklo_epi64(t0, t1)); \
406   _mm_storeu_si128(((__m128i *)(p)) + 1, _mm_unpackhi_epi64(t0, t1)); \
407   p += (i) / sizeof(*p); \
408 }
409 #define gvst4_pi_u16(v0, v1, v2, v3, p) { \
410   __m128i t0 = _mm_unpacklo_epi16(v0.m, v1.m); \
411   __m128i t1 = _mm_unpacklo_epi16(v2.m, v3.m); \
412   _mm_storeu_si128(((__m128i *)(p)) + 0, _mm_unpacklo_epi32(t0, t1)); \
413   _mm_storeu_si128(((__m128i *)(p)) + 1, _mm_unpackhi_epi32(t0, t1)); \
414   p += sizeof(t0) * 2 / sizeof(*p); \
415 }
416
417 #else
418 #error "arch not supported or SIMD support was not enabled by your compiler"
419 #endif
420
421 // the below have intrinsics but they evaluate to basic operations on both gcc and clang
422 #define gvadd_s64(d, a, b)       d.s64 = a.s64 + b.s64
423 #define gvadd_u8(d, a, b)        d.u8  = a.u8  + b.u8
424 #define gvadd_u16(d, a, b)       d.u16 = a.u16 + b.u16
425 #define gvadd_u32(d, a, b)       d.u32 = a.u32 + b.u32
426 #define gvaddq_s64               gvadd_s64
427 #define gvaddq_u16               gvadd_u16
428 #define gvaddq_u32               gvadd_u32
429 #define gvand(d, a, b)           d.u32 = a.u32 & b.u32
430 #define gvand_n_u32(d, n)        d.u32 &= n
431 #define gvbic(d, a, b)           d.u32 = a.u32 & ~b.u32
432 #define gvbicq                   gvbic
433 #define gveor(d, a, b)           d.u32 = a.u32 ^ b.u32
434 #define gveorq                   gveor
435 #define gvceqz_u16(d, s)         d.u16 = s.u16 == 0
436 #define gvceqzq_u16              gvceqz_u16
437 #define gvcltz_s16(d, s)         d.s16 = s.s16 < 0
438 #define gvcltzq_s16              gvcltz_s16
439 #define gvsub_u16(d, a, b)       d.u16 = a.u16 - b.u16
440 #define gvsub_u32(d, a, b)       d.u32 = a.u32 - b.u32
441 #define gvsubq_u16               gvsub_u16
442 #define gvsubq_u32               gvsub_u32
443 #define gvorr(d, a, b)           d.u32 = a.u32 | b.u32
444 #define gvorrq                   gvorr
445 #define gvorr_n_u16(d, n)        d.u16 |= n
446
447 // fallbacks
448 #if 1
449
450 #ifndef gvaddhn_u32
451 #define gvaddhn_u32(d, a, b) { \
452   gvreg tmp1_ = { .u32 = a.u32 + b.u32 }; \
453   gvmovn_top_u32(d, tmp1_); \
454 }
455 #endif
456 #ifndef gvabsq_s32
457 #define gvabsq_s32(d, s) { \
458   gvreg tmp1_ = { .s32 = (gvs32){} - s.s32 }; \
459   gvreg mask_ = { .s32 = s.s32 >> 31 }; \
460   gvbslq_(d, mask_, tmp1_, s); \
461 }
462 #endif
463 #ifndef gvbit
464 #define gvbslq_(d, s, a, b)      d.u32 = (a.u32 & s.u32) | (b.u32 & ~s.u32)
465 #define gvbifq(d, a, b)          gvbslq_(d, b, d, a)
466 #define gvbit(d, a, b)           gvbslq_(d, b, a, d)
467 #endif
468 #ifndef gvaddw_s32
469 #define gvaddw_s32(d, a, b)     {gvreg t_; gvmovl_s32(t_, b); d.s64 += t_.s64;}
470 #endif
471 #ifndef gvhaddq_u16
472 // can do this because the caller needs the msb clear
473 #define gvhaddq_u16(d, a, b)     d.u16 = (a.u16 + b.u16) >> 1
474 #endif
475 #ifndef gvmin_u16
476 #define gvmin_u16(d, a, b) { \
477   gvu16 t_ = a.u16 < b.u16; \
478   d.u16 = (a.u16 & t_) | (b.u16 & ~t_); \
479 }
480 #define gvminq_u16               gvmin_u16
481 #endif
482 #ifndef gvmlsq_s32
483 #define gvmlsq_s32(d, a, b)      d.s32 -= a.s32 * b.s32
484 #endif
485 #ifndef gvmlsq_l_s32
486 #define gvmlsq_l_s32(d, a, b, l){gvreg t_; gvdupq_l_u32(t_, b, l); d.s32 -= a.s32 * t_.s32;}
487 #endif
488 #ifndef gvmla_s32
489 #define gvmla_s32(d, a, b)       d.s32 += a.s32 * b.s32
490 #endif
491 #ifndef gvmla_u32
492 #define gvmla_u32                gvmla_s32
493 #endif
494 #ifndef gvmlaq_s32
495 #define gvmlaq_s32(d, a, b)      d.s32 += a.s32 * b.s32
496 #endif
497 #ifndef gvmlaq_u32
498 #define gvmlaq_u32               gvmlaq_s32
499 #endif
500 #ifndef gvmlal_u8
501 #define gvmlal_u8(d, a, b)      {gvreg t_; gvmull_u8(t_, a, b); d.u16 += t_.u16;}
502 #endif
503 #ifndef gvmlal_s32
504 #define gvmlal_s32(d, a, b)     {gvreg t_; gvmull_s32(t_, a, b); d.s64 += t_.s64;}
505 #endif
506 #ifndef gvmov_l_s32
507 #define gvmov_l_s32(d, s, l)     d.s32[l] = s
508 #endif
509 #ifndef gvmov_l_u32
510 #define gvmov_l_u32(d, s, l)     d.u32[l] = s
511 #endif
512 #ifndef gvmul_s32
513 #define gvmul_s32(d, a, b)       d.s32 = a.s32 * b.s32
514 #endif
515 #ifndef gvmull_u8
516 #define gvmull_u8(d, a, b) { \
517   gvreg t1_, t2_; \
518   gvmovl_u8(t1_, a); \
519   gvmovl_u8(t2_, b); \
520   d.u16 = t1_.u16 * t2_.u16; \
521 }
522 #endif
523 #ifndef gvmull_s32
524 // note: compilers tend to use int regs here
525 #define gvmull_s32(d, a, b) { \
526   d.s64[0] = (s64)a.s32[0] * b.s32[0]; \
527   d.s64[1] = (s64)a.s32[1] * b.s32[1]; \
528 }
529 #endif
530 #ifndef gvneg_s32
531 #define gvneg_s32(d, s)          d.s32 = -s.s32
532 #endif
533 // x86 note: needs _mm_sllv_epi16 (avx512), else this sucks terribly
534 #ifndef gvshl_u16
535 #define gvshl_u16(d, a, b)       d.u16 = a.u16 << b.u16
536 #endif
537 // x86 note: needs _mm_sllv_* (avx2)
538 #ifndef gvshlq_u64
539 #define gvshlq_u64(d, a, b)      d.u64 = a.u64 << b.u64
540 #endif
541 #ifndef gvshll_n_s8
542 #define gvshll_n_s8(d, s, n)    {gvreg t_; gvmovl_s8(t_, s); gvshlq_n_u16(d, t_, n);}
543 #endif
544 #ifndef gvshll_n_u8
545 #define gvshll_n_u8(d, s, n)    {gvreg t_; gvmovl_u8(t_, s); gvshlq_n_u16(d, t_, n);}
546 #endif
547 #ifndef gvshr_n_u8
548 #define gvshr_n_u8(d, s, n)      d.u8  = s.u8 >> (n)
549 #endif
550 #ifndef gvshrq_n_s64
551 #define gvshrq_n_s64(d, s, n)    d.s64 = s.s64 >> (n)
552 #endif
553 #ifndef gvshrn_n_u16
554 #define gvshrn_n_u16(d, s, n)   {gvreg t_; gvshrq_n_u16(t_, s, n); gvmovn_u16(d, t_);}
555 #endif
556 #ifndef gvshrn_n_u32
557 #define gvshrn_n_u32(d, s, n)   {gvreg t_; gvshrq_n_u32(t_, s, n); gvmovn_u32(d, t_);}
558 #endif
559 #ifndef gvsli_n_u8
560 #define gvsli_n_u8(d, s, n)      d.u8 = (s.u8 << (n)) | (d.u8 & ((1u << (n)) - 1u))
561 #endif
562 #ifndef gvsri_n_u8
563 #define gvsri_n_u8(d, s, n)      d.u8 = (s.u8 >> (n)) | (d.u8 & ((0xff00u >> (n)) & 0xffu))
564 #endif
565 #ifndef gvtstq_u16
566 #define gvtstq_u16(d, a, b)      d.u16 = (a.u16 & b.u16) != 0
567 #endif
568
569 #ifndef gvld2_u8_dup
570 #define gvld2_u8_dup(v0, v1, p) { \
571   gvdup_n_u8(v0, ((const u8 *)(p))[0]); \
572   gvdup_n_u8(v1, ((const u8 *)(p))[1]); \
573 }
574 #endif
575 #ifndef gvst1_u8
576 #define gvst1_u8(v, p)           *(uint64_t_ua *)(p) = v.u64[0]
577 #endif
578 #ifndef gvst1q_u16
579 #define gvst1q_u16(v, p)         *(gvreg_ua *)(p) = v
580 #endif
581 #ifndef gvst1q_inc_u32
582 #define gvst1q_inc_u32(v, p, i) {*(gvreg_ua *)(p) = v; p += (i) / sizeof(*p);}
583 #endif
584 #ifndef gvst1q_pi_u32
585 #define gvst1q_pi_u32(v, p)      gvst1q_inc_u32(v, p, sizeof(v))
586 #endif
587 #ifndef gvst1q_2_pi_u32
588 #define gvst1q_2_pi_u32(v0, v1, p) { \
589   gvst1q_inc_u32(v0, p, sizeof(v0)); \
590   gvst1q_inc_u32(v1, p, sizeof(v1)); \
591 }
592 #endif
593 #ifndef gvst2_u8
594 #define gvst2_u8(v0, v1, p)     {gvreg t_; gvzip_u8(t_, v0, v1); *(gvu8_ua *)(p) = t_.u8;}
595 #endif
596 #ifndef gvst2_u16
597 #define gvst2_u16(v0, v1, p)    {gvreg t_; gvzip_u16(t_, v0, v1); *(gvu16_ua *)(p) = t_.u16;}
598 #endif
599
600 // note: these shuffles assume sizeof(gvhreg) == 16 && sizeof(gvreg) == 16
601 #ifndef __has_builtin
602 #define __has_builtin(x) 0
603 #endif
604
605 // prefer __builtin_shuffle on gcc as it handles -1 poorly
606 #if __has_builtin(__builtin_shufflevector) && !__has_builtin(__builtin_shuffle)
607
608 #ifndef gvld2q_u8
609 #define gvld2q_u8(v0, v1, p) { \
610   gvu8 v0_ = ((gvu8_ua *)(p))[0]; \
611   gvu8 v1_ = ((gvu8_ua *)(p))[1]; \
612   v0.u8 = __builtin_shufflevector(v0_, v1_, 0,2,4,6,8,10,12,14,16,18,20,22,24,26,28,30); \
613   v1.u8 = __builtin_shufflevector(v0_, v1_, 1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31); \
614 }
615 #endif
616 #ifndef gvmovn_u16
617 #define gvmovn_u16(d, s) \
618   d.u8 = __builtin_shufflevector(s.u8, s.u8, 0,2,4,6,8,10,12,14,-1,-1,-1,-1,-1,-1,-1,-1)
619 #endif
620 #ifndef gvmovn_u32
621 #define gvmovn_u32(d, s) \
622   d.u16 = __builtin_shufflevector(s.u16, s.u16, 0,2,4,6,-1,-1,-1,-1)
623 #endif
624 #ifndef gvmovn_top_u32
625 #define gvmovn_top_u32(d, s) \
626   d.u16 = __builtin_shufflevector(s.u16, s.u16, 1,3,5,7,-1,-1,-1,-1)
627 #endif
628 #ifndef gvzip_u8
629 #define gvzip_u8(d, a, b) \
630   d.u8 = __builtin_shufflevector(a.u8, b.u8, 0,16,1,17,2,18,3,19,4,20,5,21,6,22,7,23)
631 #endif
632 #ifndef gvzip_u16
633 #define gvzip_u16(d, a, b) \
634   d.u16 = __builtin_shufflevector(a.u16, b.u16, 0,8,1,9,2,10,3,11)
635 #endif
636 #ifndef gvzipq_u16
637 #define gvzipq_u16(d0, d1, s0, s1) { \
638   gvu16 t_ = __builtin_shufflevector(s0.u16, s1.u16, 0, 8, 1, 9, 2, 10, 3, 11); \
639   d1.u16   = __builtin_shufflevector(s0.u16, s1.u16, 4,12, 5,13, 6, 14, 7, 15); \
640   d0.u16 = t_; \
641 }
642 #endif
643
644 #else // !__has_builtin(__builtin_shufflevector)
645
646 #ifndef gvld2q_u8
647 #define gvld2q_u8(v0, v1, p) { \
648   gvu8 v0_ = ((gvu8_ua *)(p))[0]; \
649   gvu8 v1_ = ((gvu8_ua *)(p))[1]; \
650   v0.u8 = __builtin_shuffle(v0_, v1_, (gvu8){0,2,4,6,8,10,12,14,16,18,20,22,24,26,28,30}); \
651   v1.u8 = __builtin_shuffle(v0_, v1_, (gvu8){1,3,5,7,9,11,13,15,17,19,21,23,25,27,29,31}); \
652 }
653 #endif
654 #ifndef gvmovn_u16
655 #define gvmovn_u16(d, s) \
656   d.u8 = __builtin_shuffle(s.u8, (gvu8){0,2,4,6,8,10,12,14,0,2,4,6,8,10,12,14})
657 #endif
658 #ifndef gvmovn_u32
659 #define gvmovn_u32(d, s) \
660   d.u16 = __builtin_shuffle(s.u16, (gvu16){0,2,4,6,0,2,4,6})
661 #endif
662 #ifndef gvmovn_top_u32
663 #define gvmovn_top_u32(d, s) \
664   d.u16 = __builtin_shuffle(s.u16, (gvu16){1,3,5,7,1,3,5,7})
665 #endif
666 #ifndef gvtbl2_u8
667 #define gvtbl2_u8(d, a, b)  d.u8 = __builtin_shuffle(a.u8, b.u8)
668 #endif
669 #ifndef gvzip_u8
670 #define gvzip_u8(d, a, b) \
671   d.u8 = __builtin_shuffle(a.u8, b.u8, (gvu8){0,16,1,17,2,18,3,19,4,20,5,21,6,22,7,23})
672 #endif
673 #ifndef gvzip_u16
674 #define gvzip_u16(d, a, b) \
675   d.u16 = __builtin_shuffle(a.u16, b.u16, (gvu16){0,8,1,9,2,10,3,11})
676 #endif
677 #ifndef gvzipq_u16
678 #define gvzipq_u16(d0, d1, s0, s1) { \
679   gvu16 t_ = __builtin_shuffle(s0.u16, s1.u16, (gvu16){0, 8, 1, 9, 2, 10, 3, 11}); \
680   d1.u16   = __builtin_shuffle(s0.u16, s1.u16, (gvu16){4,12, 5,13, 6, 14, 7, 15}); \
681   d0.u16 = t_; \
682 }
683 #endif
684
685 #endif // __builtin_shufflevector || __builtin_shuffle
686
687 #ifndef gvtbl2_u8
688 #define gvtbl2_u8(d, a, b) { \
689   int i_; \
690   for (i_ = 0; i_ < 16; i_++) \
691     d.u8[i_] = a.u8[b.u8[i_]]; \
692 }
693 #endif
694
695 #endif // fallbacks
696
697 #if defined(__arm__)
698
699 #define gssub16(d, a, b)    asm("ssub16 %0,%1,%2" : "=r"(d) : "r"(a), "r"(b))
700 #define gsmusdx(d, a, b)    asm("smusdx %0,%1,%2" : "=r"(d) : "r"(a), "r"(b))
701
702 #if 0
703 // gcc/config/arm/arm.c
704 #undef gvadd_s64
705 #define gvadd_s64(d, a, b)  asm("vadd.i64 %P0,%P1,%P2" : "=w"(d.s64) : "w"(a.s64), "w"(b.s64))
706 #endif
707
708 #else
709
710 #define gssub16(d, a, b)    d = (u16)((a) - (b)) | ((((a) >> 16) - ((b) >> 16)) << 16)
711 #define gsmusdx(d, a, b)    d = ((s32)(s16)(a) * ((s32)(b) >> 16)) \
712                               - (((s32)(a) >> 16) * (s16)(b))
713
714 #endif
715
716 // for compatibility with the original psx_gpu.c code
717 #define vec_2x64s gvreg
718 #define vec_2x64u gvreg
719 #define vec_4x32s gvreg
720 #define vec_4x32u gvreg
721 #define vec_8x16s gvreg
722 #define vec_8x16u gvreg
723 #define vec_16x8s gvreg
724 #define vec_16x8u gvreg
725 #define vec_1x64s gvhreg
726 #define vec_1x64u gvhreg
727 #define vec_2x32s gvhreg
728 #define vec_2x32u gvhreg
729 #define vec_4x16s gvhreg
730 #define vec_4x16u gvhreg
731 #define vec_8x8s  gvhreg
732 #define vec_8x8u  gvhreg
733
734 #if 0
735 #include <stdio.h>
736 #include <stdlib.h>
737 #include <unistd.h>
738 static int ccount, dump_enabled;
739 void cmpp(const char *name, const void *a_, const void *b_, size_t len)
740 {
741   const uint32_t *a = a_, *b = b_, masks[] = { 0, 0xff, 0xffff, 0xffffff };
742   size_t i, left;
743   uint32_t mask;
744   for (i = 0; i < (len + 3)/4; i++) {
745     left = len - i*4;
746     mask = left >= 4 ? ~0u : masks[left];
747     if ((a[i] ^ b[i]) & mask) {
748       printf("%s: %08x %08x [%03zx/%zu] #%d\n",
749         name, a[i] & mask, b[i] & mask, i*4, i, ccount);
750       exit(1);
751     }
752   }
753   ccount++;
754 }
755 #define ccmpf(n)   cmpp(#n, &psx_gpu->n, &n##_c, sizeof(n##_c))
756 #define ccmpa(n,c) cmpp(#n, &psx_gpu->n, &n##_c, sizeof(n##_c[0]) * c)
757
758 void dump_r_(const char *name, void *dump, int is_q)
759 {
760   unsigned long long *u = dump;
761   if (!dump_enabled) return;
762   //if (ccount > 1) return;
763   printf("%20s %016llx ", name, u[0]);
764   if (is_q)
765     printf("%016llx", u[1]);
766   puts("");
767 }
768 void __attribute__((noinline,noclone)) dump_r_d(const char *name, void *dump)
769 { dump_r_(name, dump, 0); }
770 void __attribute__((noinline,noclone)) dump_r_q(const char *name, void *dump)
771 { dump_r_(name, dump, 1); }
772 #define dumprd(n) { u8 dump_[8]; gvst1_u8(n, dump_); dump_r_d(#n, dump_); }
773 #define dumprq(n) { u16 dump_[8]; gvst1q_u16(n, dump_); dump_r_q(#n, dump_); }
774 #endif
775
776 void compute_all_gradients(psx_gpu_struct * __restrict__ psx_gpu,
777  const vertex_struct * __restrict__ a, const vertex_struct * __restrict__ b,
778  const vertex_struct * __restrict__ c)
779 {
780   union { double d; struct { u32 l; u32 h; } i; } divident, divider;
781   union { double d; gvhreg v; } d30;
782
783 #if 0
784  compute_all_gradients_(psx_gpu, a, b, c);
785  return;
786 #endif
787   // First compute the triangle area reciprocal and shift. The division will
788   // happen concurrently with much of the work which follows.
789
790   // load exponent of 62 into upper half of double
791   u32 shift = __builtin_clz(psx_gpu->triangle_area);
792   u32 triangle_area_normalized = psx_gpu->triangle_area << shift;
793
794   // load area normalized into lower half of double
795   divident.i.l = triangle_area_normalized >> 10;
796   divident.i.h = (62 + 1023) << 20;
797
798   divider.i.l = triangle_area_normalized << 20;
799   divider.i.h = ((1022 + 31) << 20) + (triangle_area_normalized >> 11);
800
801   d30.d = divident.d / divider.d;       // d30 = ((1 << 62) + ta_n) / ta_n
802
803   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
804   // ( d0       *  d1      ) - ( d2       *  d3      ) =
805   // ( m0                  ) - ( m1                  ) = gradient
806
807   // This is split to do 12 elements at a time over three sets: a, b, and c.
808   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
809   // two of the slots are unused.
810
811   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
812   // is g.
813
814   // First type is:  uvrg bxxx xxxx
815   // Second type is: yyyy ybyy uvrg
816   // Since x_a and y_c are the same the same variable is used for both.
817
818   gvreg v0;
819   gvreg v1;
820   gvreg v2;
821   gvreg uvrg_xxxx0;
822   gvreg uvrg_xxxx1;
823   gvreg uvrg_xxxx2;
824
825   gvreg y0_ab;
826   gvreg y1_ab;
827   gvreg y2_ab;
828
829   gvreg d0_ab;
830   gvreg d1_ab;
831   gvreg d2_ab;
832   gvreg d3_ab;
833
834   gvreg ga_uvrg_x;
835   gvreg ga_uvrg_y;
836   gvreg gw_rg_x;
837   gvreg gw_rg_y;
838   gvreg w_mask;
839   gvreg r_shift;
840   gvreg uvrg_dx2, uvrg_dx3;
841   gvreg uvrgb_phase;
842   gvhreg zero, tmp_lo, tmp_hi;
843
844   gvld1q_u8(v0, (u8 *)a);               // v0 = { uvrg0, b0, x0, y0 }
845   gvld1q_u8(v1, (u8 *)b);               // v1 = { uvrg1, b1, x1, y1 }
846   gvld1q_u8(v2, (u8 *)c);               // v2 = { uvrg2, b2, x2, y2 }
847
848   gvmovl_u8(uvrg_xxxx0, gvlo(v0));      // uvrg_xxxx0 = { uv0, rg0, b0-, -- }
849   gvmovl_u8(uvrg_xxxx1, gvlo(v1));      // uvrg_xxxx1 = { uv1, rg1, b1-, -- }
850   gvmovl_u8(uvrg_xxxx2, gvlo(v2));      // uvrg_xxxx2 = { uv2, rg2, b2-, -- }
851
852   gvdup_l_u16(tmp_lo, gvhi(v0), 1);     // yyyy0 = { yy0, yy0 }
853   gvcombine_u16(y0_ab, tmp_lo, gvlo(uvrg_xxxx0));
854
855   gvdup_l_u16(tmp_lo, gvhi(v0), 0);     // xxxx0 = { xx0, xx0 }
856   gvset_hi(uvrg_xxxx0, tmp_lo);
857
858   u32 x1_x2 = (u16)b->x | (c->x << 16); // x1_x2 = { x1, x2 }
859   u32 x0_x1 = (u16)a->x | (b->x << 16); // x0_x1 = { x0, x1 }
860
861   gvdup_l_u16(tmp_lo, gvhi(v1), 1);     // yyyy1 = { yy1, yy1 }
862   gvcombine_u16(y1_ab, tmp_lo, gvlo(uvrg_xxxx1));
863
864   gvdup_l_u16(tmp_lo, gvhi(v1), 0);     // xxxx1 = { xx1, xx1 }
865   gvset_hi(uvrg_xxxx1, tmp_lo);
866
867   gvdup_l_u16(tmp_lo, gvhi(v2), 1);     // yyyy2 = { yy2, yy2 }
868   gvcombine_u16(y2_ab, tmp_lo, gvlo(uvrg_xxxx2));
869
870   gvdup_l_u16(tmp_lo, gvhi(v2), 0);     // xxxx2 = { xx2, xx2 }
871   gvset_hi(uvrg_xxxx2, tmp_lo);
872
873   u32 y0_y1 = (u16)a->y | (b->y << 16); // y0_y1 = { y0, y1 }
874   u32 y1_y2 = (u16)b->y | (c->y << 16); // y1_y2 = { y1, y2 }
875
876   gvsubq_u16(d0_ab, uvrg_xxxx1, uvrg_xxxx0);
877
878   u32 b1_b2 = b->b | (c->b << 16);      // b1_b2 = { b1, b2 }
879
880   gvsubq_u16(d2_ab, uvrg_xxxx2, uvrg_xxxx1);
881
882   gvsubq_u16(d1_ab, y2_ab, y1_ab);
883
884   u32 b0_b1 = a->b | (b->b << 16);      // b0_b1 = { b0, b1 }
885
886   u32 dx, dy, db;
887   gssub16(dx, x1_x2, x0_x1);            // dx = { x1 - x0, x2 - x1 }
888   gssub16(dy, y1_y2, y0_y1);            // dy = { y1 - y0, y2 - y1 }
889   gssub16(db, b1_b2, b0_b1);            // db = { b1 - b0, b2 - b1 }
890
891   u32 ga_by, ga_bx;
892   gvsubq_u16(d3_ab, y1_ab, y0_ab);
893   gsmusdx(ga_by, dx, db);               // ga_by = ((x1 - x0) * (b2 - b1)) -
894                                         //         ((x2 - X1) * (b1 - b0))
895   gvmull_s16(ga_uvrg_x, gvlo(d0_ab), gvlo(d1_ab));
896   gsmusdx(ga_bx, db, dy);               // ga_bx = ((b1 - b0) * (y2 - y1)) -
897                                         //         ((b2 - b1) * (y1 - y0))
898   gvmlsl_s16(ga_uvrg_x, gvlo(d2_ab), gvlo(d3_ab));
899   u32 gs_bx = (s32)ga_bx >> 31;         // movs
900
901   gvmull_s16(ga_uvrg_y, gvhi(d0_ab), gvhi(d1_ab));
902   if ((s32)gs_bx < 0) ga_bx = -ga_bx;   // rsbmi
903
904   gvmlsl_s16(ga_uvrg_y, gvhi(d2_ab), gvhi(d3_ab));
905   u32 gs_by = (s32)ga_by >> 31;         // movs
906
907   gvhreg d0;
908   gvshr_n_u64(d0, d30.v, 22);           // note: on "d30 >> 22" gcc generates junk code
909
910   gvdupq_n_u32(uvrgb_phase, psx_gpu->uvrgb_phase);
911   u32 b_base = psx_gpu->uvrgb_phase + (a->b << 16);
912
913   if ((s32)gs_by < 0) ga_by = -ga_by;   // rsbmi
914   gvreg gs_uvrg_x, gs_uvrg_y;
915   gs_uvrg_x.s32 = ga_uvrg_x.s32 < 0;    // gs_uvrg_x = ga_uvrg_x < 0
916   gs_uvrg_y.s32 = ga_uvrg_y.s32 < 0;    // gs_uvrg_y = ga_uvrg_y < 0
917
918   gvdupq_n_u32(w_mask, -psx_gpu->triangle_winding); // w_mask = { -w, -w, -w, -w }
919   shift -= 62 - 12;                     // shift -= (62 - FIXED_BITS)
920
921   gvreg uvrg_base;
922   gvshll_n_u16(uvrg_base, gvlo(uvrg_xxxx0), 16); // uvrg_base = uvrg0 << 16
923
924   gvaddq_u32(uvrg_base, uvrg_base, uvrgb_phase);
925   gvabsq_s32(ga_uvrg_x, ga_uvrg_x);     // ga_uvrg_x = abs(ga_uvrg_x)
926
927   u32 area_r_s = d0.u32[0];             // area_r_s = triangle_reciprocal
928   gvabsq_s32(ga_uvrg_y, ga_uvrg_y);     // ga_uvrg_y = abs(ga_uvrg_y)
929
930   gvmull_l_u32(gw_rg_x, gvhi(ga_uvrg_x), d0, 0);
931   gvmull_l_u32(ga_uvrg_x, gvlo(ga_uvrg_x), d0, 0);
932   gvmull_l_u32(gw_rg_y, gvhi(ga_uvrg_y), d0, 0);
933   gvmull_l_u32(ga_uvrg_y, gvlo(ga_uvrg_y), d0, 0);
934
935 #if defined(__ARM_NEON) || defined(__ARM_NEON__)
936   gvdupq_n_s64(r_shift, shift);         // r_shift = { shift, shift }
937   gvshlq_u64(gw_rg_x, gw_rg_x, r_shift);
938   gvshlq_u64(ga_uvrg_x, ga_uvrg_x, r_shift);
939   gvshlq_u64(gw_rg_y, gw_rg_y, r_shift);
940   gvshlq_u64(ga_uvrg_y, ga_uvrg_y, r_shift);
941 #elif defined(__SSE2__)
942   r_shift.m   = _mm_cvtsi32_si128(-shift);
943   gw_rg_x.m   = _mm_srl_epi64(gw_rg_x.m, r_shift.m);
944   ga_uvrg_x.m = _mm_srl_epi64(ga_uvrg_x.m, r_shift.m);
945   gw_rg_y.m   = _mm_srl_epi64(gw_rg_y.m, r_shift.m);
946   ga_uvrg_y.m = _mm_srl_epi64(ga_uvrg_y.m, r_shift.m);
947 #else
948   gvdupq_n_s64(r_shift, -shift);        // r_shift = { shift, shift }
949   gvshrq_u64(gw_rg_x, gw_rg_x, r_shift);
950   gvshrq_u64(ga_uvrg_x, ga_uvrg_x, r_shift);
951   gvshrq_u64(gw_rg_y, gw_rg_y, r_shift);
952   gvshrq_u64(ga_uvrg_y, ga_uvrg_y, r_shift);
953 #endif
954
955   gveorq(gs_uvrg_x, gs_uvrg_x, w_mask);
956   gvmovn_u64(tmp_lo, ga_uvrg_x);
957
958   gveorq(gs_uvrg_y, gs_uvrg_y, w_mask);
959   gvmovn_u64(tmp_hi, gw_rg_x);
960
961   gvcombine_u32(ga_uvrg_x, tmp_lo, tmp_hi);
962
963   gveorq(ga_uvrg_x, ga_uvrg_x, gs_uvrg_x);
964   gvmovn_u64(tmp_lo, ga_uvrg_y);
965
966   gvsubq_u32(ga_uvrg_x, ga_uvrg_x, gs_uvrg_x);
967   gvmovn_u64(tmp_hi, gw_rg_y);
968
969   gvcombine_u32(ga_uvrg_y, tmp_lo, tmp_hi);
970
971   gveorq(ga_uvrg_y, ga_uvrg_y, gs_uvrg_y);
972   ga_bx = ga_bx << 13;
973
974   gvsubq_u32(ga_uvrg_y, ga_uvrg_y, gs_uvrg_y);
975   ga_by = ga_by << 13;
976
977   u32 gw_bx_h, gw_by_h;
978   gw_bx_h = (u64)ga_bx * area_r_s >> 32;
979
980   gvshlq_n_u32(ga_uvrg_x, ga_uvrg_x, 4);
981   gvshlq_n_u32(ga_uvrg_y, ga_uvrg_y, 4);
982
983   gw_by_h = (u64)ga_by * area_r_s >> 32;
984   gvdup_n_u32(tmp_lo, a->x);
985   gvmlsq_l_s32(uvrg_base, ga_uvrg_x, tmp_lo, 0);
986
987   gs_bx = gs_bx ^ -psx_gpu->triangle_winding;
988   gvaddq_u32(uvrg_dx2, ga_uvrg_x, ga_uvrg_x);
989
990   gs_by = gs_by ^ -psx_gpu->triangle_winding;
991
992   u32 r11 = -shift;                         // r11 = negative shift for scalar lsr
993   u32 *store_a = psx_gpu->uvrg.e;
994   r11 = r11 - (32 - 13);
995   u32 *store_b = store_a + 16 / sizeof(u32);
996
997   gvaddq_u32(uvrg_dx3, uvrg_dx2, ga_uvrg_x);
998   gvst1q_inc_u32(uvrg_base, store_a, 32);
999
1000   gvst1q_inc_u32(ga_uvrg_x, store_b, 32);
1001   u32 g_bx = (u32)gw_bx_h >> r11;
1002
1003   gvst1q_inc_u32(ga_uvrg_y, store_a, 32);
1004   u32 g_by = (u32)gw_by_h >> r11;
1005
1006   gvdup_n_u32(zero, 0);
1007
1008   gvst4_4_inc_u32(zero, gvlo(ga_uvrg_x), gvlo(uvrg_dx2), gvlo(uvrg_dx3), store_b, 32);
1009   g_bx = g_bx ^ gs_bx;
1010
1011   gvst4_4_inc_u32(zero, gvhi(ga_uvrg_x), gvhi(uvrg_dx2), gvhi(uvrg_dx3), store_b, 32);
1012   g_bx = g_bx - gs_bx;
1013
1014   g_bx = g_bx << 4;
1015   g_by = g_by ^ gs_by;
1016
1017   b_base -= g_bx * a->x;
1018   g_by = g_by - gs_by;
1019
1020   g_by = g_by << 4;
1021
1022   u32 g_bx2 = g_bx + g_bx;
1023   u32 g_bx3 = g_bx + g_bx2;
1024
1025   // 112
1026   store_b[0] = 0;
1027   store_b[1] = g_bx;
1028   store_b[2] = g_bx2;
1029   store_b[3] = g_bx3;
1030   store_b[4] = b_base;
1031   store_b[5] = g_by; // 132
1032 }
1033
1034 #define setup_spans_debug_check(span_edge_data_element)                        \
1035
1036 #define setup_spans_prologue_alternate_yes()                                   \
1037   vec_2x64s alternate_x;                                                       \
1038   vec_2x64s alternate_dx_dy;                                                   \
1039   vec_4x32s alternate_x_32;                                                    \
1040   vec_4x16u alternate_x_16;                                                    \
1041                                                                                \
1042   vec_4x16u alternate_select;                                                  \
1043   vec_4x16s y_mid_point;                                                       \
1044                                                                                \
1045   s32 y_b = v_b->y;                                                            \
1046   s64 edge_alt;                                                                \
1047   s32 edge_dx_dy_alt;                                                          \
1048   u32 edge_shift_alt                                                           \
1049
1050 #define setup_spans_prologue_alternate_no()                                    \
1051
1052 #define setup_spans_prologue(alternate_active)                                 \
1053   edge_data_struct *span_edge_data;                                            \
1054   vec_4x32u *span_uvrg_offset;                                                 \
1055   u32 *span_b_offset;                                                          \
1056                                                                                \
1057   s32 clip;                                                                    \
1058   vec_4x32u v_clip;                                                            \
1059                                                                                \
1060   vec_2x64s edges_xy;                                                          \
1061   vec_2x32s edges_dx_dy;                                                       \
1062   vec_2x32u edge_shifts;                                                       \
1063                                                                                \
1064   vec_2x64s left_x, right_x;                                                   \
1065   vec_2x64s left_dx_dy, right_dx_dy;                                           \
1066   vec_4x32s left_x_32, right_x_32;                                             \
1067   vec_2x32s left_x_32_lo, right_x_32_lo;                                       \
1068   vec_2x32s left_x_32_hi, right_x_32_hi;                                       \
1069   vec_4x16s left_right_x_16_lo, left_right_x_16_hi;                            \
1070   vec_4x16s y_x4;                                                              \
1071   vec_8x16s left_edge;                                                         \
1072   vec_8x16s right_edge;                                                        \
1073   vec_4x16u span_shift;                                                        \
1074                                                                                \
1075   vec_2x32u c_0x01;                                                            \
1076   vec_4x16u c_0x04;                                                            \
1077   vec_4x16u c_0xFFFE;                                                          \
1078   vec_4x16u c_0x07;                                                            \
1079                                                                                \
1080   vec_2x32s x_starts;                                                          \
1081   vec_2x32s x_ends;                                                            \
1082                                                                                \
1083   s32 x_a = v_a->x;                                                            \
1084   s32 x_b = v_b->x;                                                            \
1085   s32 x_c = v_c->x;                                                            \
1086   s32 y_a = v_a->y;                                                            \
1087   s32 y_c = v_c->y;                                                            \
1088                                                                                \
1089   vec_4x32u uvrg;                                                              \
1090   vec_4x32u uvrg_dy;                                                           \
1091   u32 b = psx_gpu->b;                                                          \
1092   u32 b_dy = psx_gpu->b_dy;                                                    \
1093   const u32 *reciprocal_table = psx_gpu->reciprocal_table_ptr;                 \
1094                                                                                \
1095   gvld1q_u32(uvrg, psx_gpu->uvrg.e);                                           \
1096   gvld1q_u32(uvrg_dy, psx_gpu->uvrg_dy.e);                                     \
1097   gvdup_n_u32(c_0x01, 0x01);                                                   \
1098   setup_spans_prologue_alternate_##alternate_active()                          \
1099
1100 #define setup_spans_prologue_b()                                               \
1101   span_edge_data = psx_gpu->span_edge_data;                                    \
1102   span_uvrg_offset = (vec_4x32u *)psx_gpu->span_uvrg_offset;                   \
1103   span_b_offset = psx_gpu->span_b_offset;                                      \
1104                                                                                \
1105   vec_8x16u c_0x0001;                                                          \
1106   vec_4x16u c_max_blocks_per_row;                                              \
1107                                                                                \
1108   gvdupq_n_u16(c_0x0001, 0x0001);                                              \
1109   gvdupq_n_u16(left_edge, psx_gpu->viewport_start_x);                          \
1110   gvdupq_n_u16(right_edge, psx_gpu->viewport_end_x);                           \
1111   gvaddq_u16(right_edge, right_edge, c_0x0001);                                \
1112   gvdup_n_u16(c_0x04, 0x04);                                                   \
1113   gvdup_n_u16(c_0x07, 0x07);                                                   \
1114   gvdup_n_u16(c_0xFFFE, 0xFFFE);                                               \
1115   gvdup_n_u16(c_max_blocks_per_row, MAX_BLOCKS_PER_ROW);                       \
1116
1117 #if defined(__ARM_NEON) || defined(__ARM_NEON__)
1118 // better encoding, remaining bits are unused anyway
1119 #define mask_edge_shifts(edge_shifts)                                          \
1120   gvbic_n_u16(edge_shifts, 0xE0)
1121 #else
1122 #define mask_edge_shifts(edge_shifts)                                          \
1123   gvand_n_u32(edge_shifts, 0x1F)
1124 #endif
1125
1126 #define compute_edge_delta_x2()                                                \
1127 {                                                                              \
1128   vec_2x32s heights;                                                           \
1129   vec_2x32s height_reciprocals;                                                \
1130   vec_2x32s heights_b;                                                         \
1131   vec_2x32u widths;                                                            \
1132                                                                                \
1133   u32 edge_shift = reciprocal_table[height];                                   \
1134                                                                                \
1135   gvdup_n_u32(heights, height);                                                \
1136   gvsub_u32(widths, x_ends, x_starts);                                         \
1137                                                                                \
1138   gvdup_n_u32(edge_shifts, edge_shift);                                        \
1139   gvsub_u32(heights_b, heights, c_0x01);                                       \
1140   gvshr_n_u32(height_reciprocals, edge_shifts, 10);                            \
1141                                                                                \
1142   gvmla_s32(heights_b, x_starts, heights);                                     \
1143   mask_edge_shifts(edge_shifts);                                               \
1144   gvmul_s32(edges_dx_dy, widths, height_reciprocals);                          \
1145   gvmull_s32(edges_xy, heights_b, height_reciprocals);                         \
1146 }                                                                              \
1147
1148 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
1149 {                                                                              \
1150   vec_2x32s heights;                                                           \
1151   vec_2x32s height_reciprocals;                                                \
1152   vec_2x32s heights_b;                                                         \
1153   vec_2x32u widths;                                                            \
1154                                                                                \
1155   u32 width_alt;                                                               \
1156   s32 height_b_alt;                                                            \
1157   u32 height_reciprocal_alt;                                                   \
1158                                                                                \
1159   gvcreate_u32(heights, height_a, height_b);                                   \
1160   gvcreate_u32(edge_shifts, reciprocal_table[height_a], reciprocal_table[height_b]); \
1161                                                                                \
1162   edge_shift_alt = reciprocal_table[height_minor_b];                           \
1163                                                                                \
1164   gvsub_u32(widths, x_ends, x_starts);                                         \
1165   width_alt = x_c - start_c;                                                   \
1166                                                                                \
1167   gvshr_n_u32(height_reciprocals, edge_shifts, 10);                            \
1168   height_reciprocal_alt = edge_shift_alt >> 10;                                \
1169                                                                                \
1170   mask_edge_shifts(edge_shifts);                                               \
1171   edge_shift_alt &= 0x1F;                                                      \
1172                                                                                \
1173   gvsub_u32(heights_b, heights, c_0x01);                                       \
1174   height_b_alt = height_minor_b - 1;                                           \
1175                                                                                \
1176   gvmla_s32(heights_b, x_starts, heights);                                     \
1177   height_b_alt += height_minor_b * start_c;                                    \
1178                                                                                \
1179   gvmull_s32(edges_xy, heights_b, height_reciprocals);                         \
1180   edge_alt = (s64)height_b_alt * height_reciprocal_alt;                        \
1181                                                                                \
1182   gvmul_s32(edges_dx_dy, widths, height_reciprocals);                          \
1183   edge_dx_dy_alt = width_alt * height_reciprocal_alt;                          \
1184 }                                                                              \
1185
1186
1187 #define setup_spans_adjust_y_up()                                              \
1188   gvsub_u32(y_x4, y_x4, c_0x04)                                                \
1189
1190 #define setup_spans_adjust_y_down()                                            \
1191   gvadd_u32(y_x4, y_x4, c_0x04)                                                \
1192
1193 #define setup_spans_adjust_interpolants_up()                                   \
1194   gvsubq_u32(uvrg, uvrg, uvrg_dy);                                             \
1195   b -= b_dy                                                                    \
1196
1197 #define setup_spans_adjust_interpolants_down()                                 \
1198   gvaddq_u32(uvrg, uvrg, uvrg_dy);                                             \
1199   b += b_dy                                                                    \
1200
1201
1202 #define setup_spans_clip_interpolants_increment()                              \
1203   gvmlaq_s32(uvrg, uvrg_dy, v_clip);                                           \
1204   b += b_dy * clip                                                             \
1205
1206 #define setup_spans_clip_interpolants_decrement()                              \
1207   gvmlsq_s32(uvrg, uvrg_dy, v_clip);                                           \
1208   b -= b_dy * clip                                                             \
1209
1210 #define setup_spans_clip_alternate_yes()                                       \
1211   edge_alt += edge_dx_dy_alt * (s64)(clip)                                     \
1212
1213 #define setup_spans_clip_alternate_no()                                        \
1214
1215 #define setup_spans_clip(direction, alternate_active)                          \
1216 {                                                                              \
1217   gvdupq_n_u32(v_clip, clip);                                                  \
1218   gvmlal_s32(edges_xy, edges_dx_dy, gvlo(v_clip));                             \
1219   setup_spans_clip_alternate_##alternate_active();                             \
1220   setup_spans_clip_interpolants_##direction();                                 \
1221 }                                                                              \
1222
1223
1224 #define setup_spans_adjust_edges_alternate_no(left_half, right_half)           \
1225 {                                                                              \
1226   vec_2x64s edge_shifts_64;                                                    \
1227   vec_2x64s edges_dx_dy_64;                                                    \
1228   vec_1x64s left_x_hi, right_x_hi;                                             \
1229                                                                                \
1230   gvmovl_s32(edge_shifts_64, edge_shifts);                                     \
1231   gvshlq_u64(edges_xy, edges_xy, edge_shifts_64);                              \
1232                                                                                \
1233   gvmovl_s32(edges_dx_dy_64, edges_dx_dy);                                     \
1234   gvshlq_u64(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64);                  \
1235                                                                                \
1236   gvdupq_l_s64(left_x, gv##left_half(edges_xy), 0);                            \
1237   gvdupq_l_s64(right_x, gv##right_half(edges_xy), 0);                          \
1238                                                                                \
1239   gvdupq_l_s64(left_dx_dy, gv##left_half(edges_dx_dy_64), 0);                  \
1240   gvdupq_l_s64(right_dx_dy, gv##right_half(edges_dx_dy_64), 0);                \
1241                                                                                \
1242   gvadd_s64(left_x_hi, gvlo(left_x), gvlo(left_dx_dy));                        \
1243   gvadd_s64(right_x_hi, gvlo(right_x), gvlo(right_dx_dy));                     \
1244                                                                                \
1245   gvset_hi(left_x, left_x_hi);                                                 \
1246   gvset_hi(right_x, right_x_hi);                                               \
1247                                                                                \
1248   gvaddq_s64(left_dx_dy, left_dx_dy, left_dx_dy);                              \
1249   gvaddq_s64(right_dx_dy, right_dx_dy, right_dx_dy);                           \
1250 }                                                                              \
1251
1252 #define setup_spans_adjust_edges_alternate_yes(left_half, right_half)          \
1253 {                                                                              \
1254   setup_spans_adjust_edges_alternate_no(left_half, right_half);                \
1255   s64 edge_dx_dy_alt_64;                                                       \
1256   vec_1x64s alternate_x_hi;                                                    \
1257                                                                                \
1258   gvdup_n_u16(y_mid_point, y_b);                                               \
1259                                                                                \
1260   edge_alt <<= edge_shift_alt;                                                 \
1261   edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt;                   \
1262                                                                                \
1263   gvdupq_n_s64(alternate_x, edge_alt);                                         \
1264   gvdupq_n_s64(alternate_dx_dy, edge_dx_dy_alt_64);                            \
1265                                                                                \
1266   gvadd_s64(alternate_x_hi, gvlo(alternate_x), gvlo(alternate_dx_dy));         \
1267   gvaddq_s64(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy);               \
1268   gvset_hi(alternate_x, alternate_x_hi);                                       \
1269 }                                                                              \
1270
1271
1272 #define setup_spans_y_select_up()                                              \
1273   gvclt_s16(alternate_select, y_x4, y_mid_point)                               \
1274
1275 #define setup_spans_y_select_down()                                            \
1276   gvcgt_s16(alternate_select, y_x4, y_mid_point)                               \
1277
1278 #define setup_spans_y_select_alternate_yes(direction)                          \
1279   setup_spans_y_select_##direction()                                           \
1280
1281 #define setup_spans_y_select_alternate_no(direction)                           \
1282
1283 #define setup_spans_alternate_select_left()                                    \
1284   gvbit(left_right_x_16_lo, alternate_x_16, alternate_select);                 \
1285
1286 #define setup_spans_alternate_select_right()                                   \
1287   gvbit(left_right_x_16_hi, alternate_x_16, alternate_select);                 \
1288
1289 #define setup_spans_alternate_select_none()                                    \
1290
1291 #define setup_spans_increment_alternate_yes()                                  \
1292 {                                                                              \
1293   vec_2x32s alternate_x_32_lo, alternate_x_32_hi;                              \
1294   gvmovn_top_u64(alternate_x_32_lo, alternate_x);                              \
1295   gvaddq_s64(alternate_x, alternate_x, alternate_dx_dy);                       \
1296   gvmovn_top_u64(alternate_x_32_hi, alternate_x);                              \
1297   gvaddq_s64(alternate_x, alternate_x, alternate_dx_dy);                       \
1298   gvcombine_u32(alternate_x_32, alternate_x_32_lo, alternate_x_32_hi);         \
1299   gvmovn_u32(alternate_x_16, alternate_x_32);                                  \
1300 }                                                                              \
1301
1302 #define setup_spans_increment_alternate_no()                                   \
1303
1304 #if defined(__SSE2__) && !(defined(__AVX512BW__) && defined(__AVX512VL__))
1305 #define setup_spans_make_span_shift(span_shift) {                              \
1306   gvreg tab1_ = { .u8 = { 0xfe, 0xfc, 0xf8, 0xf0, 0xe0, 0xc0, 0x80, 0x00 } };  \
1307   gvtbl2_u8(span_shift, tab1_, span_shift);                                    \
1308   gvorr_n_u16(span_shift, 0xff00);                                             \
1309   (void)c_0xFFFE;                                                              \
1310 }
1311 #else
1312 #define setup_spans_make_span_shift(span_shift)                                \
1313   gvshl_u16(span_shift, c_0xFFFE, span_shift)
1314 #endif
1315
1316 #define setup_spans_set_x4(alternate, direction, alternate_active)             \
1317 {                                                                              \
1318   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
1319   *span_b_offset++ = b;                                                        \
1320   setup_spans_adjust_interpolants_##direction();                               \
1321                                                                                \
1322   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
1323   *span_b_offset++ = b;                                                        \
1324   setup_spans_adjust_interpolants_##direction();                               \
1325                                                                                \
1326   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
1327   *span_b_offset++ = b;                                                        \
1328   setup_spans_adjust_interpolants_##direction();                               \
1329                                                                                \
1330   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
1331   *span_b_offset++ = b;                                                        \
1332   setup_spans_adjust_interpolants_##direction();                               \
1333                                                                                \
1334   gvmovn_top_u64(left_x_32_lo, left_x);                                        \
1335   gvmovn_top_u64(right_x_32_lo, right_x);                                      \
1336                                                                                \
1337   gvaddq_s64(left_x, left_x, left_dx_dy);                                      \
1338   gvaddq_s64(right_x, right_x, right_dx_dy);                                   \
1339                                                                                \
1340   gvmovn_top_u64(left_x_32_hi, left_x);                                        \
1341   gvmovn_top_u64(right_x_32_hi, right_x);                                      \
1342                                                                                \
1343   gvaddq_s64(left_x, left_x, left_dx_dy);                                      \
1344   gvaddq_s64(right_x, right_x, right_dx_dy);                                   \
1345                                                                                \
1346   gvcombine_s64(left_x_32, left_x_32_lo, left_x_32_hi);                        \
1347   gvcombine_s64(right_x_32, right_x_32_lo, right_x_32_hi);                     \
1348                                                                                \
1349   gvmovn_u32(left_right_x_16_lo, left_x_32);                                   \
1350   gvmovn_u32(left_right_x_16_hi, right_x_32);                                  \
1351                                                                                \
1352   setup_spans_increment_alternate_##alternate_active();                        \
1353   setup_spans_y_select_alternate_##alternate_active(direction);                \
1354   setup_spans_alternate_select_##alternate();                                  \
1355                                                                                \
1356   gvmax_s16(left_right_x_16_lo, left_right_x_16_lo, gvlo(left_edge));          \
1357   gvmax_s16(left_right_x_16_hi, left_right_x_16_hi, gvhi(left_edge));          \
1358   gvmin_s16(left_right_x_16_lo, left_right_x_16_lo, gvlo(right_edge));         \
1359   gvmin_s16(left_right_x_16_hi, left_right_x_16_hi, gvhi(right_edge));         \
1360                                                                                \
1361   gvsub_u16(left_right_x_16_hi, left_right_x_16_hi, left_right_x_16_lo);       \
1362   gvadd_u16(left_right_x_16_hi, left_right_x_16_hi, c_0x07);                   \
1363   gvand(span_shift, left_right_x_16_hi, c_0x07);                               \
1364   setup_spans_make_span_shift(span_shift);                                     \
1365   gvshr_n_u16(left_right_x_16_hi, left_right_x_16_hi, 3);                      \
1366   gvmin_u16(left_right_x_16_hi, left_right_x_16_hi, c_max_blocks_per_row);     \
1367                                                                                \
1368   gvst4_pi_u16(left_right_x_16_lo, left_right_x_16_hi, span_shift, y_x4,       \
1369     span_edge_data);                                                           \
1370                                                                                \
1371   setup_spans_adjust_y_##direction();                                          \
1372 }                                                                              \
1373
1374
1375 #define setup_spans_alternate_adjust_yes()                                     \
1376   edge_alt -= edge_dx_dy_alt * (s64)height_minor_a                             \
1377
1378 #define setup_spans_alternate_adjust_no()                                      \
1379
1380
1381 #define setup_spans_down(left_half, right_half, alternate, alternate_active)   \
1382   setup_spans_alternate_adjust_##alternate_active();                           \
1383   if(y_c > psx_gpu->viewport_end_y)                                            \
1384     height -= y_c - psx_gpu->viewport_end_y - 1;                               \
1385                                                                                \
1386   clip = psx_gpu->viewport_start_y - y_a;                                      \
1387   if(clip > 0)                                                                 \
1388   {                                                                            \
1389     height -= clip;                                                            \
1390     y_a += clip;                                                               \
1391     setup_spans_clip(increment, alternate_active);                             \
1392   }                                                                            \
1393                                                                                \
1394   setup_spans_prologue_b();                                                    \
1395                                                                                \
1396   if (height > 512)                                                            \
1397     height = 512;                                                              \
1398   if (height > 0)                                                              \
1399   {                                                                            \
1400     u64 y_x4_ = ((u64)(y_a + 3) << 48) | ((u64)(u16)(y_a + 2) << 32)           \
1401               | (u32)((y_a + 1) << 16) | (u16)y_a;                             \
1402     gvcreate_u64(y_x4, y_x4_);                                                 \
1403     setup_spans_adjust_edges_alternate_##alternate_active(left_half, right_half); \
1404                                                                                \
1405     psx_gpu->num_spans = height;                                               \
1406     do                                                                         \
1407     {                                                                          \
1408       setup_spans_set_x4(alternate, down, alternate_active);                   \
1409       height -= 4;                                                             \
1410     } while(height > 0);                                                       \
1411     if (psx_gpu->hacks_active & (AHACK_TEXTURE_ADJ_U | AHACK_TEXTURE_ADJ_V))   \
1412     {                                                                          \
1413       vec_2x32u tmp;                                                           \
1414       gvld1_u64(tmp, &span_uvrg_offset[height - 2]);                           \
1415       gvst1_u64(tmp, &span_uvrg_offset[height - 1]);                           \
1416     }                                                                          \
1417   }                                                                            \
1418
1419
1420 #define setup_spans_alternate_pre_increment_yes()                              \
1421   edge_alt += edge_dx_dy_alt                                                   \
1422
1423 #define setup_spans_alternate_pre_increment_no()                               \
1424
1425 #define setup_spans_up_decrement_height_yes()                                  \
1426   height--                                                                     \
1427
1428 #define setup_spans_up_decrement_height_no()                                   \
1429   {}                                                                           \
1430
1431 #define setup_spans_up(left_half, right_half, alternate, alternate_active)     \
1432   setup_spans_alternate_adjust_##alternate_active();                           \
1433   y_a--;                                                                       \
1434                                                                                \
1435   if(y_c < psx_gpu->viewport_start_y)                                          \
1436     height -= psx_gpu->viewport_start_y - y_c;                                 \
1437   else                                                                         \
1438     setup_spans_up_decrement_height_##alternate_active();                      \
1439                                                                                \
1440   clip = y_a - psx_gpu->viewport_end_y;                                        \
1441   if(clip > 0)                                                                 \
1442   {                                                                            \
1443     height -= clip;                                                            \
1444     y_a -= clip;                                                               \
1445     setup_spans_clip(decrement, alternate_active);                             \
1446   }                                                                            \
1447                                                                                \
1448   setup_spans_prologue_b();                                                    \
1449                                                                                \
1450   if (height > 512)                                                            \
1451     height = 512;                                                              \
1452   if (height > 0)                                                              \
1453   {                                                                            \
1454     u64 y_x4_ = ((u64)(y_a - 3) << 48) | ((u64)(u16)(y_a - 2) << 32)           \
1455               | (u32)((y_a - 1) << 16) | (u16)y_a;                             \
1456     gvcreate_u64(y_x4, y_x4_);                                                 \
1457     gvaddw_s32(edges_xy, edges_xy, edges_dx_dy);                               \
1458     setup_spans_alternate_pre_increment_##alternate_active();                  \
1459     setup_spans_adjust_edges_alternate_##alternate_active(left_half, right_half); \
1460     setup_spans_adjust_interpolants_up();                                      \
1461                                                                                \
1462     psx_gpu->num_spans = height;                                               \
1463     while(height > 0)                                                          \
1464     {                                                                          \
1465       setup_spans_set_x4(alternate, up, alternate_active);                     \
1466       height -= 4;                                                             \
1467     }                                                                          \
1468     if (psx_gpu->hacks_active & AHACK_TEXTURE_ADJ_V)                           \
1469     {                                                                          \
1470       vec_2x32u tmp;                                                           \
1471       gvld1_u64(tmp, &psx_gpu->span_uvrg_offset[1]);                           \
1472       gvst1_u64(tmp, &psx_gpu->span_uvrg_offset[0]);                           \
1473     }                                                                          \
1474   }                                                                            \
1475
1476 #define half_left  lo
1477 #define half_right hi
1478
1479 #define setup_spans_up_up(minor, major)                                        \
1480   setup_spans_prologue(yes);                                                   \
1481   s32 height_minor_a = y_a - y_b;                                              \
1482   s32 height_minor_b = y_b - y_c;                                              \
1483   s32 height = y_a - y_c;                                                      \
1484                                                                                \
1485   gvdup_n_u32(x_starts, x_a);                                                  \
1486   gvcreate_u32(x_ends, x_c, x_b);                                              \
1487                                                                                \
1488   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1489   setup_spans_up(half_##major, half_##minor, minor, yes)                       \
1490
1491 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1492  vertex_struct *v_b, vertex_struct *v_c)
1493 {
1494 #if 0
1495   setup_spans_up_left_(psx_gpu, v_a, v_b, v_c);
1496   return;
1497 #endif
1498   setup_spans_up_up(left, right)
1499 }
1500
1501 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1502  vertex_struct *v_b, vertex_struct *v_c)
1503 {
1504 #if 0
1505   setup_spans_up_right_(psx_gpu, v_a, v_b, v_c);
1506   return;
1507 #endif
1508   setup_spans_up_up(right, left)
1509 }
1510
1511 #define setup_spans_down_down(minor, major)                                    \
1512   setup_spans_prologue(yes);                                                   \
1513   s32 height_minor_a = y_b - y_a;                                              \
1514   s32 height_minor_b = y_c - y_b;                                              \
1515   s32 height = y_c - y_a;                                                      \
1516                                                                                \
1517   gvdup_n_u32(x_starts, x_a);                                                  \
1518   gvcreate_u32(x_ends, x_c, x_b);                                              \
1519                                                                                \
1520   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1521   setup_spans_down(half_##major, half_##minor, minor, yes)                     \
1522
1523 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1524  vertex_struct *v_b, vertex_struct *v_c)
1525 {
1526 #if 0
1527   setup_spans_down_left_(psx_gpu, v_a, v_b, v_c);
1528   return;
1529 #endif
1530   setup_spans_down_down(left, right)
1531 }
1532
1533 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1534  vertex_struct *v_b, vertex_struct *v_c)
1535 {
1536 #if 0
1537   setup_spans_down_right_(psx_gpu, v_a, v_b, v_c);
1538   return;
1539 #endif
1540   setup_spans_down_down(right, left)
1541 }
1542
1543 #define setup_spans_up_flat()                                                  \
1544   s32 height = y_a - y_c;                                                      \
1545                                                                                \
1546   compute_edge_delta_x2();                                                     \
1547   setup_spans_up(half_left, half_right, none, no)                              \
1548
1549 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1550  vertex_struct *v_b, vertex_struct *v_c)
1551 {
1552 #if 0
1553   setup_spans_up_a_(psx_gpu, v_a, v_b, v_c);
1554   return;
1555 #endif
1556   setup_spans_prologue(no);
1557
1558   gvcreate_u32(x_starts, x_a, x_b);
1559   gvdup_n_u32(x_ends, x_c);
1560
1561   setup_spans_up_flat()
1562 }
1563
1564 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1565  vertex_struct *v_b, vertex_struct *v_c)
1566 {
1567 #if 0
1568   setup_spans_up_b_(psx_gpu, v_a, v_b, v_c);
1569   return;
1570 #endif
1571   setup_spans_prologue(no);
1572
1573   gvdup_n_u32(x_starts, x_a);
1574   gvcreate_u32(x_ends, x_b, x_c);
1575
1576   setup_spans_up_flat()
1577 }
1578
1579 #define setup_spans_down_flat()                                                \
1580   s32 height = y_c - y_a;                                                      \
1581                                                                                \
1582   compute_edge_delta_x2();                                                     \
1583   setup_spans_down(half_left, half_right, none, no)                            \
1584
1585 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1586  vertex_struct *v_b, vertex_struct *v_c)
1587 {
1588 #if 0
1589   setup_spans_down_a_(psx_gpu, v_a, v_b, v_c);
1590   return;
1591 #endif
1592   setup_spans_prologue(no);
1593
1594   gvcreate_u32(x_starts, x_a, x_b);
1595   gvdup_n_u32(x_ends, x_c);
1596
1597   setup_spans_down_flat()
1598 }
1599
1600 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1601  vertex_struct *v_b, vertex_struct *v_c)
1602 {
1603 #if 0
1604   setup_spans_down_b_(psx_gpu, v_a, v_b, v_c);
1605   return;
1606 #endif
1607   setup_spans_prologue(no)
1608
1609   gvdup_n_u32(x_starts, x_a);
1610   gvcreate_u32(x_ends, x_b, x_c);
1611
1612   setup_spans_down_flat()
1613 }
1614
1615 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1616  vertex_struct *v_b, vertex_struct *v_c)
1617 {
1618 #if 0
1619   setup_spans_up_down_(psx_gpu, v_a, v_b, v_c);
1620   return;
1621 #endif
1622   setup_spans_prologue(no);
1623
1624   s32 y_b = v_b->y;
1625   s64 edge_alt;
1626   s32 edge_dx_dy_alt;
1627   u32 edge_shift_alt;
1628
1629   s32 middle_y = y_a;
1630   s32 height_minor_a = y_a - y_b;
1631   s32 height_minor_b = y_c - y_a;
1632   s32 height_major = y_c - y_b;
1633
1634   vec_2x64s edges_xy_b;
1635   vec_1x64s edges_xy_b_left;
1636   vec_2x32s edges_dx_dy_b;
1637   vec_2x32u edge_shifts_b;
1638
1639   vec_2x32s height_increment;
1640
1641   gvcreate_u32(x_starts, x_a, x_c);
1642   gvdup_n_u32(x_ends, x_b);
1643
1644   compute_edge_delta_x3(x_a, height_minor_a, height_major);
1645
1646   gvcreate_s32(height_increment, 0, height_minor_b);
1647
1648   gvmlal_s32(edges_xy, edges_dx_dy, height_increment);
1649
1650   gvcreate_s64(edges_xy_b_left, edge_alt);
1651   gvcombine_s64(edges_xy_b, edges_xy_b_left, gvhi(edges_xy));
1652
1653   edge_shifts_b = edge_shifts;
1654   gvmov_l_u32(edge_shifts_b, edge_shift_alt, 0);
1655
1656   gvneg_s32(edges_dx_dy_b, edges_dx_dy);
1657   gvmov_l_s32(edges_dx_dy_b, edge_dx_dy_alt, 0);
1658
1659   y_a--;
1660
1661   if(y_b < psx_gpu->viewport_start_y)
1662     height_minor_a -= psx_gpu->viewport_start_y - y_b;
1663
1664   clip = y_a - psx_gpu->viewport_end_y;
1665   if(clip > 0)
1666   {
1667     height_minor_a -= clip;
1668     y_a -= clip;
1669     setup_spans_clip(decrement, no);
1670   }
1671
1672   setup_spans_prologue_b();
1673
1674   if (height_minor_a > 512)
1675     height_minor_a = 512;
1676   if (height_minor_a > 0)
1677   {
1678     u64 y_x4_ = ((u64)(y_a - 3) << 48) | ((u64)(u16)(y_a - 2) << 32)
1679               | (u32)((y_a - 1) << 16) | (u16)y_a;
1680     gvcreate_u64(y_x4, y_x4_);
1681     gvaddw_s32(edges_xy, edges_xy, edges_dx_dy);
1682     setup_spans_adjust_edges_alternate_no(lo, hi);
1683     setup_spans_adjust_interpolants_up();
1684
1685     psx_gpu->num_spans = height_minor_a;
1686     while(height_minor_a > 0)
1687     {
1688       setup_spans_set_x4(none, up, no);
1689       height_minor_a -= 4;
1690     }
1691
1692     span_edge_data += height_minor_a;
1693     span_uvrg_offset += height_minor_a;
1694     span_b_offset += height_minor_a;
1695   }
1696
1697   edges_xy = edges_xy_b;
1698   edges_dx_dy = edges_dx_dy_b;
1699   edge_shifts = edge_shifts_b;
1700
1701   gvld1q_u32(uvrg, psx_gpu->uvrg.e);
1702   b = psx_gpu->b;
1703
1704   y_a = middle_y;
1705
1706   if(y_c > psx_gpu->viewport_end_y)
1707     height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1708
1709   clip = psx_gpu->viewport_start_y - y_a;
1710   if(clip > 0)
1711   {
1712     height_minor_b -= clip;
1713     y_a += clip;
1714     setup_spans_clip(increment, no);
1715   }
1716
1717   if (height_minor_b > 512)
1718     height_minor_b = 512;
1719   if (height_minor_b > 0)
1720   {
1721     u64 y_x4_ = ((u64)(y_a + 3) << 48) | ((u64)(u16)(y_a + 2) << 32)
1722               | (u32)((y_a + 1) << 16) | (u16)y_a;
1723     gvcreate_u64(y_x4, y_x4_);
1724     setup_spans_adjust_edges_alternate_no(lo, hi);
1725
1726     // FIXME: overflow corner case
1727     if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1728       height_minor_b &= ~3;
1729
1730     psx_gpu->num_spans += height_minor_b;
1731     while(height_minor_b > 0)
1732     {
1733       setup_spans_set_x4(none, down, no);
1734       height_minor_b -= 4;
1735     }
1736     if (psx_gpu->hacks_active & (AHACK_TEXTURE_ADJ_U | AHACK_TEXTURE_ADJ_V))
1737     {
1738       vec_2x32u tmp;
1739       gvld1_u64(tmp, &span_uvrg_offset[height_minor_b - 2]);
1740       gvst1_u64(tmp, &span_uvrg_offset[height_minor_b - 1]);
1741     }
1742   }
1743 }
1744
1745
1746 #define dither_table_entry_normal(value)                                       \
1747   (value)                                                                      \
1748
1749 #define setup_blocks_load_msb_mask_indirect()                                  \
1750
1751 #define setup_blocks_load_msb_mask_direct()                                    \
1752   vec_8x16u msb_mask;                                                          \
1753   gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
1754
1755 #define setup_blocks_variables_shaded_textured(target)                         \
1756   vec_4x32u u_block;                                                           \
1757   vec_4x32u v_block;                                                           \
1758   vec_4x32u r_block;                                                           \
1759   vec_4x32u g_block;                                                           \
1760   vec_4x32u b_block;                                                           \
1761   vec_4x32u uvrg_dx;                                                           \
1762   vec_4x32u uvrg_dx4;                                                          \
1763   vec_4x32u uvrg_dx8;                                                          \
1764   vec_4x32u uvrg;                                                              \
1765   vec_16x8u texture_mask;                                                      \
1766   vec_8x8u texture_mask_lo, texture_mask_hi;                                   \
1767   u32 b_dx = psx_gpu->b_block_span.e[1];                                       \
1768   u32 b_dx4 = b_dx << 2;                                                       \
1769   u32 b_dx8 = b_dx << 3;                                                       \
1770   u32 b;                                                                       \
1771                                                                                \
1772   gvld1q_u32(uvrg_dx, psx_gpu->uvrg_dx.e);                                     \
1773   gvshlq_n_u32(uvrg_dx4, uvrg_dx, 2);                                          \
1774   gvshlq_n_u32(uvrg_dx8, uvrg_dx, 3);                                          \
1775   gvld2_u8_dup(texture_mask_lo, texture_mask_hi, &psx_gpu->texture_mask_width); \
1776   gvcombine_u16(texture_mask, texture_mask_lo, texture_mask_hi)                \
1777
1778 #define setup_blocks_variables_shaded_untextured(target)                       \
1779   vec_4x32u r_block;                                                           \
1780   vec_4x32u g_block;                                                           \
1781   vec_4x32u b_block;                                                           \
1782   vec_4x32u rgb_dx;                                                            \
1783   vec_2x32u rgb_dx_lo, rgb_dx_hi;                                              \
1784   vec_4x32u rgb_dx4;                                                           \
1785   vec_4x32u rgb_dx8;                                                           \
1786   vec_4x32u rgb;                                                               \
1787   vec_2x32u rgb_lo, rgb_hi;                                                    \
1788                                                                                \
1789   vec_8x8u d64_0x07;                                                           \
1790   vec_8x8u d64_1;                                                              \
1791   vec_8x8u d64_4;                                                              \
1792   vec_8x8u d64_128;                                                            \
1793                                                                                \
1794   gvdup_n_u8(d64_0x07, 0x07);                                                  \
1795   gvdup_n_u8(d64_1, 1);                                                        \
1796   gvdup_n_u8(d64_4, 4);                                                        \
1797   gvdup_n_u8(d64_128, 128u);                                                   \
1798                                                                                \
1799   gvld1_u32(rgb_dx_lo, &psx_gpu->uvrg_dx.e[2]);                                \
1800   gvcreate_u32(rgb_dx_hi, psx_gpu->b_block_span.e[1], 0);                      \
1801   gvcombine_u32(rgb_dx, rgb_dx_lo, rgb_dx_hi);                                 \
1802   gvshlq_n_u32(rgb_dx4, rgb_dx, 2);                                            \
1803   gvshlq_n_u32(rgb_dx8, rgb_dx, 3)                                             \
1804
1805 #define setup_blocks_variables_unshaded_textured(target)                       \
1806   vec_4x32u u_block;                                                           \
1807   vec_4x32u v_block;                                                           \
1808   vec_2x32u uv_dx;                                                             \
1809   vec_2x32u uv_dx4;                                                            \
1810   vec_2x32u uv_dx8;                                                            \
1811   vec_2x32u uv;                                                                \
1812   vec_16x8u texture_mask;                                                      \
1813   vec_8x8u texture_mask_lo, texture_mask_hi;                                   \
1814                                                                                \
1815   gvld1_u32(uv_dx, psx_gpu->uvrg_dx.e);                                        \
1816   gvld1_u32(uv, psx_gpu->uvrg.e);                                              \
1817   gvshl_n_u32(uv_dx4, uv_dx, 2);                                               \
1818   gvshl_n_u32(uv_dx8, uv_dx, 3);                                               \
1819   gvld2_u8_dup(texture_mask_lo, texture_mask_hi, &psx_gpu->texture_mask_width); \
1820   gvcombine_u16(texture_mask, texture_mask_lo, texture_mask_hi)                \
1821
1822 #define setup_blocks_variables_unshaded_untextured_direct()                    \
1823   gvorrq(colors, colors, msb_mask)                                             \
1824
1825 #define setup_blocks_variables_unshaded_untextured_indirect()                  \
1826
1827 #define setup_blocks_variables_unshaded_untextured(target)                     \
1828   u32 color = psx_gpu->triangle_color;                                         \
1829   vec_8x16u colors;                                                            \
1830                                                                                \
1831   u32 color_r = color & 0xFF;                                                  \
1832   u32 color_g = (color >> 8) & 0xFF;                                           \
1833   u32 color_b = (color >> 16) & 0xFF;                                          \
1834                                                                                \
1835   color = (color_r >> 3) | ((color_g >> 3) << 5) |                             \
1836    ((color_b >> 3) << 10);                                                     \
1837   gvdupq_n_u16(colors, color);                                                 \
1838   setup_blocks_variables_unshaded_untextured_##target()                        \
1839
1840 #define setup_blocks_span_initialize_dithered_textured()                       \
1841   vec_8x16u dither_offsets;                                                    \
1842   gvshll_n_s8(dither_offsets, dither_offsets_short, 4)                         \
1843
1844 #define setup_blocks_span_initialize_dithered_untextured()                     \
1845   vec_8x8u dither_offsets;                                                     \
1846   gvadd_u8(dither_offsets, dither_offsets_short, d64_4)                        \
1847
1848 #define setup_blocks_span_initialize_dithered(texturing)                       \
1849   u32 dither_row = psx_gpu->dither_table[y & 0x3];                             \
1850   u32 dither_shift = (span_edge_data->left_x & 0x3) * 8;                       \
1851   vec_8x8s dither_offsets_short;                                               \
1852                                                                                \
1853   dither_row =                                                                 \
1854    (dither_row >> dither_shift) | ((u64)dither_row << (32 - dither_shift));    \
1855   gvdup_n_u32(dither_offsets_short, dither_row);                               \
1856   setup_blocks_span_initialize_dithered_##texturing()                          \
1857
1858 #define setup_blocks_span_initialize_undithered(texturing)                     \
1859
1860 #define setup_blocks_span_initialize_shaded_textured()                         \
1861 {                                                                              \
1862   u32 left_x = span_edge_data->left_x;                                         \
1863   vec_4x32u block_span;                                                        \
1864   vec_4x32u v_left_x;                                                          \
1865                                                                                \
1866   gvld1q_u32(uvrg, span_uvrg_offset);                                          \
1867   gvdupq_n_u32(v_left_x, left_x);                                              \
1868   gvmlaq_u32(uvrg, uvrg_dx, v_left_x);                                         \
1869   b = *span_b_offset;                                                          \
1870   b += b_dx * left_x;                                                          \
1871                                                                                \
1872   gvdupq_l_u32(u_block, gvlo(uvrg), 0);                                        \
1873   gvdupq_l_u32(v_block, gvlo(uvrg), 1);                                        \
1874   gvdupq_l_u32(r_block, gvhi(uvrg), 0);                                        \
1875   gvdupq_l_u32(g_block, gvhi(uvrg), 1);                                        \
1876   gvdupq_n_u32(b_block, b);                                                    \
1877                                                                                \
1878   gvld1q_u32(block_span, psx_gpu->u_block_span.e);                             \
1879   gvaddq_u32(u_block, u_block, block_span);                                    \
1880   gvld1q_u32(block_span, psx_gpu->v_block_span.e);                             \
1881   gvaddq_u32(v_block, v_block, block_span);                                    \
1882   gvld1q_u32(block_span, psx_gpu->r_block_span.e);                             \
1883   gvaddq_u32(r_block, r_block, block_span);                                    \
1884   gvld1q_u32(block_span, psx_gpu->g_block_span.e);                             \
1885   gvaddq_u32(g_block, g_block, block_span);                                    \
1886   gvld1q_u32(block_span, psx_gpu->b_block_span.e);                             \
1887   gvaddq_u32(b_block, b_block, block_span);                                    \
1888 }
1889
1890 #define setup_blocks_span_initialize_shaded_untextured()                       \
1891 {                                                                              \
1892   u32 left_x = span_edge_data->left_x;                                         \
1893   u32 *span_uvrg_offset_high = (u32 *)span_uvrg_offset + 2;                    \
1894   vec_4x32u block_span;                                                        \
1895   vec_4x32u v_left_x;                                                          \
1896                                                                                \
1897   gvld1_u32(rgb_lo, span_uvrg_offset_high);                                    \
1898   gvcreate_u32(rgb_hi, *span_b_offset, 0);                                     \
1899   gvcombine_u32(rgb, rgb_lo, rgb_hi);                                          \
1900   gvdupq_n_u32(v_left_x, left_x);                                              \
1901   gvmlaq_u32(rgb, rgb_dx, v_left_x);                                           \
1902                                                                                \
1903   gvdupq_l_u32(r_block, gvlo(rgb), 0);                                         \
1904   gvdupq_l_u32(g_block, gvlo(rgb), 1);                                         \
1905   gvdupq_l_u32(b_block, gvhi(rgb), 0);                                         \
1906                                                                                \
1907   gvld1q_u32(block_span, psx_gpu->r_block_span.e);                             \
1908   gvaddq_u32(r_block, r_block, block_span);                                    \
1909   gvld1q_u32(block_span, psx_gpu->g_block_span.e);                             \
1910   gvaddq_u32(g_block, g_block, block_span);                                    \
1911   gvld1q_u32(block_span, psx_gpu->b_block_span.e);                             \
1912   gvaddq_u32(b_block, b_block, block_span);                                    \
1913 }                                                                              \
1914
1915 #define setup_blocks_span_initialize_unshaded_textured()                       \
1916 {                                                                              \
1917   u32 left_x = span_edge_data->left_x;                                         \
1918   vec_4x32u block_span;                                                        \
1919   vec_2x32u v_left_x;                                                          \
1920                                                                                \
1921   gvld1_u32(uv, span_uvrg_offset);                                             \
1922   gvdup_n_u32(v_left_x, left_x);                                               \
1923   gvmla_u32(uv, uv_dx, v_left_x);                                              \
1924                                                                                \
1925   gvdupq_l_u32(u_block, uv, 0);                                                \
1926   gvdupq_l_u32(v_block, uv, 1);                                                \
1927                                                                                \
1928   gvld1q_u32(block_span, psx_gpu->u_block_span.e);                             \
1929   gvaddq_u32(u_block, u_block, block_span);                                    \
1930   gvld1q_u32(block_span, psx_gpu->v_block_span.e);                             \
1931   gvaddq_u32(v_block, v_block, block_span);                                    \
1932   (void)(span_b_offset);                                                       \
1933 }                                                                              \
1934
1935 #define setup_blocks_span_initialize_unshaded_untextured()                     \
1936   (void)(span_uvrg_offset);                                                    \
1937   (void)(span_b_offset)                                                        \
1938
1939 #define setup_blocks_texture_swizzled()                                        \
1940 {                                                                              \
1941   vec_8x8u u_saved = u;                                                        \
1942   gvsli_n_u8(u, v, 4);                                                         \
1943   gvsri_n_u8(v, u_saved, 4);                                                   \
1944 }                                                                              \
1945
1946 #define setup_blocks_texture_unswizzled()                                      \
1947
1948 #define setup_blocks_store_shaded_textured(swizzling, dithering, target,       \
1949  edge_type)                                                                    \
1950 {                                                                              \
1951   vec_8x16u u_whole;                                                           \
1952   vec_8x16u v_whole;                                                           \
1953   vec_8x16u r_whole;                                                           \
1954   vec_8x16u g_whole;                                                           \
1955   vec_8x16u b_whole;                                                           \
1956   vec_4x16u u_whole_lo, u_whole_hi;                                            \
1957   vec_4x16u v_whole_lo, v_whole_hi;                                            \
1958   vec_4x16u r_whole_lo, r_whole_hi;                                            \
1959   vec_4x16u g_whole_lo, g_whole_hi;                                            \
1960   vec_4x16u b_whole_lo, b_whole_hi;                                            \
1961                                                                                \
1962   vec_8x8u u;                                                                  \
1963   vec_8x8u v;                                                                  \
1964   vec_8x8u r;                                                                  \
1965   vec_8x8u g;                                                                  \
1966   vec_8x8u b;                                                                  \
1967                                                                                \
1968   vec_4x32u dx4;                                                               \
1969   vec_4x32u dx8;                                                               \
1970                                                                                \
1971   gvshrn_n_u32(u_whole_lo, u_block, 16);                                       \
1972   gvshrn_n_u32(v_whole_lo, v_block, 16);                                       \
1973   gvshrn_n_u32(r_whole_lo, r_block, 16);                                       \
1974   gvshrn_n_u32(g_whole_lo, g_block, 16);                                       \
1975   gvshrn_n_u32(b_whole_lo, b_block, 16);                                       \
1976                                                                                \
1977   gvdupq_l_u32(dx4, gvlo(uvrg_dx4), 0);                                        \
1978   gvaddhn_u32(u_whole_hi, u_block, dx4);                                       \
1979   gvdupq_l_u32(dx4, gvlo(uvrg_dx4), 1);                                        \
1980   gvaddhn_u32(v_whole_hi, v_block, dx4);                                       \
1981   gvdupq_l_u32(dx4, gvhi(uvrg_dx4), 0);                                        \
1982   gvaddhn_u32(r_whole_hi, r_block, dx4);                                       \
1983   gvdupq_l_u32(dx4, gvhi(uvrg_dx4), 1);                                        \
1984   gvaddhn_u32(g_whole_hi, g_block, dx4);                                       \
1985   gvdupq_n_u32(dx4, b_dx4);                                                    \
1986   gvaddhn_u32(b_whole_hi, b_block, dx4);                                       \
1987                                                                                \
1988   gvcombine_u16(u_whole, u_whole_lo, u_whole_hi);                              \
1989   gvcombine_u16(v_whole, v_whole_lo, v_whole_hi);                              \
1990   gvcombine_u16(r_whole, r_whole_lo, r_whole_hi);                              \
1991   gvcombine_u16(g_whole, g_whole_lo, g_whole_hi);                              \
1992   gvcombine_u16(b_whole, b_whole_lo, b_whole_hi);                              \
1993   gvmovn_u16(u, u_whole);                                                      \
1994   gvmovn_u16(v, v_whole);                                                      \
1995   gvmovn_u16(r, r_whole);                                                      \
1996   gvmovn_u16(g, g_whole);                                                      \
1997   gvmovn_u16(b, b_whole);                                                      \
1998                                                                                \
1999   gvdupq_l_u32(dx8, gvlo(uvrg_dx8), 0);                                        \
2000   gvaddq_u32(u_block, u_block, dx8);                                           \
2001   gvdupq_l_u32(dx8, gvlo(uvrg_dx8), 1);                                        \
2002   gvaddq_u32(v_block, v_block, dx8);                                           \
2003   gvdupq_l_u32(dx8, gvhi(uvrg_dx8), 0);                                        \
2004   gvaddq_u32(r_block, r_block, dx8);                                           \
2005   gvdupq_l_u32(dx8, gvhi(uvrg_dx8), 1);                                        \
2006   gvaddq_u32(g_block, g_block, dx8);                                           \
2007   gvdupq_n_u32(dx8, b_dx8);                                                    \
2008   gvaddq_u32(b_block, b_block, dx8);                                           \
2009                                                                                \
2010   gvand(u, u, gvlo(texture_mask));                                             \
2011   gvand(v, v, gvhi(texture_mask));                                             \
2012   setup_blocks_texture_##swizzling();                                          \
2013                                                                                \
2014   gvst2_u8(u, v, (u8 *)block->uv.e);                                           \
2015   gvst1_u8(r, block->r.e);                                                     \
2016   gvst1_u8(g, block->g.e);                                                     \
2017   gvst1_u8(b, block->b.e);                                                     \
2018   gvst1q_u16(dither_offsets, (u16 *)block->dither_offsets.e);                  \
2019   block->fb_ptr = fb_ptr;                                                      \
2020 }                                                                              \
2021
2022 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target,     \
2023  edge_type)                                                                    \
2024 {                                                                              \
2025   vec_8x16u u_whole;                                                           \
2026   vec_8x16u v_whole;                                                           \
2027   vec_4x16u u_whole_lo, u_whole_hi;                                            \
2028   vec_4x16u v_whole_lo, v_whole_hi;                                            \
2029                                                                                \
2030   vec_8x8u u;                                                                  \
2031   vec_8x8u v;                                                                  \
2032                                                                                \
2033   vec_4x32u dx4;                                                               \
2034   vec_4x32u dx8;                                                               \
2035                                                                                \
2036   gvshrn_n_u32(u_whole_lo, u_block, 16);                                       \
2037   gvshrn_n_u32(v_whole_lo, v_block, 16);                                       \
2038                                                                                \
2039   gvdupq_l_u32(dx4, uv_dx4, 0);                                                \
2040   gvaddhn_u32(u_whole_hi, u_block, dx4);                                       \
2041   gvdupq_l_u32(dx4, uv_dx4, 1);                                                \
2042   gvaddhn_u32(v_whole_hi, v_block, dx4);                                       \
2043                                                                                \
2044   gvcombine_u16(u_whole, u_whole_lo, u_whole_hi);                              \
2045   gvcombine_u16(v_whole, v_whole_lo, v_whole_hi);                              \
2046   gvmovn_u16(u, u_whole);                                                      \
2047   gvmovn_u16(v, v_whole);                                                      \
2048                                                                                \
2049   gvdupq_l_u32(dx8, uv_dx8, 0);                                                \
2050   gvaddq_u32(u_block, u_block, dx8);                                           \
2051   gvdupq_l_u32(dx8, uv_dx8, 1);                                                \
2052   gvaddq_u32(v_block, v_block, dx8);                                           \
2053                                                                                \
2054   gvand(u, u, gvlo(texture_mask));                                             \
2055   gvand(v, v, gvhi(texture_mask));                                             \
2056   setup_blocks_texture_##swizzling();                                          \
2057                                                                                \
2058   gvst2_u8(u, v, (u8 *)block->uv.e);                                           \
2059   gvst1q_u16(dither_offsets, (u16 *)block->dither_offsets.e);                  \
2060   block->fb_ptr = fb_ptr;                                                      \
2061 }                                                                              \
2062
2063 #define setup_blocks_store_shaded_untextured_dithered()                        \
2064   gvqadd_u8(r, r, dither_offsets);                                             \
2065   gvqadd_u8(g, g, dither_offsets);                                             \
2066   gvqadd_u8(b, b, dither_offsets);                                             \
2067                                                                                \
2068   gvqsub_u8(r, r, d64_4);                                                      \
2069   gvqsub_u8(g, g, d64_4);                                                      \
2070   gvqsub_u8(b, b, d64_4)                                                       \
2071
2072 #define setup_blocks_store_shaded_untextured_undithered()                      \
2073
2074 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels)            \
2075   gvst1q_u16(_pixels, block->pixels.e);                                        \
2076   block->fb_ptr = fb_ptr                                                       \
2077
2078 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels)            \
2079   gvst1q_u16(_pixels, block->pixels.e);                                        \
2080   block->fb_ptr = fb_ptr                                                       \
2081
2082 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect()            \
2083   gvmull_u8(pixels, r, d64_1)                                                  \
2084
2085 #define setup_blocks_store_untextured_pixels_direct_full(_pixels)              \
2086   gvst1q_u16(_pixels, fb_ptr)                                                  \
2087
2088 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels)              \
2089 {                                                                              \
2090   vec_8x16u fb_pixels;                                                         \
2091   vec_8x16u draw_mask;                                                         \
2092   vec_8x16u test_mask;                                                         \
2093                                                                                \
2094   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
2095   gvld1q_u16(fb_pixels, fb_ptr);                                               \
2096   gvdupq_n_u16(draw_mask, span_edge_data->right_mask);                         \
2097   gvtstq_u16(draw_mask, draw_mask, test_mask);                                 \
2098   gvbifq(fb_pixels, _pixels, draw_mask);                                       \
2099   gvst1q_u16(fb_pixels, fb_ptr);                                               \
2100 }                                                                              \
2101
2102 #define setup_blocks_store_shaded_untextured_seed_pixels_direct()              \
2103   pixels = msb_mask;                                                           \
2104   gvmlal_u8(pixels, r, d64_1)                                                  \
2105
2106 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target,     \
2107  edge_type)                                                                    \
2108 {                                                                              \
2109   vec_8x16u r_whole;                                                           \
2110   vec_8x16u g_whole;                                                           \
2111   vec_8x16u b_whole;                                                           \
2112   vec_4x16u r_whole_lo, r_whole_hi;                                            \
2113   vec_4x16u g_whole_lo, g_whole_hi;                                            \
2114   vec_4x16u b_whole_lo, b_whole_hi;                                            \
2115                                                                                \
2116   vec_8x8u r;                                                                  \
2117   vec_8x8u g;                                                                  \
2118   vec_8x8u b;                                                                  \
2119                                                                                \
2120   vec_4x32u dx4;                                                               \
2121   vec_4x32u dx8;                                                               \
2122                                                                                \
2123   vec_8x16u pixels;                                                            \
2124                                                                                \
2125   gvshrn_n_u32(r_whole_lo, r_block, 16);                                       \
2126   gvshrn_n_u32(g_whole_lo, g_block, 16);                                       \
2127   gvshrn_n_u32(b_whole_lo, b_block, 16);                                       \
2128                                                                                \
2129   gvdupq_l_u32(dx4, gvlo(rgb_dx4), 0);                                         \
2130   gvaddhn_u32(r_whole_hi, r_block, dx4);                                       \
2131   gvdupq_l_u32(dx4, gvlo(rgb_dx4), 1);                                         \
2132   gvaddhn_u32(g_whole_hi, g_block, dx4);                                       \
2133   gvdupq_l_u32(dx4, gvhi(rgb_dx4), 0);                                         \
2134   gvaddhn_u32(b_whole_hi, b_block, dx4);                                       \
2135                                                                                \
2136   gvcombine_u16(r_whole, r_whole_lo, r_whole_hi);                              \
2137   gvcombine_u16(g_whole, g_whole_lo, g_whole_hi);                              \
2138   gvcombine_u16(b_whole, b_whole_lo, b_whole_hi);                              \
2139   gvmovn_u16(r, r_whole);                                                      \
2140   gvmovn_u16(g, g_whole);                                                      \
2141   gvmovn_u16(b, b_whole);                                                      \
2142                                                                                \
2143   gvdupq_l_u32(dx8, gvlo(rgb_dx8), 0);                                         \
2144   gvaddq_u32(r_block, r_block, dx8);                                           \
2145   gvdupq_l_u32(dx8, gvlo(rgb_dx8), 1);                                         \
2146   gvaddq_u32(g_block, g_block, dx8);                                           \
2147   gvdupq_l_u32(dx8, gvhi(rgb_dx8), 0);                                         \
2148   gvaddq_u32(b_block, b_block, dx8);                                           \
2149                                                                                \
2150   setup_blocks_store_shaded_untextured_##dithering();                          \
2151                                                                                \
2152   gvshr_n_u8(r, r, 3);                                                         \
2153   gvbic(g, g, d64_0x07);                                                       \
2154   gvbic(b, b, d64_0x07);                                                       \
2155                                                                                \
2156   setup_blocks_store_shaded_untextured_seed_pixels_##target();                 \
2157   gvmlal_u8(pixels, g, d64_4);                                                 \
2158   gvmlal_u8(pixels, b, d64_128);                                               \
2159                                                                                \
2160   setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels);         \
2161 }                                                                              \
2162
2163 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target,   \
2164  edge_type)                                                                    \
2165   setup_blocks_store_untextured_pixels_##target##_##edge_type(colors)          \
2166
2167 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits)           \
2168   (_block)->draw_mask_bits = bits                                              \
2169
2170 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits)         \
2171 {                                                                              \
2172   vec_8x16u bits_mask;                                                         \
2173   vec_8x16u test_mask;                                                         \
2174                                                                                \
2175   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
2176   gvdupq_n_u16(bits_mask, bits);                                               \
2177   gvtstq_u16(bits_mask, bits_mask, test_mask);                                 \
2178   gvst1q_u16(bits_mask, (_block)->draw_mask.e);                                \
2179 }                                                                              \
2180
2181 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits)           \
2182   (void)(_block)                                                               \
2183
2184 #define setup_blocks_uv_adj_hack_untextured(_block, edge_data, uvrg_offset)    \
2185
2186 #define setup_blocks_uv_adj_hack_textured(_block, edge_data, uvrg_offset)      \
2187 {                                                                              \
2188   u32 m_ = AHACK_TEXTURE_ADJ_U | AHACK_TEXTURE_ADJ_V;                          \
2189   if (unlikely(psx_gpu->hacks_active & m_))                                    \
2190     setup_blocks_uv_adj_hack(psx_gpu, _block, edge_data, (void *)uvrg_offset); \
2191 }                                                                              \
2192
2193 #define setup_blocks_add_blocks_indirect()                                     \
2194   num_blocks += span_num_blocks;                                               \
2195                                                                                \
2196   if(num_blocks > MAX_BLOCKS)                                                  \
2197   {                                                                            \
2198     psx_gpu->num_blocks = num_blocks - span_num_blocks;                        \
2199     flush_render_block_buffer(psx_gpu);                                        \
2200     num_blocks = span_num_blocks;                                              \
2201     block = psx_gpu->blocks;                                                   \
2202   }                                                                            \
2203
2204 #define setup_blocks_add_blocks_direct()                                       \
2205
2206 #define setup_blocks_do(shading, texturing, dithering, sw, target)             \
2207   setup_blocks_load_msb_mask_##target();                                       \
2208   setup_blocks_variables_##shading##_##texturing(target);                      \
2209                                                                                \
2210   edge_data_struct *span_edge_data = psx_gpu->span_edge_data;                  \
2211   vec_4x32u *span_uvrg_offset = (vec_4x32u *)psx_gpu->span_uvrg_offset;        \
2212   u32 *span_b_offset = psx_gpu->span_b_offset;                                 \
2213                                                                                \
2214   block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks;                 \
2215                                                                                \
2216   u32 num_spans = psx_gpu->num_spans;                                          \
2217                                                                                \
2218   u16 * __restrict__ fb_ptr;                                                   \
2219   u32 y;                                                                       \
2220                                                                                \
2221   u32 num_blocks = psx_gpu->num_blocks;                                        \
2222   u32 span_num_blocks;                                                         \
2223                                                                                \
2224   while(num_spans)                                                             \
2225   {                                                                            \
2226     span_num_blocks = span_edge_data->num_blocks;                              \
2227     if(span_num_blocks)                                                        \
2228     {                                                                          \
2229       y = span_edge_data->y;                                                   \
2230       fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024);    \
2231                                                                                \
2232       setup_blocks_span_initialize_##shading##_##texturing();                  \
2233       setup_blocks_span_initialize_##dithering(texturing);                     \
2234                                                                                \
2235       setup_blocks_add_blocks_##target();                                      \
2236                                                                                \
2237       span_num_blocks--;                                                       \
2238       while(span_num_blocks)                                                   \
2239       {                                                                        \
2240         setup_blocks_store_##shading##_##texturing(sw, dithering, target,      \
2241          full);                                                                \
2242         setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00);      \
2243                                                                                \
2244         fb_ptr += 8;                                                           \
2245         block++;                                                               \
2246         span_num_blocks--;                                                     \
2247       }                                                                        \
2248                                                                                \
2249       setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
2250       setup_blocks_store_draw_mask_##texturing##_##target(block,               \
2251        span_edge_data->right_mask);                                            \
2252       setup_blocks_uv_adj_hack_##texturing(block, span_edge_data,              \
2253           span_uvrg_offset);                                                   \
2254                                                                                \
2255       block++;                                                                 \
2256     }                                                                          \
2257                                                                                \
2258     num_spans--;                                                               \
2259     span_edge_data++;                                                          \
2260     span_uvrg_offset++;                                                        \
2261     span_b_offset++;                                                           \
2262   }                                                                            \
2263                                                                                \
2264   psx_gpu->num_blocks = num_blocks                                             \
2265
2266 void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
2267  *psx_gpu)
2268 {
2269 #if 0
2270   setup_blocks_shaded_textured_dithered_swizzled_indirect_(psx_gpu);
2271   return;
2272 #endif
2273   setup_blocks_do(shaded, textured, dithered, swizzled, indirect);
2274 }
2275
2276 void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
2277  *psx_gpu)
2278 {
2279 #if 0
2280   setup_blocks_shaded_textured_dithered_unswizzled_indirect_(psx_gpu);
2281   return;
2282 #endif
2283   setup_blocks_do(shaded, textured, dithered, unswizzled, indirect);
2284 }
2285
2286 void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
2287  *psx_gpu)
2288 {
2289 #if 0
2290   setup_blocks_unshaded_textured_dithered_swizzled_indirect_(psx_gpu);
2291   return;
2292 #endif
2293   setup_blocks_do(unshaded, textured, dithered, swizzled, indirect);
2294 }
2295
2296 void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
2297  *psx_gpu)
2298 {
2299 #if 0
2300   setup_blocks_unshaded_textured_dithered_unswizzled_indirect_(psx_gpu);
2301   return;
2302 #endif
2303   setup_blocks_do(unshaded, textured, dithered, unswizzled, indirect);
2304 }
2305
2306 void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
2307  psx_gpu_struct *psx_gpu)
2308 {
2309 #if 0
2310   setup_blocks_unshaded_untextured_undithered_unswizzled_indirect_(psx_gpu);
2311   return;
2312 #endif
2313   setup_blocks_do(unshaded, untextured, undithered, unswizzled, indirect);
2314 }
2315
2316 void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
2317  psx_gpu_struct *psx_gpu)
2318 {
2319 #if 0
2320   setup_blocks_unshaded_untextured_undithered_unswizzled_direct_(psx_gpu);
2321   return;
2322 #endif
2323   setup_blocks_do(unshaded, untextured, undithered, unswizzled, direct);
2324 }
2325
2326 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(psx_gpu_struct
2327  *psx_gpu)
2328 {
2329 #if 0
2330   setup_blocks_shaded_untextured_undithered_unswizzled_indirect_(psx_gpu);
2331   return;
2332 #endif
2333   setup_blocks_do(shaded, untextured, undithered, unswizzled, indirect);
2334 }
2335
2336 void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
2337  *psx_gpu)
2338 {
2339 #if 0
2340   setup_blocks_shaded_untextured_dithered_unswizzled_indirect_(psx_gpu);
2341   return;
2342 #endif
2343   setup_blocks_do(shaded, untextured, dithered, unswizzled, indirect);
2344 }
2345
2346 void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
2347  psx_gpu_struct *psx_gpu)
2348 {
2349 #if 0
2350   setup_blocks_shaded_untextured_undithered_unswizzled_direct_(psx_gpu);
2351   return;
2352 #endif
2353   setup_blocks_do(shaded, untextured, undithered, unswizzled, direct);
2354 }
2355
2356 void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
2357  *psx_gpu)
2358 {
2359 #if 0
2360   setup_blocks_shaded_untextured_dithered_unswizzled_direct_(psx_gpu);
2361   return;
2362 #endif
2363   setup_blocks_do(shaded, untextured, dithered, unswizzled, direct);
2364 }
2365
2366 static void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
2367 {
2368   u32 current_texture_page = psx_gpu->current_texture_page;
2369   u8 *texture_page_ptr = psx_gpu->texture_page_base;
2370   const u16 *vram_ptr = psx_gpu->vram_ptr;
2371   u32 tile_x, tile_y;
2372   u32 sub_y;
2373   vec_8x16u c_0x00f0;
2374
2375   vram_ptr += (current_texture_page >> 4) * 256 * 1024;
2376   vram_ptr += (current_texture_page & 0xF) * 64;
2377
2378   gvdupq_n_u16(c_0x00f0, 0x00f0);
2379
2380   psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
2381
2382   for (tile_y = 16; tile_y; tile_y--)
2383   {
2384     for (tile_x = 16; tile_x; tile_x--)
2385     {
2386       for (sub_y = 8; sub_y; sub_y--)
2387       {
2388         vec_8x8u texel_block_a, texel_block_b;
2389         vec_8x16u texel_block_expanded_a, texel_block_expanded_b;
2390         vec_8x16u texel_block_expanded_c, texel_block_expanded_d;
2391         vec_8x16u texel_block_expanded_ab, texel_block_expanded_cd;
2392
2393         gvld1_u8(texel_block_a, (u8 *)vram_ptr); vram_ptr += 1024;
2394         gvld1_u8(texel_block_b, (u8 *)vram_ptr); vram_ptr += 1024;
2395
2396         gvmovl_u8(texel_block_expanded_a, texel_block_a);
2397         gvshll_n_u8(texel_block_expanded_b, texel_block_a, 4);
2398         gvmovl_u8(texel_block_expanded_c, texel_block_b);
2399         gvshll_n_u8(texel_block_expanded_d, texel_block_b, 4);
2400
2401         gvbicq(texel_block_expanded_a, texel_block_expanded_a, c_0x00f0);
2402         gvbicq(texel_block_expanded_b, texel_block_expanded_b, c_0x00f0);
2403         gvbicq(texel_block_expanded_c, texel_block_expanded_c, c_0x00f0);
2404         gvbicq(texel_block_expanded_d, texel_block_expanded_d, c_0x00f0);
2405
2406         gvorrq(texel_block_expanded_ab, texel_block_expanded_a, texel_block_expanded_b);
2407         gvorrq(texel_block_expanded_cd, texel_block_expanded_c, texel_block_expanded_d);
2408
2409         gvst1q_2_pi_u32(texel_block_expanded_ab, texel_block_expanded_cd, texture_page_ptr);
2410       }
2411
2412       vram_ptr -= (1024 * 16) - 4;
2413     }
2414
2415     vram_ptr += (16 * 1024) - (4 * 16);
2416   }
2417 }
2418
2419 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
2420  u32 texture_page)
2421 {
2422 #if 0
2423   update_texture_8bpp_cache_slice_(psx_gpu, texture_page);
2424   return;
2425 #endif
2426   u16 *texture_page_ptr = psx_gpu->texture_page_base;
2427   u16 *vram_ptr = psx_gpu->vram_ptr;
2428
2429   u32 tile_x, tile_y;
2430   u32 sub_y;
2431
2432   vram_ptr += (texture_page >> 4) * 256 * 1024;
2433   vram_ptr += (texture_page & 0xF) * 64;
2434
2435   if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
2436     texture_page_ptr += (8 * 16) * 8;
2437
2438   for (tile_y = 16; tile_y; tile_y--)
2439   {
2440     for (tile_x = 8; tile_x; tile_x--)
2441     {
2442       for (sub_y = 4; sub_y; sub_y--)
2443       {
2444         vec_4x32u texels_a, texels_b, texels_c, texels_d = {};
2445         gvld1q_u32(texels_a, vram_ptr); vram_ptr += 1024;
2446         gvld1q_u32(texels_b, vram_ptr); vram_ptr += 1024;
2447         gvld1q_u32(texels_c, vram_ptr); vram_ptr += 1024;
2448         gvld1q_u32(texels_d, vram_ptr); vram_ptr += 1024;
2449
2450         gvst1q_2_pi_u32(texels_a, texels_b, texture_page_ptr);
2451         gvst1q_2_pi_u32(texels_c, texels_d, texture_page_ptr);
2452       }
2453
2454       vram_ptr -= (1024 * 16) - 8;
2455     }
2456
2457     vram_ptr -= (8 * 8);
2458     vram_ptr += (16 * 1024);
2459
2460     texture_page_ptr += (8 * 16) * 8;
2461   }
2462 }
2463
2464 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
2465 {
2466 }
2467
2468 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
2469 {
2470 #if 0
2471   texture_blocks_4bpp_(psx_gpu);
2472   return;
2473 #endif
2474   block_struct *block = psx_gpu->blocks;
2475   u32 num_blocks = psx_gpu->num_blocks;
2476
2477   vec_8x8u texels_low;
2478   vec_8x8u texels_high;
2479
2480   vec_16x8u clut_low;
2481   vec_16x8u clut_high;
2482
2483   const u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2484
2485   gvld2q_u8(clut_low, clut_high, (u8 *)psx_gpu->clut_ptr);
2486
2487   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
2488     update_texture_4bpp_cache(psx_gpu);
2489
2490   while(num_blocks)
2491   {
2492     vec_8x8u texels =
2493     {
2494       .u8 =
2495       {
2496         texture_ptr_8bpp[block->uv.e[0]],
2497         texture_ptr_8bpp[block->uv.e[1]],
2498         texture_ptr_8bpp[block->uv.e[2]],
2499         texture_ptr_8bpp[block->uv.e[3]],
2500         texture_ptr_8bpp[block->uv.e[4]],
2501         texture_ptr_8bpp[block->uv.e[5]],
2502         texture_ptr_8bpp[block->uv.e[6]],
2503         texture_ptr_8bpp[block->uv.e[7]]
2504       }
2505     };
2506
2507     gvtbl2_u8(texels_low, clut_low, texels);
2508     gvtbl2_u8(texels_high, clut_high, texels);
2509
2510     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);
2511
2512     num_blocks--;
2513     block++;
2514   }
2515 }
2516
2517 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2518 {
2519 #if 0
2520   texture_blocks_8bpp_(psx_gpu);
2521   return;
2522 #endif
2523   u32 num_blocks = psx_gpu->num_blocks;
2524
2525   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2526     update_texture_8bpp_cache(psx_gpu);
2527
2528   const u8 * __restrict__ texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2529   const u16 * __restrict__ clut_ptr = psx_gpu->clut_ptr;
2530   block_struct * __restrict__ block = psx_gpu->blocks;
2531
2532   while(num_blocks)
2533   {
2534     u16 offset;
2535     #define load_one(i_) \
2536       offset = block->uv.e[i_]; u16 texel##i_ = texture_ptr_8bpp[offset]
2537     #define store_one(i_) \
2538       block->texels.e[i_] = clut_ptr[texel##i_]
2539     load_one(0); load_one(1); load_one(2); load_one(3);
2540     load_one(4); load_one(5); load_one(6); load_one(7);
2541     store_one(0); store_one(1); store_one(2); store_one(3);
2542     store_one(4); store_one(5); store_one(6); store_one(7);
2543     #undef load_one
2544     #undef store_one
2545
2546     num_blocks--;
2547     block++;
2548   }
2549 }
2550
2551 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2552 {
2553 #if 0
2554   texture_blocks_16bpp_(psx_gpu);
2555   return;
2556 #endif
2557   u32 num_blocks = psx_gpu->num_blocks;
2558   const u16 * __restrict__ texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2559   block_struct * __restrict__ block = psx_gpu->blocks;
2560
2561   while(num_blocks)
2562   {
2563     u32 offset;
2564     #define load_one(i_) \
2565       offset = block->uv.e[i_]; \
2566       offset += ((offset & 0xFF00) * 3); \
2567       u16 texel##i_ = texture_ptr_16bpp[offset]
2568     #define store_one(i_) \
2569       block->texels.e[i_] = texel##i_
2570     load_one(0); load_one(1); load_one(2); load_one(3);
2571     load_one(4); load_one(5); load_one(6); load_one(7);
2572     store_one(0); store_one(1); store_one(2); store_one(3);
2573     store_one(4); store_one(5); store_one(6); store_one(7);
2574     #undef load_one
2575     #undef store_one
2576
2577     num_blocks--;
2578     block++;
2579   }
2580 }
2581
2582 #define shade_blocks_load_msb_mask_indirect()                                  \
2583
2584 #define shade_blocks_load_msb_mask_direct()                                    \
2585   vec_8x16u msb_mask;                                                          \
2586   gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
2587
2588 #define shade_blocks_store_indirect(_draw_mask, _pixels)                       \
2589   gvst1q_u16(_draw_mask, block->draw_mask.e);                                  \
2590   gvst1q_u16(_pixels, block->pixels.e);                                        \
2591
2592 #define shade_blocks_store_direct(_draw_mask, _pixels)                         \
2593 {                                                                              \
2594   u16 * __restrict__ fb_ptr = block->fb_ptr;                                   \
2595   vec_8x16u fb_pixels;                                                         \
2596   gvld1q_u16(fb_pixels, fb_ptr);                                               \
2597   gvorrq(_pixels, _pixels, msb_mask);                                          \
2598   gvbifq(fb_pixels, _pixels, _draw_mask);                                      \
2599   gvst1q_u16(fb_pixels, fb_ptr);                                               \
2600 }                                                                              \
2601
2602 #define shade_blocks_textured_false_modulated_check_dithered(target)           \
2603
2604 #define shade_blocks_textured_false_modulated_check_undithered(target)         \
2605   if(psx_gpu->triangle_color == 0x808080)                                      \
2606   {                                                                            \
2607     shade_blocks_textured_unmodulated_##target(psx_gpu);                       \
2608     return;                                                                    \
2609   }                                                                            \
2610
2611 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering,       \
2612  target)                                                                       \
2613
2614 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering,     \
2615  target)                                                                       \
2616 {                                                                              \
2617   u32 color = psx_gpu->triangle_color;                                         \
2618   gvdup_n_u8(colors_r, color);                                                 \
2619   gvdup_n_u8(colors_g, color >> 8);                                            \
2620   gvdup_n_u8(colors_b, color >> 16);                                           \
2621   shade_blocks_textured_false_modulated_check_##dithering(target);             \
2622 }                                                                              \
2623
2624 #define shade_blocks_textured_modulated_shaded_block_load()                    \
2625   gvld1_u8(colors_r, block->r.e);                                              \
2626   gvld1_u8(colors_g, block->g.e);                                              \
2627   gvld1_u8(colors_b, block->b.e)                                               \
2628
2629 #define shade_blocks_textured_modulated_unshaded_block_load()                  \
2630
2631 #define shade_blocks_textured_modulate_dithered(component)                     \
2632   gvld1q_u16(pixels_##component, block->dither_offsets.e);                     \
2633   gvmlal_u8(pixels_##component, texels_##component, colors_##component)        \
2634
2635 #define shade_blocks_textured_modulate_undithered(component)                   \
2636   gvmull_u8(pixels_##component, texels_##component, colors_##component)        \
2637
2638 #define shade_blocks_textured_modulated_do(shading, dithering, target)         \
2639   block_struct * __restrict__ block = psx_gpu->blocks;                         \
2640   u32 num_blocks = psx_gpu->num_blocks;                                        \
2641   vec_8x16u texels;                                                            \
2642                                                                                \
2643   vec_8x8u texels_r;                                                           \
2644   vec_8x8u texels_g;                                                           \
2645   vec_8x8u texels_b;                                                           \
2646                                                                                \
2647   vec_8x8u colors_r;                                                           \
2648   vec_8x8u colors_g;                                                           \
2649   vec_8x8u colors_b;                                                           \
2650                                                                                \
2651   vec_8x8u pixels_r_low;                                                       \
2652   vec_8x8u pixels_g_low;                                                       \
2653   vec_8x8u pixels_b_low;                                                       \
2654   vec_8x16u pixels;                                                            \
2655                                                                                \
2656   vec_8x16u pixels_r;                                                          \
2657   vec_8x16u pixels_g;                                                          \
2658   vec_8x16u pixels_b;                                                          \
2659                                                                                \
2660   vec_8x16u draw_mask;                                                         \
2661   vec_8x16u zero_mask;                                                         \
2662                                                                                \
2663   vec_8x8u d64_0x07;                                                           \
2664   vec_8x8u d64_0x1F;                                                           \
2665   vec_8x8u d64_1;                                                              \
2666   vec_8x8u d64_4;                                                              \
2667   vec_8x8u d64_128;                                                            \
2668                                                                                \
2669   vec_8x16u d128_0x8000;                                                       \
2670                                                                                \
2671   vec_8x16u test_mask;                                                         \
2672   u32 draw_mask_bits;                                                          \
2673                                                                                \
2674   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
2675   shade_blocks_load_msb_mask_##target();                                       \
2676                                                                                \
2677   gvdup_n_u8(d64_0x07, 0x07);                                                  \
2678   gvdup_n_u8(d64_0x1F, 0x1F);                                                  \
2679   gvdup_n_u8(d64_1, 1);                                                        \
2680   gvdup_n_u8(d64_4, 4);                                                        \
2681   gvdup_n_u8(d64_128, 128u);                                                   \
2682                                                                                \
2683   gvdupq_n_u16(d128_0x8000, 0x8000);                                           \
2684                                                                                \
2685   shade_blocks_textured_modulated_##shading##_primitive_load(dithering,        \
2686    target);                                                                    \
2687                                                                                \
2688   while(num_blocks)                                                            \
2689   {                                                                            \
2690     draw_mask_bits = block->draw_mask_bits;                                    \
2691     gvdupq_n_u16(draw_mask, draw_mask_bits);                                   \
2692     gvtstq_u16(draw_mask, draw_mask, test_mask);                               \
2693                                                                                \
2694     shade_blocks_textured_modulated_##shading##_block_load();                  \
2695                                                                                \
2696     gvld1q_u16(texels, block->texels.e);                                       \
2697                                                                                \
2698     gvmovn_u16(texels_r, texels);                                              \
2699     gvshrn_n_u16(texels_g, texels, 5);                                         \
2700     gvshrn_n_u16(texels_b, texels, 7);                                         \
2701                                                                                \
2702     gvand(texels_r, texels_r, d64_0x1F);                                       \
2703     gvand(texels_g, texels_g, d64_0x1F);                                       \
2704     gvshr_n_u8(texels_b, texels_b, 3);                                         \
2705                                                                                \
2706     shade_blocks_textured_modulate_##dithering(r);                             \
2707     shade_blocks_textured_modulate_##dithering(g);                             \
2708     shade_blocks_textured_modulate_##dithering(b);                             \
2709                                                                                \
2710     gvceqzq_u16(zero_mask, texels);                                            \
2711     gvand(pixels, texels, d128_0x8000);                                        \
2712                                                                                \
2713     gvqshrun_n_s16(pixels_r_low, pixels_r, 4);                                 \
2714     gvqshrun_n_s16(pixels_g_low, pixels_g, 4);                                 \
2715     gvqshrun_n_s16(pixels_b_low, pixels_b, 4);                                 \
2716                                                                                \
2717     gvorrq(zero_mask, draw_mask, zero_mask);                                   \
2718                                                                                \
2719     gvshr_n_u8(pixels_r_low, pixels_r_low, 3);                                 \
2720     gvbic(pixels_g_low, pixels_g_low, d64_0x07);                               \
2721     gvbic(pixels_b_low, pixels_b_low, d64_0x07);                               \
2722                                                                                \
2723     gvmlal_u8(pixels, pixels_r_low, d64_1);                                    \
2724     gvmlal_u8(pixels, pixels_g_low, d64_4);                                    \
2725     gvmlal_u8(pixels, pixels_b_low, d64_128);                                  \
2726                                                                                \
2727     shade_blocks_store_##target(zero_mask, pixels);                            \
2728                                                                                \
2729     num_blocks--;                                                              \
2730     block++;                                                                   \
2731   }                                                                            \
2732
2733 void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2734  *psx_gpu)
2735 {
2736 #if 0
2737   shade_blocks_shaded_textured_modulated_dithered_direct_(psx_gpu);
2738   return;
2739 #endif
2740   shade_blocks_textured_modulated_do(shaded, dithered, direct);
2741 }
2742
2743 void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2744  *psx_gpu)
2745 {
2746 #if 0
2747   shade_blocks_shaded_textured_modulated_undithered_direct_(psx_gpu);
2748   return;
2749 #endif
2750   shade_blocks_textured_modulated_do(shaded, undithered, direct);
2751 }
2752
2753 void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2754  *psx_gpu)
2755 {
2756 #if 0
2757   shade_blocks_unshaded_textured_modulated_dithered_direct_(psx_gpu);
2758   return;
2759 #endif
2760   shade_blocks_textured_modulated_do(unshaded, dithered, direct);
2761 }
2762
2763 void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2764  *psx_gpu)
2765 {
2766 #if 0
2767   shade_blocks_unshaded_textured_modulated_undithered_direct_(psx_gpu);
2768   return;
2769 #endif
2770   shade_blocks_textured_modulated_do(unshaded, undithered, direct);
2771 }
2772
2773 void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2774  *psx_gpu)
2775 {
2776 #if 0
2777   shade_blocks_shaded_textured_modulated_dithered_indirect_(psx_gpu);
2778   return;
2779 #endif
2780   shade_blocks_textured_modulated_do(shaded, dithered, indirect);
2781 }
2782
2783 void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2784  *psx_gpu)
2785 {
2786 #if 0
2787   shade_blocks_shaded_textured_modulated_undithered_indirect_(psx_gpu);
2788   return;
2789 #endif
2790   shade_blocks_textured_modulated_do(shaded, undithered, indirect);
2791 }
2792
2793 void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2794  *psx_gpu)
2795 {
2796 #if 0
2797   shade_blocks_unshaded_textured_modulated_dithered_indirect_(psx_gpu);
2798   return;
2799 #endif
2800   shade_blocks_textured_modulated_do(unshaded, dithered, indirect);
2801 }
2802
2803 void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2804  *psx_gpu)
2805 {
2806 #if 0
2807   shade_blocks_unshaded_textured_modulated_undithered_indirect_(psx_gpu);
2808   return;
2809 #endif
2810   shade_blocks_textured_modulated_do(unshaded, undithered, indirect);
2811 }
2812
2813 #define shade_blocks_textured_unmodulated_do(target)                           \
2814   block_struct *block = psx_gpu->blocks;                                       \
2815   u32 num_blocks = psx_gpu->num_blocks;                                        \
2816   vec_8x16u draw_mask;                                                         \
2817   vec_8x16u test_mask;                                                         \
2818   u32 draw_mask_bits;                                                          \
2819                                                                                \
2820   vec_8x16u pixels;                                                            \
2821                                                                                \
2822   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
2823   shade_blocks_load_msb_mask_##target();                                       \
2824                                                                                \
2825   while(num_blocks)                                                            \
2826   {                                                                            \
2827     vec_8x16u zero_mask;                                                       \
2828                                                                                \
2829     draw_mask_bits = block->draw_mask_bits;                                    \
2830     gvdupq_n_u16(draw_mask, draw_mask_bits);                                   \
2831     gvtstq_u16(draw_mask, draw_mask, test_mask);                               \
2832                                                                                \
2833     gvld1q_u16(pixels, block->texels.e);                                       \
2834                                                                                \
2835     gvceqzq_u16(zero_mask, pixels);                                            \
2836     gvorrq(zero_mask, draw_mask, zero_mask);                                   \
2837                                                                                \
2838     shade_blocks_store_##target(zero_mask, pixels);                            \
2839                                                                                \
2840     num_blocks--;                                                              \
2841     block++;                                                                   \
2842   }                                                                            \
2843
2844 void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu)
2845 {
2846 #if 0
2847   shade_blocks_textured_unmodulated_indirect_(psx_gpu);
2848   return;
2849 #endif
2850   shade_blocks_textured_unmodulated_do(indirect)
2851 }
2852
2853 void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu)
2854 {
2855 #if 0
2856   shade_blocks_textured_unmodulated_direct_(psx_gpu);
2857   return;
2858 #endif
2859   shade_blocks_textured_unmodulated_do(direct)
2860 }
2861
2862 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2863 {
2864 }
2865
2866 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2867 {
2868 #if 0
2869   shade_blocks_unshaded_untextured_direct_(psx_gpu);
2870   return;
2871 #endif
2872   block_struct *block = psx_gpu->blocks;
2873   u32 num_blocks = psx_gpu->num_blocks;
2874
2875   vec_8x16u pixels;
2876   gvld1q_u16(pixels, block->pixels.e);
2877   shade_blocks_load_msb_mask_direct();
2878
2879   while(num_blocks)
2880   {
2881     vec_8x16u draw_mask;
2882     gvld1q_u16(draw_mask, block->draw_mask.e);
2883     shade_blocks_store_direct(draw_mask, pixels);
2884
2885     num_blocks--;
2886     block++;
2887   }
2888 }
2889
2890 #define blend_blocks_mask_evaluate_on()                                        \
2891   vec_8x16u mask_pixels;                                                       \
2892   gvcltzq_s16(mask_pixels, framebuffer_pixels);                                \
2893   gvorrq(draw_mask, draw_mask, mask_pixels)                                    \
2894
2895 #define blend_blocks_mask_evaluate_off()                                       \
2896
2897 #define blend_blocks_average()                                                 \
2898 {                                                                              \
2899   vec_8x16u pixels_no_msb;                                                     \
2900   vec_8x16u fb_pixels_no_msb;                                                  \
2901                                                                                \
2902   vec_8x16u d128_0x0421;                                                       \
2903                                                                                \
2904   gvdupq_n_u16(d128_0x0421, 0x0421);                                           \
2905                                                                                \
2906   gveorq(blend_pixels, pixels, framebuffer_pixels);                            \
2907   gvbicq(pixels_no_msb, pixels, d128_0x8000);                                  \
2908   gvand(blend_pixels, blend_pixels, d128_0x0421);                              \
2909   gvsubq_u16(blend_pixels, pixels_no_msb, blend_pixels);                       \
2910   gvbicq(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000);                   \
2911   gvhaddq_u16(blend_pixels, fb_pixels_no_msb, blend_pixels);                   \
2912 }                                                                              \
2913
2914 #define blend_blocks_add()                                                     \
2915 {                                                                              \
2916   vec_8x16u pixels_rb, pixels_g;                                               \
2917   vec_8x16u fb_rb, fb_g;                                                       \
2918                                                                                \
2919   vec_8x16u d128_0x7C1F;                                                       \
2920   vec_8x16u d128_0x03E0;                                                       \
2921                                                                                \
2922   gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
2923   gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
2924                                                                                \
2925   gvand(pixels_rb, pixels, d128_0x7C1F);                                       \
2926   gvand(pixels_g, pixels, d128_0x03E0);                                        \
2927                                                                                \
2928   gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
2929   gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
2930                                                                                \
2931   gvaddq_u16(fb_rb, fb_rb, pixels_rb);                                         \
2932   gvaddq_u16(fb_g, fb_g, pixels_g);                                            \
2933                                                                                \
2934   gvminq_u8(fb_rb, fb_rb, d128_0x7C1F);                                        \
2935   gvminq_u16(fb_g, fb_g, d128_0x03E0);                                         \
2936                                                                                \
2937   gvorrq(blend_pixels, fb_rb, fb_g);                                           \
2938 }                                                                              \
2939
2940 #define blend_blocks_subtract()                                                \
2941 {                                                                              \
2942   vec_8x16u pixels_rb, pixels_g;                                               \
2943   vec_8x16u fb_rb, fb_g;                                                       \
2944                                                                                \
2945   vec_8x16u d128_0x7C1F;                                                       \
2946   vec_8x16u d128_0x03E0;                                                       \
2947                                                                                \
2948   gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
2949   gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
2950                                                                                \
2951   gvand(pixels_rb, pixels, d128_0x7C1F);                                       \
2952   gvand(pixels_g, pixels, d128_0x03E0);                                        \
2953                                                                                \
2954   gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
2955   gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
2956                                                                                \
2957   gvqsubq_u8(fb_rb, fb_rb, pixels_rb);                                         \
2958   gvqsubq_u16(fb_g, fb_g, pixels_g);                                           \
2959                                                                                \
2960   gvorrq(blend_pixels, fb_rb, fb_g);                                           \
2961 }                                                                              \
2962
2963 #define blend_blocks_add_fourth()                                              \
2964 {                                                                              \
2965   vec_8x16u pixels_rb, pixels_g;                                               \
2966   vec_8x16u pixels_fourth;                                                     \
2967   vec_8x16u fb_rb, fb_g;                                                       \
2968                                                                                \
2969   vec_8x16u d128_0x7C1F;                                                       \
2970   vec_8x16u d128_0x1C07;                                                       \
2971   vec_8x16u d128_0x03E0;                                                       \
2972   vec_8x16u d128_0x00E0;                                                       \
2973                                                                                \
2974   gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
2975   gvdupq_n_u16(d128_0x1C07, 0x1C07);                                           \
2976   gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
2977   gvdupq_n_u16(d128_0x00E0, 0x00E0);                                           \
2978                                                                                \
2979   gvshrq_n_u16(pixels_fourth, pixels, 2);                                      \
2980                                                                                \
2981   gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
2982   gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
2983                                                                                \
2984   gvand(pixels_rb, pixels_fourth, d128_0x1C07);                                \
2985   gvand(pixels_g, pixels_fourth, d128_0x00E0);                                 \
2986                                                                                \
2987   gvaddq_u16(fb_rb, fb_rb, pixels_rb);                                         \
2988   gvaddq_u16(fb_g, fb_g, pixels_g);                                            \
2989                                                                                \
2990   gvminq_u8(fb_rb, fb_rb, d128_0x7C1F);                                        \
2991   gvminq_u16(fb_g, fb_g, d128_0x03E0);                                         \
2992                                                                                \
2993   gvorrq(blend_pixels, fb_rb, fb_g);                                           \
2994 }                                                                              \
2995
2996 #define blend_blocks_blended_combine_textured()                                \
2997 {                                                                              \
2998   vec_8x16u blend_mask;                                                        \
2999   gvcltzq_s16(blend_mask, pixels);                                             \
3000                                                                                \
3001   gvorrq(blend_pixels, blend_pixels, d128_0x8000);                             \
3002   gvbifq(blend_pixels, pixels, blend_mask);                                    \
3003 }                                                                              \
3004
3005 #define blend_blocks_blended_combine_untextured()                              \
3006
3007 #define blend_blocks_body_blend(blend_mode, texturing)                         \
3008 {                                                                              \
3009   blend_blocks_##blend_mode();                                                 \
3010   blend_blocks_blended_combine_##texturing();                                  \
3011 }                                                                              \
3012
3013 #define blend_blocks_body_average(texturing)                                   \
3014   blend_blocks_body_blend(average, texturing)                                  \
3015
3016 #define blend_blocks_body_add(texturing)                                       \
3017   blend_blocks_body_blend(add, texturing)                                      \
3018
3019 #define blend_blocks_body_subtract(texturing)                                  \
3020   blend_blocks_body_blend(subtract, texturing)                                 \
3021
3022 #define blend_blocks_body_add_fourth(texturing)                                \
3023   blend_blocks_body_blend(add_fourth, texturing)                               \
3024
3025 #define blend_blocks_body_unblended(texturing)                                 \
3026   blend_pixels = pixels                                                        \
3027
3028 #define blend_blocks_do(texturing, blend_mode, mask_evaluate)                  \
3029   block_struct *block = psx_gpu->blocks;                                       \
3030   u32 num_blocks = psx_gpu->num_blocks;                                        \
3031   vec_8x16u draw_mask;                                                         \
3032   vec_8x16u pixels;                                                            \
3033   vec_8x16u blend_pixels;                                                      \
3034   vec_8x16u framebuffer_pixels;                                                \
3035   vec_8x16u msb_mask;                                                          \
3036   vec_8x16u d128_0x8000;                                                       \
3037                                                                                \
3038   u16 *fb_ptr;                                                                 \
3039                                                                                \
3040   gvdupq_n_u16(d128_0x8000, 0x8000);                                           \
3041   gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
3042   (void)d128_0x8000; /* sometimes unused */                                    \
3043                                                                                \
3044   while(num_blocks)                                                            \
3045   {                                                                            \
3046     gvld1q_u16(pixels, block->pixels.e);                                       \
3047     gvld1q_u16(draw_mask, block->draw_mask.e);                                 \
3048     fb_ptr = block->fb_ptr;                                                    \
3049                                                                                \
3050     gvld1q_u16(framebuffer_pixels, fb_ptr);                                    \
3051                                                                                \
3052     blend_blocks_mask_evaluate_##mask_evaluate();                              \
3053     blend_blocks_body_##blend_mode(texturing);                                 \
3054                                                                                \
3055     gvorrq(blend_pixels, blend_pixels, msb_mask);                              \
3056     gvbifq(framebuffer_pixels, blend_pixels, draw_mask);                       \
3057     gvst1q_u16(framebuffer_pixels, fb_ptr);                                    \
3058                                                                                \
3059     num_blocks--;                                                              \
3060     block++;                                                                   \
3061   }                                                                            \
3062
3063
3064 void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu)
3065 {
3066 #if 0
3067   blend_blocks_textured_average_off_(psx_gpu);
3068   return;
3069 #endif
3070   blend_blocks_do(textured, average, off);
3071 }
3072
3073 void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu)
3074 {
3075 #if 0
3076   blend_blocks_untextured_average_off_(psx_gpu);
3077   return;
3078 #endif
3079   blend_blocks_do(untextured, average, off);
3080 }
3081
3082 void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu)
3083 {
3084 #if 0
3085   blend_blocks_textured_average_on_(psx_gpu);
3086   return;
3087 #endif
3088   blend_blocks_do(textured, average, on);
3089 }
3090
3091 void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu)
3092 {
3093 #if 0
3094   blend_blocks_untextured_average_on_(psx_gpu);
3095   return;
3096 #endif
3097   blend_blocks_do(untextured, average, on);
3098 }
3099
3100 void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu)
3101 {
3102 #if 0
3103   blend_blocks_textured_add_off_(psx_gpu);
3104   return;
3105 #endif
3106   blend_blocks_do(textured, add, off);
3107 }
3108
3109 void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu)
3110 {
3111 #if 0
3112   blend_blocks_textured_add_on_(psx_gpu);
3113   return;
3114 #endif
3115   blend_blocks_do(textured, add, on);
3116 }
3117
3118 void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu)
3119 {
3120 #if 0
3121   blend_blocks_untextured_add_off_(psx_gpu);
3122   return;
3123 #endif
3124   blend_blocks_do(untextured, add, off);
3125 }
3126
3127 void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu)
3128 {
3129 #if 0
3130   blend_blocks_untextured_add_on_(psx_gpu);
3131   return;
3132 #endif
3133   blend_blocks_do(untextured, add, on);
3134 }
3135
3136 void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu)
3137 {
3138 #if 0
3139   blend_blocks_textured_subtract_off_(psx_gpu);
3140   return;
3141 #endif
3142   blend_blocks_do(textured, subtract, off);
3143 }
3144
3145 void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu)
3146 {
3147 #if 0
3148   blend_blocks_textured_subtract_on_(psx_gpu);
3149   return;
3150 #endif
3151   blend_blocks_do(textured, subtract, on);
3152 }
3153
3154 void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu)
3155 {
3156 #if 0
3157   blend_blocks_untextured_subtract_off_(psx_gpu);
3158   return;
3159 #endif
3160   blend_blocks_do(untextured, subtract, off);
3161 }
3162
3163 void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu)
3164 {
3165 #if 0
3166   blend_blocks_untextured_subtract_on_(psx_gpu);
3167   return;
3168 #endif
3169   blend_blocks_do(untextured, subtract, on);
3170 }
3171
3172 void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu)
3173 {
3174 #if 0
3175   blend_blocks_textured_add_fourth_off_(psx_gpu);
3176   return;
3177 #endif
3178   blend_blocks_do(textured, add_fourth, off);
3179 }
3180
3181 void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu)
3182 {
3183 #if 0
3184   blend_blocks_textured_add_fourth_on_(psx_gpu);
3185   return;
3186 #endif
3187   blend_blocks_do(textured, add_fourth, on);
3188 }
3189
3190 void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu)
3191 {
3192 #if 0
3193   blend_blocks_untextured_add_fourth_off_(psx_gpu);
3194   return;
3195 #endif
3196   blend_blocks_do(untextured, add_fourth, off);
3197 }
3198
3199 void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu)
3200 {
3201 #if 0
3202   blend_blocks_untextured_add_fourth_on_(psx_gpu);
3203   return;
3204 #endif
3205   blend_blocks_do(untextured, add_fourth, on);
3206 }
3207
3208 void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu)
3209 {
3210 #if 0
3211   blend_blocks_textured_unblended_on_(psx_gpu);
3212   return;
3213 #endif
3214   blend_blocks_do(textured, unblended, on);
3215 }
3216
3217 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
3218 {
3219 }
3220
3221 void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3222  s32 v, s32 width, s32 height, u32 color)
3223 {
3224 #if 0
3225   setup_sprite_untextured_512_(psx_gpu, x, y, u, v, width, height, color);
3226   return;
3227 #endif
3228   u32 right_width = ((width - 1) & 0x7) + 1;
3229   u32 right_mask_bits = (0xFF << right_width);
3230   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
3231   u32 block_width = (width + 7) / 8;
3232   u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3233   u32 blocks_remaining;
3234   u32 num_blocks = psx_gpu->num_blocks;
3235   block_struct *block = psx_gpu->blocks + num_blocks;
3236
3237   u32 color_r = color & 0xFF;
3238   u32 color_g = (color >> 8) & 0xFF;
3239   u32 color_b = (color >> 16) & 0xFF;
3240   vec_8x16u colors;
3241   vec_8x16u right_mask;
3242   vec_8x16u test_mask;
3243   vec_8x16u zero_mask;
3244
3245   gvld1q_u16(test_mask, psx_gpu->test_mask.e);
3246   color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3247
3248   gvdupq_n_u16(colors, color);
3249   gvdupq_n_u16(zero_mask, 0x00);
3250   gvdupq_n_u16(right_mask, right_mask_bits);
3251   gvtstq_u16(right_mask, right_mask, test_mask);
3252
3253   while(height)
3254   {
3255     blocks_remaining = block_width - 1;
3256     num_blocks += block_width;
3257
3258     if(num_blocks > MAX_BLOCKS)
3259     {
3260       flush_render_block_buffer(psx_gpu);
3261       num_blocks = block_width;
3262       block = psx_gpu->blocks;
3263     }
3264
3265     while(blocks_remaining)
3266     {
3267       gvst1q_u16(colors, block->pixels.e);
3268       gvst1q_u16(zero_mask, block->draw_mask.e);
3269       block->fb_ptr = fb_ptr;
3270
3271       fb_ptr += 8;
3272       block++;
3273       blocks_remaining--;
3274     }
3275
3276     gvst1q_u16(colors, block->pixels.e);
3277     gvst1q_u16(right_mask, block->draw_mask.e);
3278     block->fb_ptr = fb_ptr;
3279
3280     block++;
3281     fb_ptr += fb_ptr_pitch;
3282
3283     height--;
3284     psx_gpu->num_blocks = num_blocks;
3285   }
3286 }
3287
3288 #define setup_sprite_tiled_initialize_4bpp_clut()                              \
3289   vec_16x8u clut_low, clut_high;                                               \
3290                                                                                \
3291   gvld2q_u8(clut_low, clut_high, (u8 *)psx_gpu->clut_ptr)                      \
3292
3293 #define setup_sprite_tiled_initialize_4bpp()                                   \
3294   setup_sprite_tiled_initialize_4bpp_clut();                                   \
3295                                                                                \
3296   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)        \
3297     update_texture_4bpp_cache(psx_gpu)                                         \
3298
3299 #define setup_sprite_tiled_initialize_8bpp()                                   \
3300   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)        \
3301     update_texture_8bpp_cache(psx_gpu)                                         \
3302
3303 #define setup_sprite_tile_fetch_texel_block_8bpp(offset)                       \
3304   texture_block_ptr = psx_gpu->texture_page_ptr +                              \
3305    ((texture_offset + offset) & texture_mask);                                 \
3306                                                                                \
3307   gvld1_u8(texels, (u8 *)texture_block_ptr)                                    \
3308
3309 #define setup_sprite_tile_add_blocks(tile_num_blocks)                          \
3310   num_blocks += tile_num_blocks;                                               \
3311                                                                                \
3312   if(num_blocks > MAX_BLOCKS)                                                  \
3313   {                                                                            \
3314     flush_render_block_buffer(psx_gpu);                                        \
3315     num_blocks = tile_num_blocks;                                              \
3316     block = psx_gpu->blocks;                                                   \
3317   }                                                                            \
3318
3319 #define setup_sprite_tile_full_4bpp(edge)                                      \
3320 {                                                                              \
3321   vec_8x8u texels_low, texels_high;                                            \
3322   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3323                                                                                \
3324   while(sub_tile_height)                                                       \
3325   {                                                                            \
3326     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3327     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3328     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3329                                                                                \
3330     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
3331     block->draw_mask_bits = left_mask_bits;                                    \
3332     block->fb_ptr = fb_ptr;                                                    \
3333     block++;                                                                   \
3334                                                                                \
3335     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3336     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3337     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3338                                                                                \
3339     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
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_4bpp(edge)                                      \
3353 {                                                                              \
3354   vec_8x8u texels_low, texels_high;                                            \
3355   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3356                                                                                \
3357   while(sub_tile_height)                                                       \
3358   {                                                                            \
3359     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3360     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3361     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3362                                                                                \
3363     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
3364     block->draw_mask_bits = edge##_mask_bits;                                  \
3365     block->fb_ptr = fb_ptr;                                                    \
3366     block++;                                                                   \
3367                                                                                \
3368     fb_ptr += 1024;                                                            \
3369     texture_offset += 0x10;                                                    \
3370     sub_tile_height--;                                                         \
3371   }                                                                            \
3372   texture_offset += 0xF00;                                                     \
3373   psx_gpu->num_blocks = num_blocks;                                            \
3374 }                                                                              \
3375
3376 #define setup_sprite_tile_full_8bpp(edge)                                      \
3377 {                                                                              \
3378   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3379                                                                                \
3380   while(sub_tile_height)                                                       \
3381   {                                                                            \
3382     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3383     gvst1_u8(texels, block->r.e);                                              \
3384     block->draw_mask_bits = left_mask_bits;                                    \
3385     block->fb_ptr = fb_ptr;                                                    \
3386     block++;                                                                   \
3387                                                                                \
3388     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3389     gvst1_u8(texels, block->r.e);                                              \
3390     block->draw_mask_bits = right_mask_bits;                                   \
3391     block->fb_ptr = fb_ptr + 8;                                                \
3392     block++;                                                                   \
3393                                                                                \
3394     fb_ptr += 1024;                                                            \
3395     texture_offset += 0x10;                                                    \
3396     sub_tile_height--;                                                         \
3397   }                                                                            \
3398   texture_offset += 0xF00;                                                     \
3399   psx_gpu->num_blocks = num_blocks;                                            \
3400 }                                                                              \
3401
3402 #define setup_sprite_tile_half_8bpp(edge)                                      \
3403 {                                                                              \
3404   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3405                                                                                \
3406   while(sub_tile_height)                                                       \
3407   {                                                                            \
3408     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3409     gvst1_u8(texels, block->r.e);                                              \
3410     block->draw_mask_bits = edge##_mask_bits;                                  \
3411     block->fb_ptr = fb_ptr;                                                    \
3412     block++;                                                                   \
3413                                                                                \
3414     fb_ptr += 1024;                                                            \
3415     texture_offset += 0x10;                                                    \
3416     sub_tile_height--;                                                         \
3417   }                                                                            \
3418   texture_offset += 0xF00;                                                     \
3419   psx_gpu->num_blocks = num_blocks;                                            \
3420 }                                                                              \
3421
3422 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
3423   texture_offset = texture_offset_base + 8;                                    \
3424   fb_ptr += 8                                                                  \
3425
3426 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
3427   texture_offset = texture_offset_base                                         \
3428
3429 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
3430   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
3431
3432 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
3433   texture_offset = texture_offset_base                                         \
3434
3435 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
3436   fb_ptr -= 8                                                                  \
3437
3438 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
3439
3440 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
3441   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
3442
3443 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
3444
3445
3446 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode,  \
3447  x4mode)                                                                       \
3448 do                                                                             \
3449 {                                                                              \
3450   sub_tile_height = column_data;                                               \
3451   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
3452   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
3453   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
3454 } while(0)                                                                     \
3455
3456 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode,   \
3457  x4mode)                                                                       \
3458 do                                                                             \
3459 {                                                                              \
3460   u32 tiles_remaining = column_data >> 16;                                     \
3461   sub_tile_height = column_data & 0xFF;                                        \
3462   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
3463   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
3464   tiles_remaining -= 1;                                                        \
3465                                                                                \
3466   while(tiles_remaining)                                                       \
3467   {                                                                            \
3468     sub_tile_height = 16;                                                      \
3469     setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);              \
3470     tiles_remaining--;                                                         \
3471   }                                                                            \
3472                                                                                \
3473   sub_tile_height = (column_data >> 8) & 0xFF;                                 \
3474   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
3475   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
3476 } while(0)                                                                     \
3477
3478
3479 #define setup_sprite_column_data_single()                                      \
3480   column_data = height                                                         \
3481
3482 #define setup_sprite_column_data_multi()                                       \
3483   column_data = 16 - offset_v;                                                 \
3484   column_data |= ((height_rounded & 0xF) + 1) << 8;                            \
3485   column_data |= (tile_height - 1) << 16                                       \
3486
3487 #define RIGHT_MASK_BIT_SHIFT 8
3488 #define RIGHT_MASK_BIT_SHIFT_4x 16
3489
3490 #define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
3491  edge_mode, edge, x4mode)                                                      \
3492 {                                                                              \
3493   setup_sprite_column_data_##multi_height();                                   \
3494   left_mask_bits = left_block_mask | right_block_mask;                         \
3495   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3496                                                                                \
3497   setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
3498    texture_mode, x4mode);                                                      \
3499 }                                                                              \
3500
3501 #define setup_sprite_tiled_advance_column()                                    \
3502   texture_offset_base += 0x100;                                                \
3503   if((texture_offset_base & 0xF00) == 0)                                       \
3504     texture_offset_base -= (0x100 + 0xF00)                                     \
3505
3506 #define FB_PTR_MULTIPLIER 1
3507 #define FB_PTR_MULTIPLIER_4x 2
3508
3509 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height,       \
3510  left_mode, right_mode, x4mode)                                                \
3511 {                                                                              \
3512   setup_sprite_column_data_##multi_height();                                   \
3513   s32 fb_ptr_advance_column = (16 - (1024 * height))                           \
3514     * FB_PTR_MULTIPLIER##x4mode;                                               \
3515                                                                                \
3516   tile_width -= 2;                                                             \
3517   left_mask_bits = left_block_mask;                                            \
3518   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3519                                                                                \
3520   setup_sprite_tile_column_height_##multi_height(left_mode, right,             \
3521    texture_mode, x4mode);                                                      \
3522   fb_ptr += fb_ptr_advance_column;                                             \
3523                                                                                \
3524   left_mask_bits = 0x00;                                                       \
3525   right_mask_bits = 0x00;                                                      \
3526                                                                                \
3527   while(tile_width)                                                            \
3528   {                                                                            \
3529     setup_sprite_tiled_advance_column();                                       \
3530     setup_sprite_tile_column_height_##multi_height(full, none,                 \
3531      texture_mode, x4mode);                                                    \
3532     fb_ptr += fb_ptr_advance_column;                                           \
3533     tile_width--;                                                              \
3534   }                                                                            \
3535                                                                                \
3536   left_mask_bits = right_block_mask;                                           \
3537   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3538                                                                                \
3539   setup_sprite_tiled_advance_column();                                         \
3540   setup_sprite_tile_column_height_##multi_height(right_mode, left,             \
3541    texture_mode, x4mode);                                                      \
3542 }                                                                              \
3543
3544
3545 /* 4x stuff */
3546 #define setup_sprite_tiled_initialize_4bpp_4x()                                \
3547   setup_sprite_tiled_initialize_4bpp_clut()                                    \
3548
3549 #define setup_sprite_tiled_initialize_8bpp_4x()                                \
3550
3551 #define setup_sprite_tile_full_4bpp_4x(edge)                                   \
3552 {                                                                              \
3553   vec_8x8u texels_low, texels_high;                                            \
3554   vec_8x16u pixels;                                                            \
3555   vec_4x16u pixels_half;                                                       \
3556   setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
3557   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
3558   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
3559   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
3560   u32 right_mask_bits_b = right_mask_bits >> 8;                                \
3561                                                                                \
3562   while(sub_tile_height)                                                       \
3563   {                                                                            \
3564     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3565     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3566     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3567     gvzip_u8(pixels, texels_low, texels_high);                                 \
3568                                                                                \
3569     gvget_lo(pixels_half, pixels);                                             \
3570     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3571     block->draw_mask_bits = left_mask_bits_a;                                  \
3572     block->fb_ptr = fb_ptr;                                                    \
3573     block++;                                                                   \
3574                                                                                \
3575     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3576     block->draw_mask_bits = left_mask_bits_a;                                  \
3577     block->fb_ptr = fb_ptr + 1024;                                             \
3578     block++;                                                                   \
3579                                                                                \
3580     gvget_hi(pixels_half, pixels);                                             \
3581     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3582     block->draw_mask_bits = left_mask_bits_b;                                  \
3583     block->fb_ptr = fb_ptr + 8;                                                \
3584     block++;                                                                   \
3585                                                                                \
3586     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3587     block->draw_mask_bits = left_mask_bits_b;                                  \
3588     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3589     block++;                                                                   \
3590                                                                                \
3591     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3592     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3593     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3594     gvzip_u8(pixels, texels_low, texels_high);                                 \
3595                                                                                \
3596     gvget_lo(pixels_half, pixels);                                             \
3597     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3598     block->draw_mask_bits = right_mask_bits_a;                                 \
3599     block->fb_ptr = fb_ptr + 16;                                               \
3600     block++;                                                                   \
3601                                                                                \
3602     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3603     block->draw_mask_bits = right_mask_bits_a;                                 \
3604     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3605     block++;                                                                   \
3606                                                                                \
3607     gvget_hi(pixels_half, pixels);                                             \
3608     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3609     block->draw_mask_bits = right_mask_bits_b;                                 \
3610     block->fb_ptr = fb_ptr + 24;                                               \
3611     block++;                                                                   \
3612                                                                                \
3613     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3614     block->draw_mask_bits = right_mask_bits_b;                                 \
3615     block->fb_ptr = fb_ptr + 1024 + 24;                                        \
3616     block++;                                                                   \
3617                                                                                \
3618     fb_ptr += 2048;                                                            \
3619     texture_offset += 0x10;                                                    \
3620     sub_tile_height--;                                                         \
3621   }                                                                            \
3622   texture_offset += 0xF00;                                                     \
3623   psx_gpu->num_blocks = num_blocks;                                            \
3624 }                                                                              \
3625
3626 #define setup_sprite_tile_half_4bpp_4x(edge)                                   \
3627 {                                                                              \
3628   vec_8x8u texels_low, texels_high;                                            \
3629   vec_8x16u pixels;                                                            \
3630   vec_4x16u pixels_half;                                                       \
3631   setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
3632   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
3633   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
3634                                                                                \
3635   while(sub_tile_height)                                                       \
3636   {                                                                            \
3637     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3638     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3639     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3640     gvzip_u8(pixels, texels_low, texels_high);                                 \
3641                                                                                \
3642     gvget_lo(pixels_half, pixels);                                             \
3643     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3644     block->draw_mask_bits = edge##_mask_bits_a;                                \
3645     block->fb_ptr = fb_ptr;                                                    \
3646     block++;                                                                   \
3647                                                                                \
3648     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3649     block->draw_mask_bits = edge##_mask_bits_a;                                \
3650     block->fb_ptr = fb_ptr + 1024;                                             \
3651     block++;                                                                   \
3652                                                                                \
3653     gvget_hi(pixels_half, pixels);                                             \
3654     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3655     block->draw_mask_bits = edge##_mask_bits_b;                                \
3656     block->fb_ptr = fb_ptr + 8;                                                \
3657     block++;                                                                   \
3658                                                                                \
3659     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3660     block->draw_mask_bits = edge##_mask_bits_b;                                \
3661     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3662     block++;                                                                   \
3663                                                                                \
3664     fb_ptr += 2048;                                                            \
3665     texture_offset += 0x10;                                                    \
3666     sub_tile_height--;                                                         \
3667   }                                                                            \
3668   texture_offset += 0xF00;                                                     \
3669   psx_gpu->num_blocks = num_blocks;                                            \
3670 }                                                                              \
3671
3672 #define setup_sprite_tile_full_8bpp_4x(edge)                                   \
3673 {                                                                              \
3674   setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
3675   vec_8x16u texels_wide;                                                       \
3676   vec_4x16u texels_half;                                                       \
3677   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
3678   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
3679   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
3680   u32 right_mask_bits_b = right_mask_bits >> 8;                                \
3681                                                                                \
3682   while(sub_tile_height)                                                       \
3683   {                                                                            \
3684     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3685     gvzip_u8(texels_wide, texels, texels);                                     \
3686     gvget_lo(texels_half, texels_wide);                                        \
3687     gvst1_u8(texels_half, block->r.e);                                         \
3688     block->draw_mask_bits = left_mask_bits_a;                                  \
3689     block->fb_ptr = fb_ptr;                                                    \
3690     block++;                                                                   \
3691                                                                                \
3692     gvst1_u8(texels_half, block->r.e);                                         \
3693     block->draw_mask_bits = left_mask_bits_a;                                  \
3694     block->fb_ptr = fb_ptr + 1024;                                             \
3695     block++;                                                                   \
3696                                                                                \
3697     gvget_hi(texels_half, texels_wide);                                        \
3698     gvst1_u8(texels_half, block->r.e);                                         \
3699     block->draw_mask_bits = left_mask_bits_b;                                  \
3700     block->fb_ptr = fb_ptr + 8;                                                \
3701     block++;                                                                   \
3702                                                                                \
3703     gvst1_u8(texels_half, block->r.e);                                         \
3704     block->draw_mask_bits = left_mask_bits_b;                                  \
3705     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3706     block++;                                                                   \
3707                                                                                \
3708     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3709     gvzip_u8(texels_wide, texels, texels);                                     \
3710     gvget_lo(texels_half, texels_wide);                                        \
3711     gvst1_u8(texels_half, block->r.e);                                         \
3712     block->draw_mask_bits = right_mask_bits_a;                                 \
3713     block->fb_ptr = fb_ptr + 16;                                               \
3714     block++;                                                                   \
3715                                                                                \
3716     gvst1_u8(texels_half, block->r.e);                                         \
3717     block->draw_mask_bits = right_mask_bits_a;                                 \
3718     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3719     block++;                                                                   \
3720                                                                                \
3721     gvget_hi(texels_half, texels_wide);                                        \
3722     gvst1_u8(texels_half, block->r.e);                                         \
3723     block->draw_mask_bits = right_mask_bits_b;                                 \
3724     block->fb_ptr = fb_ptr + 24;                                               \
3725     block++;                                                                   \
3726                                                                                \
3727     gvst1_u8(texels_half, block->r.e);                                         \
3728     block->draw_mask_bits = right_mask_bits_b;                                 \
3729     block->fb_ptr = fb_ptr + 24 + 1024;                                        \
3730     block++;                                                                   \
3731                                                                                \
3732     fb_ptr += 2048;                                                            \
3733     texture_offset += 0x10;                                                    \
3734     sub_tile_height--;                                                         \
3735   }                                                                            \
3736   texture_offset += 0xF00;                                                     \
3737   psx_gpu->num_blocks = num_blocks;                                            \
3738 }                                                                              \
3739
3740 #define setup_sprite_tile_half_8bpp_4x(edge)                                   \
3741 {                                                                              \
3742   setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
3743   vec_8x16u texels_wide;                                                       \
3744   vec_4x16u texels_half;                                                       \
3745   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
3746   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
3747                                                                                \
3748   while(sub_tile_height)                                                       \
3749   {                                                                            \
3750     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3751     gvzip_u8(texels_wide, texels, texels);                                     \
3752     gvget_lo(texels_half, texels_wide);                                        \
3753     gvst1_u8(texels_half, block->r.e);                                         \
3754     block->draw_mask_bits = edge##_mask_bits_a;                                \
3755     block->fb_ptr = fb_ptr;                                                    \
3756     block++;                                                                   \
3757                                                                                \
3758     gvst1_u8(texels_half, block->r.e);                                         \
3759     block->draw_mask_bits = edge##_mask_bits_a;                                \
3760     block->fb_ptr = fb_ptr + 1024;                                             \
3761     block++;                                                                   \
3762                                                                                \
3763     gvget_hi(texels_half, texels_wide);                                        \
3764     gvst1_u8(texels_half, block->r.e);                                         \
3765     block->draw_mask_bits = edge##_mask_bits_b;                                \
3766     block->fb_ptr = fb_ptr + 8;                                                \
3767     block++;                                                                   \
3768                                                                                \
3769     gvst1_u8(texels_half, block->r.e);                                         \
3770     block->draw_mask_bits = edge##_mask_bits_b;                                \
3771     block->fb_ptr = fb_ptr + 8 + 1024;                                         \
3772     block++;                                                                   \
3773                                                                                \
3774     fb_ptr += 2048;                                                            \
3775     texture_offset += 0x10;                                                    \
3776     sub_tile_height--;                                                         \
3777   }                                                                            \
3778   texture_offset += 0xF00;                                                     \
3779   psx_gpu->num_blocks = num_blocks;                                            \
3780 }                                                                              \
3781
3782 #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \
3783   texture_offset = texture_offset_base + 8;                                    \
3784   fb_ptr += 16                                                                 \
3785
3786 #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \
3787   texture_offset = texture_offset_base                                         \
3788
3789 #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \
3790   setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \
3791
3792 #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \
3793   texture_offset = texture_offset_base                                         \
3794
3795 #define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \
3796   fb_ptr -= 16                                                                 \
3797
3798 #define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \
3799
3800 #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \
3801   setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \
3802
3803 #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \
3804
3805 #define setup_sprite_offset_u_adjust()                                         \
3806
3807 #define setup_sprite_comapre_left_block_mask()                                 \
3808   ((left_block_mask & 0xFF) == 0xFF)                                           \
3809
3810 #define setup_sprite_comapre_right_block_mask()                                \
3811   (((right_block_mask >> 8) & 0xFF) == 0xFF)                                   \
3812
3813 #define setup_sprite_offset_u_adjust_4x()                                      \
3814   offset_u *= 2;                                                               \
3815   offset_u_right = offset_u_right * 2 + 1                                      \
3816
3817 #define setup_sprite_comapre_left_block_mask_4x()                              \
3818   ((left_block_mask & 0xFFFF) == 0xFFFF)                                       \
3819
3820 #define setup_sprite_comapre_right_block_mask_4x()                             \
3821   (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF)                              \
3822
3823
3824 #define setup_sprite_tiled_do(texture_mode, x4mode)                            \
3825   s32 offset_u = u & 0xF;                                                      \
3826   s32 offset_v = v & 0xF;                                                      \
3827                                                                                \
3828   s32 width_rounded = offset_u + width + 15;                                   \
3829   s32 height_rounded = offset_v + height + 15;                                 \
3830   s32 tile_height = height_rounded / 16;                                       \
3831   s32 tile_width = width_rounded / 16;                                         \
3832   u32 offset_u_right = width_rounded & 0xF;                                    \
3833                                                                                \
3834   setup_sprite_offset_u_adjust##x4mode();                                      \
3835                                                                                \
3836   u32 left_block_mask = ~(0xFFFFFFFF << offset_u);                             \
3837   u32 right_block_mask = 0xFFFFFFFE << offset_u_right;                         \
3838                                                                                \
3839   u32 left_mask_bits;                                                          \
3840   u32 right_mask_bits;                                                         \
3841                                                                                \
3842   u32 sub_tile_height;                                                         \
3843   u32 column_data;                                                             \
3844                                                                                \
3845   u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \
3846    ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \
3847    ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \
3848    ((psx_gpu->texture_mask_height >> 4) << 12);                                \
3849   u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \
3850    ((v & 0xF0) << 8);                                                          \
3851   u32 texture_offset_base = texture_offset;                                    \
3852   u32 control_mask;                                                            \
3853                                                                                \
3854   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u);           \
3855   u32 num_blocks = psx_gpu->num_blocks;                                        \
3856   block_struct *block = psx_gpu->blocks + num_blocks;                          \
3857                                                                                \
3858   u16 *texture_block_ptr;                                                      \
3859   vec_8x8u texels;                                                             \
3860                                                                                \
3861   setup_sprite_tiled_initialize_##texture_mode##x4mode();                      \
3862                                                                                \
3863   control_mask = tile_width == 1;                                              \
3864   control_mask |= (tile_height == 1) << 1;                                     \
3865   control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2;         \
3866   control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3;        \
3867                                                                                \
3868   switch(control_mask)                                                         \
3869   {                                                                            \
3870     default:                                                                   \
3871     case 0x0:                                                                  \
3872       setup_sprite_tile_column_width_multi(texture_mode, multi, full, full,    \
3873        x4mode);                                                                \
3874       break;                                                                   \
3875                                                                                \
3876     case 0x1:                                                                  \
3877       setup_sprite_tile_column_width_single(texture_mode, multi, full, none,   \
3878        x4mode);                                                                \
3879       break;                                                                   \
3880                                                                                \
3881     case 0x2:                                                                  \
3882       setup_sprite_tile_column_width_multi(texture_mode, single, full, full,   \
3883        x4mode);                                                                \
3884       break;                                                                   \
3885                                                                                \
3886     case 0x3:                                                                  \
3887       setup_sprite_tile_column_width_single(texture_mode, single, full, none,  \
3888        x4mode);                                                                \
3889       break;                                                                   \
3890                                                                                \
3891     case 0x4:                                                                  \
3892       setup_sprite_tile_column_width_multi(texture_mode, multi, half, full,    \
3893        x4mode);                                                                \
3894       break;                                                                   \
3895                                                                                \
3896     case 0x5:                                                                  \
3897       setup_sprite_tile_column_width_single(texture_mode, multi, half, right,  \
3898        x4mode);                                                                \
3899       break;                                                                   \
3900                                                                                \
3901     case 0x6:                                                                  \
3902       setup_sprite_tile_column_width_multi(texture_mode, single, half, full,   \
3903        x4mode);                                                                \
3904       break;                                                                   \
3905                                                                                \
3906     case 0x7:                                                                  \
3907       setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3908        x4mode);                                                                \
3909       break;                                                                   \
3910                                                                                \
3911     case 0x8:                                                                  \
3912       setup_sprite_tile_column_width_multi(texture_mode, multi, full, half,    \
3913        x4mode);                                                                \
3914       break;                                                                   \
3915                                                                                \
3916     case 0x9:                                                                  \
3917       setup_sprite_tile_column_width_single(texture_mode, multi, half, left,   \
3918        x4mode);                                                                \
3919       break;                                                                   \
3920                                                                                \
3921     case 0xA:                                                                  \
3922       setup_sprite_tile_column_width_multi(texture_mode, single, full, half,   \
3923        x4mode);                                                                \
3924       break;                                                                   \
3925                                                                                \
3926     case 0xB:                                                                  \
3927       setup_sprite_tile_column_width_single(texture_mode, single, half, left,  \
3928        x4mode);                                                                \
3929       break;                                                                   \
3930                                                                                \
3931     case 0xC:                                                                  \
3932       setup_sprite_tile_column_width_multi(texture_mode, multi, half, half,    \
3933        x4mode);                                                                \
3934       break;                                                                   \
3935                                                                                \
3936     case 0xE:                                                                  \
3937       setup_sprite_tile_column_width_multi(texture_mode, single, half, half,   \
3938        x4mode);                                                                \
3939       break;                                                                   \
3940   }                                                                            \
3941
3942 void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3943  s32 width, s32 height, u32 color)
3944 {
3945 #if 0
3946   setup_sprite_4bpp_(psx_gpu, x, y, u, v, width, height, color);
3947   return;
3948 #endif
3949   setup_sprite_tiled_do(4bpp,)
3950 }
3951
3952 void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3953  s32 width, s32 height, u32 color)
3954 {
3955 #if 0
3956   setup_sprite_8bpp_(psx_gpu, x, y, u, v, width, height, color);
3957   return;
3958 #endif
3959   setup_sprite_tiled_do(8bpp,)
3960 }
3961
3962 #undef draw_mask_fb_ptr_left
3963 #undef draw_mask_fb_ptr_right
3964
3965 void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3966  s32 width, s32 height, u32 color)
3967 {
3968 #if 0
3969   setup_sprite_4bpp_4x_(psx_gpu, x, y, u, v, width, height, color);
3970   return;
3971 #endif
3972   setup_sprite_tiled_do(4bpp, _4x)
3973 }
3974
3975 void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3976  s32 width, s32 height, u32 color)
3977 {
3978 #if 0
3979   setup_sprite_8bpp_4x_(psx_gpu, x, y, u, v, width, height, color);
3980   return;
3981 #endif
3982   setup_sprite_tiled_do(8bpp, _4x)
3983 }
3984
3985
3986 void scale2x_tiles8(void * __restrict__ dst_, const void * __restrict__ src_, int w8, int h)
3987 {
3988 #if 0
3989   scale2x_tiles8_(dst_, src_, w8, h);
3990   return;
3991 #endif
3992   const u16 * __restrict__ src = src_;
3993   const u16 * __restrict__ src1;
3994   u16 * __restrict__ dst = dst_;
3995   u16 * __restrict__ dst1;
3996   gvreg a, b;
3997   int w;
3998   for (; h > 0; h--, src += 1024, dst += 1024*2)
3999   {
4000     src1 = src;
4001     dst1 = dst;
4002     for (w = w8; w > 0; w--, src1 += 8, dst1 += 8*2)
4003     {
4004       gvld1q_u16(a, src1);
4005       gvzipq_u16(a, b, a, a);
4006       gvst1q_u16(a, dst1);
4007       gvst1q_u16(b, dst1 + 8);
4008       gvst1q_u16(a, dst1 + 1024);
4009       gvst1q_u16(b, dst1 + 1024 + 8);
4010     }
4011   }
4012 }
4013
4014 // vim:ts=2:sw=2:expandtab