1 /***************************************************************************
2 * Copyright (C) 2010 PCSX4ALL Team *
3 * Copyright (C) 2010 Unai *
4 * Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> com) *
6 * This program is free software; you can redistribute it and/or modify *
7 * it under the terms of the GNU General Public License as published by *
8 * the Free Software Foundation; either version 2 of the License, or *
9 * (at your option) any later version. *
11 * This program is distributed in the hope that it will be useful, *
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
14 * GNU General Public License for more details. *
16 * You should have received a copy of the GNU General Public License *
17 * along with this program; if not, write to the *
18 * Free Software Foundation, Inc., *
19 * 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
20 ***************************************************************************/
22 ///////////////////////////////////////////////////////////////////////////////
23 // Inner loop driver instantiation file
25 ///////////////////////////////////////////////////////////////////////////////
26 // Option Masks (CF template paramter)
27 #define CF_LIGHT ((CF>> 0)&1) // Lighting
28 #define CF_BLEND ((CF>> 1)&1) // Blending
29 #define CF_MASKCHECK ((CF>> 2)&1) // Mask bit check
30 #define CF_BLENDMODE ((CF>> 3)&3) // Blend mode 0..3
31 #define CF_TEXTMODE ((CF>> 5)&3) // Texture mode 1..3 (0: texturing disabled)
32 #define CF_GOURAUD ((CF>> 7)&1) // Gouraud shading
33 #define CF_MASKSET ((CF>> 8)&1) // Mask bit set
34 #define CF_DITHER ((CF>> 9)&1) // Dithering
35 #define CF_BLITMASK ((CF>>10)&1) // blit_mask check (skip rendering pixels
36 // that wouldn't end up displayed on
37 // low-res screen using simple downscaler)
40 //#ifndef ENABLE_GPU_ARMV7
42 //#include "gpu_inner_blend_arm5.h"
45 //#include "gpu_inner_blend_arm7.h"
48 //#include "gpu_inner_blend.h"
51 #include "gpu_inner_blend.h"
52 #include "gpu_inner_quantization.h"
53 #include "gpu_inner_light.h"
56 #include "gpu_inner_blend_arm.h"
57 #include "gpu_inner_light_arm.h"
58 #define gpuBlending gpuBlendingARM
59 #define gpuLightingRGB gpuLightingRGBARM
60 #define gpuLightingTXT gpuLightingTXTARM
61 #define gpuLightingTXTGouraud gpuLightingTXTGouraudARM
62 // Non-dithering lighting and blending functions preserve uSrc
63 // MSB. This saves a few operations and useless load/stores.
64 #define MSB_PRESERVED (!CF_DITHER)
66 #define gpuBlending gpuBlendingGeneric
67 #define gpuLightingRGB gpuLightingRGBGeneric
68 #define gpuLightingTXT gpuLightingTXTGeneric
69 #define gpuLightingTXTGouraud gpuLightingTXTGouraudGeneric
70 #define MSB_PRESERVED 0
74 // If defined, Gouraud colors are fixed-point 5.11, otherwise they are 8.16
75 // This is only for debugging/verification of low-precision colors in C.
76 // Low-precision Gouraud is intended for use by SIMD-optimized inner drivers
77 // which get/use Gouraud colors in SIMD registers.
78 //#define GPU_GOURAUD_LOW_PRECISION
80 // How many bits of fixed-point precision GouraudColor uses
81 #ifdef GPU_GOURAUD_LOW_PRECISION
82 #define GPU_GOURAUD_FIXED_BITS 11
84 #define GPU_GOURAUD_FIXED_BITS 16
87 // Used to pass Gouraud colors to gpuPixelSpanFn() (lines)
89 #ifdef GPU_GOURAUD_LOW_PRECISION
91 s16 r_incr, g_incr, b_incr;
94 s32 r_incr, g_incr, b_incr;
98 static inline u16 gpuGouraudColor15bpp(u32 r, u32 g, u32 b)
100 r >>= GPU_GOURAUD_FIXED_BITS;
101 g >>= GPU_GOURAUD_FIXED_BITS;
102 b >>= GPU_GOURAUD_FIXED_BITS;
104 #ifndef GPU_GOURAUD_LOW_PRECISION
105 // High-precision Gouraud colors are 8-bit + fractional
106 r >>= 3; g >>= 3; b >>= 3;
109 return r | (g << 5) | (b << 10);
112 ///////////////////////////////////////////////////////////////////////////////
113 // GPU Pixel span operations generator gpuPixelSpanFn<>
114 // Oct 2016: Created/adapted from old gpuPixelFn by senquack:
115 // Original gpuPixelFn was used to draw lines one pixel at a time. I wrote
116 // new line algorithms that draw lines using horizontal/vertical/diagonal
117 // spans of pixels, necessitating new pixel-drawing function that could
118 // not only render spans of pixels, but gouraud-shade them as well.
119 // This speeds up line rendering and would allow tile-rendering (untextured
120 // rectangles) to use the same set of functions. Since tiles are always
121 // monochrome, they simply wouldn't use the extra set of 32 gouraud-shaded
122 // gpuPixelSpanFn functions (TODO?).
124 // NOTE: While the PS1 framebuffer is 16 bit, we use 8-bit pointers here,
125 // so that pDst can be incremented directly by 'incr' parameter
126 // without having to shift it before use.
128 static u8* gpuPixelSpanFn(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len)
130 // Blend func can save an operation if it knows uSrc MSB is
131 // unset. For untextured prims, this is always true.
132 const bool skip_uSrc_mask = true;
135 struct GouraudColor * gcPtr;
137 s32 r_incr, g_incr, b_incr;
140 gcPtr = (GouraudColor*)data;
141 r = gcPtr->r; r_incr = gcPtr->r_incr;
142 g = gcPtr->g; g_incr = gcPtr->g_incr;
143 b = gcPtr->b; b_incr = gcPtr->b_incr;
151 if (!CF_MASKCHECK && !CF_BLEND) {
152 if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
153 else { *(u16*)pDst = col; }
154 } else if (CF_MASKCHECK && !CF_BLEND) {
155 if (!(*(u16*)pDst & 0x8000)) {
156 if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
157 else { *(u16*)pDst = col; }
160 uint_fast16_t uDst = *(u16*)pDst;
161 if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
163 uint_fast16_t uSrc = col;
166 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
168 if (CF_MASKSET) { *(u16*)pDst = uSrc | 0x8000; }
169 else { *(u16*)pDst = uSrc; }
175 if (!CF_MASKCHECK && !CF_BLEND) {
176 col = gpuGouraudColor15bpp(r, g, b);
177 if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
178 else { *(u16*)pDst = col; }
179 } else if (CF_MASKCHECK && !CF_BLEND) {
180 col = gpuGouraudColor15bpp(r, g, b);
181 if (!(*(u16*)pDst & 0x8000)) {
182 if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
183 else { *(u16*)pDst = col; }
186 uint_fast16_t uDst = *(u16*)pDst;
187 if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
188 col = gpuGouraudColor15bpp(r, g, b);
190 uint_fast16_t uSrc = col;
192 // Blend func can save an operation if it knows uSrc MSB is
193 // unset. For untextured prims, this is always true.
194 const bool skip_uSrc_mask = true;
197 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
199 if (CF_MASKSET) { *(u16*)pDst = uSrc | 0x8000; }
200 else { *(u16*)pDst = uSrc; }
213 // Note from senquack: Normally, I'd prefer to write a 'do {} while (--len)'
214 // loop, or even a for() loop, however, on MIPS platforms anything but the
215 // 'do {} while (len-- > 1)' tends to generate very unoptimal asm, with
216 // many unneeded MULs/ADDs/branches at the ends of these functions.
217 // If you change the loop structure above, be sure to compare the quality
218 // of the generated code!!
228 static u8* PixelSpanNULL(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len)
230 #ifdef ENABLE_GPU_LOG_SUPPORT
231 fprintf(stdout,"PixelSpanNULL()\n");
236 ///////////////////////////////////////////////////////////////////////////////
237 // PixelSpan (lines) innerloops driver
238 typedef u8* (*PSD)(u8* dst, uintptr_t data, ptrdiff_t incr, size_t len);
240 const PSD gpuPixelSpanDrivers[64] =
242 // Array index | 'CF' template field | Field value
243 // ------------+---------------------+----------------
244 // Bit 0 | CF_BLEND | off (0), on (1)
245 // Bit 1 | CF_MASKCHECK | off (0), on (1)
246 // Bit 3:2 | CF_BLENDMODE | 0..3
247 // Bit 4 | CF_MASKSET | off (0), on (1)
248 // Bit 5 | CF_GOURAUD | off (0), on (1)
250 // NULL entries are ones for which blending is disabled and blend-mode
251 // field is non-zero, which is obviously invalid.
254 gpuPixelSpanFn<0x00<<1>, gpuPixelSpanFn<0x01<<1>, gpuPixelSpanFn<0x02<<1>, gpuPixelSpanFn<0x03<<1>,
255 PixelSpanNULL, gpuPixelSpanFn<0x05<<1>, PixelSpanNULL, gpuPixelSpanFn<0x07<<1>,
256 PixelSpanNULL, gpuPixelSpanFn<0x09<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0B<<1>,
257 PixelSpanNULL, gpuPixelSpanFn<0x0D<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0F<<1>,
259 // Flat-shaded + PixelMSB (CF_MASKSET)
260 gpuPixelSpanFn<(0x00<<1)|0x100>, gpuPixelSpanFn<(0x01<<1)|0x100>, gpuPixelSpanFn<(0x02<<1)|0x100>, gpuPixelSpanFn<(0x03<<1)|0x100>,
261 PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x100>,
262 PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x100>,
263 PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x100>,
265 // Gouraud-shaded (CF_GOURAUD)
266 gpuPixelSpanFn<(0x00<<1)|0x80>, gpuPixelSpanFn<(0x01<<1)|0x80>, gpuPixelSpanFn<(0x02<<1)|0x80>, gpuPixelSpanFn<(0x03<<1)|0x80>,
267 PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x80>,
268 PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x80>,
269 PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x80>,
271 // Gouraud-shaded (CF_GOURAUD) + PixelMSB (CF_MASKSET)
272 gpuPixelSpanFn<(0x00<<1)|0x180>, gpuPixelSpanFn<(0x01<<1)|0x180>, gpuPixelSpanFn<(0x02<<1)|0x180>, gpuPixelSpanFn<(0x03<<1)|0x180>,
273 PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x180>,
274 PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x180>,
275 PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x180>
278 ///////////////////////////////////////////////////////////////////////////////
279 // GPU Tiles innerloops generator
282 static void gpuTileSpanFn(u16 *pDst, u32 count, u16 data)
284 if (!CF_MASKCHECK && !CF_BLEND) {
285 if (CF_MASKSET) { data = data | 0x8000; }
286 do { *pDst++ = data; } while (--count);
287 } else if (CF_MASKCHECK && !CF_BLEND) {
288 if (CF_MASKSET) { data = data | 0x8000; }
289 do { if (!(*pDst&0x8000)) { *pDst = data; } pDst++; } while (--count);
292 // Blend func can save an operation if it knows uSrc MSB is
293 // unset. For untextured prims, this is always true.
294 const bool skip_uSrc_mask = true;
296 uint_fast16_t uSrc, uDst;
299 if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
300 if (CF_MASKCHECK) { if (uDst&0x8000) goto endtile; }
305 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
307 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
308 else { *pDst = uSrc; }
310 //senquack - Did not apply "Silent Hill" mask-bit fix to here.
311 // It is hard to tell from scarce documentation available and
312 // lack of comments in code, but I believe the tile-span
313 // functions here should not bother to preserve any source MSB,
314 // as they are not drawing from a texture.
322 static void TileNULL(u16 *pDst, u32 count, u16 data)
324 #ifdef ENABLE_GPU_LOG_SUPPORT
325 fprintf(stdout,"TileNULL()\n");
329 ///////////////////////////////////////////////////////////////////////////////
330 // Tiles innerloops driver
331 typedef void (*PT)(u16 *pDst, u32 count, u16 data);
333 // Template instantiation helper macros
334 #define TI(cf) gpuTileSpanFn<(cf)>
336 #define TIBLOCK(ub) \
337 TI((ub)|0x00), TI((ub)|0x02), TI((ub)|0x04), TI((ub)|0x06), \
338 TN, TI((ub)|0x0a), TN, TI((ub)|0x0e), \
339 TN, TI((ub)|0x12), TN, TI((ub)|0x16), \
340 TN, TI((ub)|0x1a), TN, TI((ub)|0x1e)
342 const PT gpuTileSpanDrivers[32] = {
343 TIBLOCK(0<<8), TIBLOCK(1<<8)
351 ///////////////////////////////////////////////////////////////////////////////
352 // GPU Sprites innerloops generator
355 static void gpuSpriteSpanFn(u16 *pDst, u32 count, u8* pTxt, u32 u0)
357 // Blend func can save an operation if it knows uSrc MSB is unset.
358 // Untextured prims can always skip (source color always comes with MSB=0).
359 // For textured prims, the generic lighting funcs always return it unset. (bonus!)
360 const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
362 uint_fast16_t uSrc, uDst, srcMSB;
364 u32 u0_mask = gpu_unai.TextureWindow[2];
373 if (CF_TEXTMODE==3) {
374 // Texture is accessed byte-wise, so adjust mask if 16bpp
378 const u16 *CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_unai.CBA;
382 if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
383 if (CF_MASKCHECK) if (uDst&0x8000) { goto endsprite; }
385 if (CF_TEXTMODE==1) { // 4bpp (CLUT)
386 u8 rgb = pTxt[(u0 & u0_mask)>>1];
387 uSrc = CBA_[(rgb>>((u0&1)<<2))&0xf];
389 if (CF_TEXTMODE==2) { // 8bpp (CLUT)
390 uSrc = CBA_[pTxt[u0 & u0_mask]];
392 if (CF_TEXTMODE==3) { // 16bpp
393 uSrc = *(u16*)(&pTxt[u0 & u0_mask]);
396 if (!uSrc) goto endsprite;
398 //senquack - save source MSB, as blending or lighting macros will not
399 // (Silent Hill gray rectangles mask bit bug)
400 if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000;
403 uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
405 should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB;
407 if (CF_BLEND && should_blend)
408 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
410 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
411 else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; }
412 else { *pDst = uSrc; }
415 u0 += (CF_TEXTMODE==3) ? 2 : 1;
421 static void SpriteNULL(u16 *pDst, u32 count, u8* pTxt, u32 u0)
423 #ifdef ENABLE_GPU_LOG_SUPPORT
424 fprintf(stdout,"SpriteNULL()\n");
428 ///////////////////////////////////////////////////////////////////////////////
430 ///////////////////////////////////////////////////////////////////////////////
431 // Sprite innerloops driver
432 typedef void (*PS)(u16 *pDst, u32 count, u8* pTxt, u32 u0);
434 // Template instantiation helper macros
435 #define TI(cf) gpuSpriteSpanFn<(cf)>
436 #define TN SpriteNULL
437 #define TIBLOCK(ub) \
438 TN, TN, TN, TN, TN, TN, TN, TN, \
439 TN, TN, TN, TN, TN, TN, TN, TN, \
440 TN, TN, TN, TN, TN, TN, TN, TN, \
441 TN, TN, TN, TN, TN, TN, TN, TN, \
442 TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \
443 TN, TN, TI((ub)|0x2a), TI((ub)|0x2b), TN, TN, TI((ub)|0x2e), TI((ub)|0x2f), \
444 TN, TN, TI((ub)|0x32), TI((ub)|0x33), TN, TN, TI((ub)|0x36), TI((ub)|0x37), \
445 TN, TN, TI((ub)|0x3a), TI((ub)|0x3b), TN, TN, TI((ub)|0x3e), TI((ub)|0x3f), \
446 TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \
447 TN, TN, TI((ub)|0x4a), TI((ub)|0x4b), TN, TN, TI((ub)|0x4e), TI((ub)|0x4f), \
448 TN, TN, TI((ub)|0x52), TI((ub)|0x53), TN, TN, TI((ub)|0x56), TI((ub)|0x57), \
449 TN, TN, TI((ub)|0x5a), TI((ub)|0x5b), TN, TN, TI((ub)|0x5e), TI((ub)|0x5f), \
450 TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \
451 TN, TN, TI((ub)|0x6a), TI((ub)|0x6b), TN, TN, TI((ub)|0x6e), TI((ub)|0x6f), \
452 TN, TN, TI((ub)|0x72), TI((ub)|0x73), TN, TN, TI((ub)|0x76), TI((ub)|0x77), \
453 TN, TN, TI((ub)|0x7a), TI((ub)|0x7b), TN, TN, TI((ub)|0x7e), TI((ub)|0x7f)
455 const PS gpuSpriteSpanDrivers[256] = {
456 TIBLOCK(0<<8), TIBLOCK(1<<8)
463 ///////////////////////////////////////////////////////////////////////////////
464 // GPU Polygon innerloops generator
466 //senquack - Newer version with following changes:
467 // * Adapted to work with new poly routings in gpu_raster_polygon.h
468 // adapted from DrHell GPU. They are less glitchy and use 22.10
469 // fixed-point instead of original UNAI's 16.16.
470 // * Texture coordinates are no longer packed together into one
471 // unsigned int. This seems to lose too much accuracy (they each
472 // end up being only 8.7 fixed-point that way) and pixel-droupouts
473 // were noticeable both with original code and current DrHell
474 // adaptations. An example would be the sky in NFS3. Now, they are
475 // stored in separate ints, using separate masks.
476 // * Function is no longer INLINE, as it was always called
477 // through a function pointer.
478 // * Function now ensures the mask bit of source texture is preserved
479 // across calls to blending functions (Silent Hill rectangles fix)
480 // * November 2016: Large refactoring of blending/lighting when
481 // JohnnyF added dithering. See gpu_inner_quantization.h and
482 // relevant blend/light headers.
483 // (see README_senquack.txt)
485 static void gpuPolySpanFn(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count)
487 // Blend func can save an operation if it knows uSrc MSB is unset.
488 // Untextured prims can always skip this (src color MSB is always 0).
489 // For textured prims, the generic lighting funcs always return it unset. (bonus!)
490 const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
493 u32 bMsk; if (CF_BLITMASK) bMsk = gpu_unai.blit_mask;
499 // UNTEXTURED, NO GOURAUD
500 const u16 pix15 = gpu_unai.PixelData;
502 uint_fast16_t uSrc, uDst;
504 // NOTE: Don't enable CF_BLITMASK pixel skipping (speed hack)
505 // on untextured polys. It seems to do more harm than good: see
506 // gravestone text at end of Medieval intro sequence. -senquack
507 //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) { goto endpolynotextnogou; } }
509 if (CF_BLEND || CF_MASKCHECK) uDst = *pDst;
510 if (CF_MASKCHECK) { if (uDst&0x8000) { goto endpolynotextnogou; } }
515 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
517 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
518 else { *pDst = uSrc; }
526 // UNTEXTURED, GOURAUD
527 u32 l_gCol = gpu_unai.gCol;
528 u32 l_gInc = gpu_unai.gInc;
531 uint_fast16_t uDst, uSrc;
533 // See note in above loop regarding CF_BLITMASK
534 //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolynotextgou; }
536 if (CF_BLEND || CF_MASKCHECK) uDst = *pDst;
537 if (CF_MASKCHECK) { if (uDst&0x8000) goto endpolynotextgou; }
542 u32 uSrc24 = gpuLightingRGB24(l_gCol);
544 uSrc24 = gpuBlending24<CF_BLENDMODE>(uSrc24, uDst);
545 uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
547 // GOURAUD, NO DITHER
549 uSrc = gpuLightingRGB(l_gCol);
552 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
555 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
556 else { *pDst = uSrc; }
569 uint_fast16_t uDst, uSrc, srcMSB;
571 //senquack - note: original UNAI code had gpu_unai.{u4/v4} packed into
572 // one 32-bit unsigned int, but this proved to lose too much accuracy
573 // (pixel drouputs noticeable in NFS3 sky), so now are separate vars.
574 u32 l_u_msk = gpu_unai.u_msk; u32 l_v_msk = gpu_unai.v_msk;
575 u32 l_u = gpu_unai.u & l_u_msk; u32 l_v = gpu_unai.v & l_v_msk;
576 s32 l_u_inc = gpu_unai.u_inc; s32 l_v_inc = gpu_unai.v_inc;
578 const u16* TBA_ = gpu_unai.TBA;
579 const u16* CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_unai.CBA;
588 l_gInc = gpu_unai.gInc;
589 l_gCol = gpu_unai.gCol;
605 if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolytext; }
606 if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
607 if (CF_MASKCHECK) if (uDst&0x8000) { goto endpolytext; }
609 //senquack - adapted to work with new 22.10 fixed point routines:
610 // (UNAI originally used 16.16)
611 if (CF_TEXTMODE==1) { // 4bpp (CLUT)
613 u32 tv=(l_v<<1)&(0xff<<11);
614 u8 rgb=((u8*)TBA_)[tv+(tu>>1)];
615 uSrc=CBA_[(rgb>>((tu&1)<<2))&0xf];
616 if (!uSrc) goto endpolytext;
618 if (CF_TEXTMODE==2) { // 8bpp (CLUT)
619 uSrc = CBA_[(((u8*)TBA_)[(l_u>>10)+((l_v<<1)&(0xff<<11))])];
620 if (!uSrc) goto endpolytext;
622 if (CF_TEXTMODE==3) { // 16bpp
623 uSrc = TBA_[(l_u>>10)+((l_v)&(0xff<<10))];
624 if (!uSrc) goto endpolytext;
627 // Save source MSB, as blending or lighting will not (Silent Hill)
628 if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000;
630 // When textured, only dither when LIGHT (texture blend) is enabled
631 // LIGHT && BLEND => dither
632 // LIGHT && !BLEND => dither
633 //!LIGHT && BLEND => no dither
634 //!LIGHT && !BLEND => no dither
636 if (CF_DITHER && CF_LIGHT) {
639 uSrc24 = gpuLightingTXT24Gouraud(uSrc, l_gCol);
641 uSrc24 = gpuLightingTXT24(uSrc, r8, g8, b8);
643 if (CF_BLEND && srcMSB)
644 uSrc24 = gpuBlending24<CF_BLENDMODE>(uSrc24, uDst);
646 uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
651 uSrc = gpuLightingTXTGouraud(uSrc, l_gCol);
653 uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
656 should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB;
657 if (CF_BLEND && should_blend)
658 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
661 if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
662 else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; }
663 else { *pDst = uSrc; }
666 l_u = (l_u + l_u_inc) & l_u_msk;
667 l_v = (l_v + l_v_inc) & l_v_msk;
668 if (CF_LIGHT && CF_GOURAUD) l_gCol += l_gInc;
674 static void PolyNULL(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count)
676 #ifdef ENABLE_GPU_LOG_SUPPORT
677 fprintf(stdout,"PolyNULL()\n");
681 ///////////////////////////////////////////////////////////////////////////////
682 // Polygon innerloops driver
683 typedef void (*PP)(const gpu_unai_t &gpu_unai, u16 *pDst, u32 count);
685 // Template instantiation helper macros
686 #define TI(cf) gpuPolySpanFn<(cf)>
688 #define TIBLOCK(ub) \
689 TI((ub)|0x00), TI((ub)|0x01), TI((ub)|0x02), TI((ub)|0x03), TI((ub)|0x04), TI((ub)|0x05), TI((ub)|0x06), TI((ub)|0x07), \
690 TN, TN, TI((ub)|0x0a), TI((ub)|0x0b), TN, TN, TI((ub)|0x0e), TI((ub)|0x0f), \
691 TN, TN, TI((ub)|0x12), TI((ub)|0x13), TN, TN, TI((ub)|0x16), TI((ub)|0x17), \
692 TN, TN, TI((ub)|0x1a), TI((ub)|0x1b), TN, TN, TI((ub)|0x1e), TI((ub)|0x1f), \
693 TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \
694 TN, TN, TI((ub)|0x2a), TI((ub)|0x2b), TN, TN, TI((ub)|0x2e), TI((ub)|0x2f), \
695 TN, TN, TI((ub)|0x32), TI((ub)|0x33), TN, TN, TI((ub)|0x36), TI((ub)|0x37), \
696 TN, TN, TI((ub)|0x3a), TI((ub)|0x3b), TN, TN, TI((ub)|0x3e), TI((ub)|0x3f), \
697 TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \
698 TN, TN, TI((ub)|0x4a), TI((ub)|0x4b), TN, TN, TI((ub)|0x4e), TI((ub)|0x4f), \
699 TN, TN, TI((ub)|0x52), TI((ub)|0x53), TN, TN, TI((ub)|0x56), TI((ub)|0x57), \
700 TN, TN, TI((ub)|0x5a), TI((ub)|0x5b), TN, TN, TI((ub)|0x5e), TI((ub)|0x5f), \
701 TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \
702 TN, TN, TI((ub)|0x6a), TI((ub)|0x6b), TN, TN, TI((ub)|0x6e), TI((ub)|0x6f), \
703 TN, TN, TI((ub)|0x72), TI((ub)|0x73), TN, TN, TI((ub)|0x76), TI((ub)|0x77), \
704 TN, TN, TI((ub)|0x7a), TI((ub)|0x7b), TN, TN, TI((ub)|0x7e), TI((ub)|0x7f), \
705 TN, TI((ub)|0x81), TN, TI((ub)|0x83), TN, TI((ub)|0x85), TN, TI((ub)|0x87), \
706 TN, TN, TN, TI((ub)|0x8b), TN, TN, TN, TI((ub)|0x8f), \
707 TN, TN, TN, TI((ub)|0x93), TN, TN, TN, TI((ub)|0x97), \
708 TN, TN, TN, TI((ub)|0x9b), TN, TN, TN, TI((ub)|0x9f), \
709 TN, TI((ub)|0xa1), TN, TI((ub)|0xa3), TN, TI((ub)|0xa5), TN, TI((ub)|0xa7), \
710 TN, TN, TN, TI((ub)|0xab), TN, TN, TN, TI((ub)|0xaf), \
711 TN, TN, TN, TI((ub)|0xb3), TN, TN, TN, TI((ub)|0xb7), \
712 TN, TN, TN, TI((ub)|0xbb), TN, TN, TN, TI((ub)|0xbf), \
713 TN, TI((ub)|0xc1), TN, TI((ub)|0xc3), TN, TI((ub)|0xc5), TN, TI((ub)|0xc7), \
714 TN, TN, TN, TI((ub)|0xcb), TN, TN, TN, TI((ub)|0xcf), \
715 TN, TN, TN, TI((ub)|0xd3), TN, TN, TN, TI((ub)|0xd7), \
716 TN, TN, TN, TI((ub)|0xdb), TN, TN, TN, TI((ub)|0xdf), \
717 TN, TI((ub)|0xe1), TN, TI((ub)|0xe3), TN, TI((ub)|0xe5), TN, TI((ub)|0xe7), \
718 TN, TN, TN, TI((ub)|0xeb), TN, TN, TN, TI((ub)|0xef), \
719 TN, TN, TN, TI((ub)|0xf3), TN, TN, TN, TI((ub)|0xf7), \
720 TN, TN, TN, TI((ub)|0xfb), TN, TN, TN, TI((ub)|0xff)
722 const PP gpuPolySpanDrivers[2048] = {
723 TIBLOCK(0<<8), TIBLOCK(1<<8), TIBLOCK(2<<8), TIBLOCK(3<<8),
724 TIBLOCK(4<<8), TIBLOCK(5<<8), TIBLOCK(6<<8), TIBLOCK(7<<8)