2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
22 u32 span_pixel_blocks = 0;
28 u32 sprites_16bpp = 0;
29 u32 sprite_blocks = 0;
30 u32 sprites_untextured = 0;
32 u32 trivial_rejects = 0;
36 u32 texel_blocks_4bpp = 0;
37 u32 texel_blocks_8bpp = 0;
38 u32 texel_blocks_16bpp = 0;
39 u32 texel_blocks_untextured = 0;
41 u32 render_buffer_flushes = 0;
42 u32 state_changes = 0;
43 u32 left_split_triangles = 0;
44 u32 flat_triangles = 0;
45 u32 clipped_triangles = 0;
46 u32 zero_block_spans = 0;
47 u32 texture_cache_loads = 0;
48 u32 false_modulated_blocks = 0;
50 u32 reciprocal_table[512];
53 typedef s32 fixed_type;
55 #define EDGE_STEP_BITS 32
58 #define fixed_center(value) \
59 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
61 #define int_to_fixed(value) \
62 (((fixed_type)(value)) << FIXED_BITS) \
64 #define fixed_to_int(value) \
65 ((value) >> FIXED_BITS) \
67 #define fixed_to_double(value) \
68 ((value) / (double)(1 << FIXED_BITS)) \
70 #define double_to_fixed(value) \
71 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
73 typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
74 typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
75 typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
76 typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
78 typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
79 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
81 struct render_block_handler_struct
84 texture_blocks_function_type *texture_blocks;
85 shade_blocks_function_type *shade_blocks;
86 blend_blocks_function_type *blend_blocks;
91 u32 fixed_reciprocal(u32 denominator, u32 *_shift)
93 u32 shift = __builtin_clz(denominator);
94 u32 denominator_normalized = denominator << shift;
96 double numerator = (1ULL << 62) + denominator_normalized;
99 double denominator_normalized_dp_b;
100 u64 denominator_normalized_dp_u64;
103 double reciprocal_dp;
105 u64 numerator_u64 = (denominator_normalized >> 10) |
106 ((u64)(62 + 1023) << 52);
107 *((u64 *)(&numerator_b)) = numerator_u64;
109 denominator_normalized_dp_u64 =
110 (u64)(denominator_normalized << 21) |
111 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
112 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
114 // Implement with a DP divide
115 reciprocal_dp = numerator / denominator_normalized_dp_b;
116 reciprocal = reciprocal_dp;
118 if(reciprocal == 0x80000001)
119 reciprocal = 0x80000000;
121 *_shift = 62 - shift;
125 double reciprocal_estimate(double a)
130 q = (int)(a * 512.0);
131 /* a in units of 1/512 rounded down */
132 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
133 s = (int)(256.0 * r + 0.5);
135 /* r in units of 1/256 rounded to nearest */
137 return (double)s / 256.0;
140 u32 reciprocal_estimate_u32(u32 value)
143 volatile double dp_value;
144 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
146 if((value >> 31) == 0)
149 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
151 *dp_value_ptr = dp_value_u64;
153 dp_value = reciprocal_estimate(dp_value);
154 dp_value_u64 = *dp_value_ptr;
156 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
159 u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
161 u32 shift = __builtin_clz(value);
162 u32 value_normalized = value << shift;
164 *_shift = 62 - shift;
166 value_normalized -= 2;
168 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
170 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
171 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
172 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
173 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
174 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
175 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
177 return reciprocal_normalized;
183 s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
185 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
188 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
190 s32 coverage_x, coverage_y;
195 coverage_x = x2 >> 6;
196 coverage_y = y2 >> 8;
204 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
207 mask_down_right |= mask_down_right << 16;
209 coverage_x = x1 >> 6;
211 mask_up_left = 0xFFFF0000 << coverage_x;
213 mask_up_left = 0xFFFF0000;
215 coverage_y = y1 >> 8;
217 mask_up_left |= mask_up_left >> 16;
219 return mask_up_left & mask_down_right;
222 u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
225 u32 mask = texture_region_mask(x1, y1, x2, y2);
227 psx_gpu->dirty_textures_4bpp_mask |= mask;
228 psx_gpu->dirty_textures_8bpp_mask |= mask;
229 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
234 u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
235 u32 y1, u32 x2, u32 y2)
237 u32 mask = texture_region_mask(x1, y1, x2, y2) &
238 psx_gpu->viewport_mask;
240 psx_gpu->dirty_textures_4bpp_mask |= mask;
241 psx_gpu->dirty_textures_8bpp_mask |= mask;
242 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
248 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
253 void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
255 u32 current_texture_page = psx_gpu->current_texture_page;
256 u8 *texture_page_ptr = psx_gpu->texture_page_base;
257 u16 *vram_ptr = psx_gpu->vram_ptr;
263 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
264 vram_ptr += (current_texture_page & 0xF) * 64;
266 texture_cache_loads++;
273 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
283 texel_block = *vram_ptr;
285 texture_page_ptr[0] = texel_block & 0xF;
286 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
287 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
288 texture_page_ptr[3] = texel_block >> 12;
291 texture_page_ptr += 4;
305 vram_ptr -= (1024 * 16) - 4;
311 vram_ptr += (16 * 1024) - (4 * 16);
316 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
319 u16 *texture_page_ptr = psx_gpu->texture_page_base;
320 u16 *vram_ptr = psx_gpu->vram_ptr;
327 texture_cache_loads++;
329 vram_ptr += (texture_page >> 4) * 256 * 1024;
330 vram_ptr += (texture_page & 0xF) * 64;
332 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
333 texture_page_ptr += (8 * 16) * 8;
346 load_128b(texels, vram_ptr);
347 store_128b(texels, texture_page_ptr);
349 texture_page_ptr += 8;
357 vram_ptr -= (1024 * 16);
366 vram_ptr += (16 * 1024);
368 texture_page_ptr += (8 * 16) * 8;
376 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
378 u32 current_texture_page = psx_gpu->current_texture_page;
379 u32 update_textures =
380 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
382 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
384 if(update_textures & (1 << current_texture_page))
386 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
387 update_textures &= ~(1 << current_texture_page);
392 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
393 (current_texture_page & 0x10);
395 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
399 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
400 psx_gpu_struct *psx_gpu);
402 void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
404 if(psx_gpu->num_blocks)
406 render_block_handler_struct *render_block_handler =
407 psx_gpu->render_block_handler;
409 render_block_handler->texture_blocks(psx_gpu);
410 render_block_handler->shade_blocks(psx_gpu);
411 render_block_handler->blend_blocks(psx_gpu);
414 span_pixel_blocks += psx_gpu->num_blocks;
415 render_buffer_flushes++;
418 psx_gpu->num_blocks = 0;
423 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
424 vertex_struct *b, vertex_struct *c);
428 #define setup_gradient_calculation_input(set, vertex) \
429 /* First type is: uvrg bxxx xxxx */\
430 /* Second type is: yyyy ybyy uvrg */\
431 /* Since x_a and y_c are the same the same variable is used for both. */\
432 x##set##_a_y##set##_c.e[0] = vertex->u; \
433 x##set##_a_y##set##_c.e[1] = vertex->v; \
434 x##set##_a_y##set##_c.e[2] = vertex->r; \
435 x##set##_a_y##set##_c.e[3] = vertex->g; \
436 dup_4x16b(x##set##_b, vertex->x); \
437 dup_4x16b(x##set##_c, vertex->x); \
438 dup_4x16b(y##set##_a, vertex->y); \
439 dup_4x16b(y##set##_b, vertex->y); \
440 x##set##_b.e[0] = vertex->b; \
441 y##set##_b.e[1] = vertex->b \
444 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
445 vertex_struct *b, vertex_struct *c)
447 u32 triangle_area = psx_gpu->triangle_area;
448 u32 winding_mask_scalar;
450 u32 triangle_area_shift;
451 u64 triangle_area_reciprocal =
452 fixed_reciprocal(triangle_area, &triangle_area_shift);
453 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
455 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
456 // ( d0 * d1 ) - ( d2 * d3 ) =
457 // ( m0 ) - ( m1 ) = gradient
459 // This is split to do 12 elements at a time over three sets: a, b, and c.
460 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
461 // two of the slots are unused.
463 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
466 vec_4x16s x0_a_y0_c, x0_b, x0_c;
467 vec_4x16s y0_a, y0_b;
468 vec_4x16s x1_a_y1_c, x1_b, x1_c;
469 vec_4x16s y1_a, y1_b;
470 vec_4x16s x2_a_y2_c, x2_b, x2_c;
471 vec_4x16s y2_a, y2_b;
475 vec_4x32u const_0x8000;
477 vec_4x16s d0_a_d3_c, d0_b, d0_c;
478 vec_4x16s d1_a, d1_b, d1_c_d2_a;
479 vec_4x16s d2_b, d2_c;
480 vec_4x16s d3_a, d3_b;
482 vec_4x32s m0_a, m0_b, m0_c;
483 vec_4x32s m1_a, m1_b, m1_c;
485 vec_4x32u gradient_area_a, gradient_area_c;
486 vec_2x32u gradient_area_b;
488 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
489 vec_2x32u gradient_area_sign_b;
490 vec_4x32u winding_mask;
492 vec_2x64u gradient_wide_a0, gradient_wide_a1;
493 vec_2x64u gradient_wide_c0, gradient_wide_c1;
494 vec_2x64u gradient_wide_b;
496 vec_4x32u gradient_a, gradient_c;
497 vec_2x32u gradient_b;
498 vec_16x8s gradient_shift;
500 setup_gradient_calculation_input(0, a);
501 setup_gradient_calculation_input(1, b);
502 setup_gradient_calculation_input(2, c);
504 dup_4x32b(const_0x8000, 0x8000);
505 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
506 shl_long_4x16b(b_base, x0_b, 16);
508 add_4x32b(uvrg_base, uvrg_base, const_0x8000);
509 add_4x32b(b_base, b_base, const_0x8000);
511 // Can probably pair these, but it'll require careful register allocation
512 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
513 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
515 sub_4x16b(d0_b, x1_b, x0_b);
516 sub_4x16b(d0_c, x1_c, x0_c);
518 sub_4x16b(d1_a, y2_a, y1_a);
519 sub_4x16b(d1_b, y2_b, y1_b);
521 sub_4x16b(d2_b, x2_b, x1_b);
522 sub_4x16b(d2_c, x2_c, x1_c);
524 sub_4x16b(d3_a, y1_a, y0_a);
525 sub_4x16b(d3_b, y1_b, y0_b);
527 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
528 mul_long_4x16b(m0_b, d0_b, d1_b);
529 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
531 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
532 mul_long_4x16b(m1_b, d2_b, d3_b);
533 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
535 sub_4x32b(gradient_area_a, m0_a, m1_a);
536 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
537 sub_4x32b(gradient_area_c, m0_c, m1_c);
539 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
540 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
541 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
543 abs_4x32b(gradient_area_a, gradient_area_a);
544 abs_2x32b(gradient_area_b, gradient_area_b);
545 abs_4x32b(gradient_area_c, gradient_area_c);
547 winding_mask_scalar = -psx_gpu->triangle_winding;
549 dup_4x32b(winding_mask, winding_mask_scalar);
550 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
551 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
552 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
554 mul_scalar_long_2x32b(gradient_wide_a0,
555 vector_cast(vec_2x32s, gradient_area_a.low),
556 (s64)triangle_area_reciprocal);
557 mul_scalar_long_2x32b(gradient_wide_a1,
558 vector_cast(vec_2x32s, gradient_area_a.high),
559 (s64)triangle_area_reciprocal);
560 mul_scalar_long_2x32b(gradient_wide_b,
561 vector_cast(vec_2x32s, gradient_area_b),
562 (s64)triangle_area_reciprocal);
563 mul_scalar_long_2x32b(gradient_wide_c0,
564 vector_cast(vec_2x32s, gradient_area_c.low),
565 (s64)triangle_area_reciprocal);
566 mul_scalar_long_2x32b(gradient_wide_c1,
567 vector_cast(vec_2x32s, gradient_area_c.high),
568 (s64)triangle_area_reciprocal);
570 dup_16x8b(gradient_shift, triangle_area_shift);
571 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
572 vector_cast(vec_2x64u, gradient_shift));
573 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
574 vector_cast(vec_2x64u, gradient_shift));
575 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
576 vector_cast(vec_2x64u, gradient_shift));
577 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
578 vector_cast(vec_2x64u, gradient_shift));
579 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
580 vector_cast(vec_2x64u, gradient_shift));
582 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
583 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
584 mov_narrow_2x64b(gradient_b, gradient_wide_b);
585 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
586 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
588 shl_4x32b(gradient_a, gradient_a, 4);
589 shl_2x32b(gradient_b, gradient_b, 4);
590 shl_4x32b(gradient_c, gradient_c, 4);
592 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
593 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
594 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
596 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
597 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
598 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
600 u32 left_adjust = a->x;
601 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
602 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
612 eor_4x32b(zero, zero, zero);
613 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
614 add_2x32b(b_dx2, gradient_b, gradient_b);
615 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
616 add_2x32b(b_dx3, gradient_b, b_dx2);
618 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
620 psx_gpu->u_block_span.e[0] = zero.e[0];
621 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
622 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
623 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
625 psx_gpu->v_block_span.e[0] = zero.e[1];
626 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
627 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
628 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
630 psx_gpu->r_block_span.e[0] = zero.e[2];
631 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
632 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
633 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
635 psx_gpu->g_block_span.e[0] = zero.e[3];
636 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
637 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
638 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
640 psx_gpu->b_block_span.e[0] = zero.e[0];
641 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
642 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
643 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
645 psx_gpu->uvrg = uvrg_base;
646 psx_gpu->b = b_base.e[0];
648 psx_gpu->uvrg_dx = gradient_a;
649 psx_gpu->uvrg_dy = gradient_c;
650 psx_gpu->b_dy = gradient_b.e[1];
654 #define vector_check(_a, _b) \
655 if(memcmp(&_a, &_b, sizeof(_b))) \
657 if(sizeof(_b) == 8) \
659 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
660 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
664 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
665 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
670 #define scalar_check(_a, _b) \
672 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
675 #define setup_spans_prologue_alternate_yes() \
676 vec_2x64s alternate_x; \
677 vec_2x64s alternate_dx_dy; \
678 vec_4x32s alternate_x_32; \
679 vec_2x32s alternate_x_16; \
681 vec_4x16u alternate_select; \
682 vec_4x16s y_mid_point; \
686 s32 edge_dx_dy_alt; \
689 #define setup_spans_prologue_alternate_no() \
691 #define setup_spans_prologue(alternate_active) \
692 edge_data_struct *span_edge_data; \
693 vec_4x32u *span_uvrg_offset; \
694 u32 *span_b_offset; \
698 vec_2x64s edges_xy; \
699 vec_2x32s edges_dx_dy; \
700 vec_2x32u edge_shifts; \
702 vec_2x64s left_x, right_x; \
703 vec_2x64s left_dx_dy, right_dx_dy; \
704 vec_4x32s left_x_32, right_x_32; \
705 vec_8x16s left_right_x_16; \
707 vec_8x16s left_edge; \
708 vec_8x16s right_edge; \
709 vec_4x16u span_shift; \
713 vec_4x16u c_0xFFFE; \
716 vec_2x32s x_starts; \
725 vec_4x32u uvrg = psx_gpu->uvrg; \
726 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
727 u32 b = psx_gpu->b; \
728 u32 b_dy = psx_gpu->b_dy; \
730 dup_2x32b(c_0x01, 0x01); \
731 setup_spans_prologue_alternate_##alternate_active() \
733 #define setup_spans_prologue_b() \
734 span_edge_data = psx_gpu->span_edge_data; \
735 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
736 span_b_offset = psx_gpu->span_b_offset; \
738 vec_8x16u c_0x0001; \
740 dup_8x16b(c_0x0001, 0x0001); \
741 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
742 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
743 add_8x16b(right_edge, right_edge, c_0x0001); \
744 dup_4x16b(c_0x04, 0x04); \
745 dup_4x16b(c_0x07, 0x07); \
746 dup_4x16b(c_0xFFFE, 0xFFFE); \
749 #define compute_edge_delta_x2() \
752 vec_2x32s height_reciprocals; \
753 vec_2x32s heights_b; \
756 u32 edge_shift = reciprocal_table[height]; \
758 dup_2x32b(heights, height); \
759 sub_2x32b(widths, x_ends, x_starts); \
761 dup_2x32b(edge_shifts, edge_shift); \
762 sub_2x32b(heights_b, heights, c_0x01); \
763 shr_2x32b(height_reciprocals, edge_shifts, 12); \
765 mla_2x32b(heights_b, x_starts, heights); \
766 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
767 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
768 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
771 #define compute_edge_delta_x3(start_c, height_a, height_b) \
774 vec_2x32s height_reciprocals; \
775 vec_2x32s heights_b; \
780 u32 height_reciprocal_alt; \
782 heights.e[0] = height_a; \
783 heights.e[1] = height_b; \
785 edge_shifts.e[0] = reciprocal_table[height_a]; \
786 edge_shifts.e[1] = reciprocal_table[height_b]; \
787 edge_shift_alt = reciprocal_table[height_minor_b]; \
789 sub_2x32b(widths, x_ends, x_starts); \
790 width_alt = x_c - start_c; \
792 shr_2x32b(height_reciprocals, edge_shifts, 12); \
793 height_reciprocal_alt = edge_shift_alt >> 12; \
795 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
796 edge_shift_alt &= 0x1F; \
798 sub_2x32b(heights_b, heights, c_0x01); \
799 height_b_alt = height_minor_b - 1; \
801 mla_2x32b(heights_b, x_starts, heights); \
802 height_b_alt += height_minor_b * start_c; \
804 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
805 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
807 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
808 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
812 #define setup_spans_adjust_y_up() \
813 sub_4x32b(y_x4, y_x4, c_0x04) \
815 #define setup_spans_adjust_y_down() \
816 add_4x32b(y_x4, y_x4, c_0x04) \
818 #define setup_spans_adjust_interpolants_up() \
819 sub_4x32b(uvrg, uvrg, uvrg_dy); \
822 #define setup_spans_adjust_interpolants_down() \
823 add_4x32b(uvrg, uvrg, uvrg_dy); \
827 #define setup_spans_clip_interpolants_increment() \
828 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
831 #define setup_spans_clip_interpolants_decrement() \
832 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
835 #define setup_spans_clip_alternate_yes() \
836 edge_alt += edge_dx_dy_alt * (s64)(clip) \
838 #define setup_spans_clip_alternate_no() \
840 #define setup_spans_clip(direction, alternate_active) \
842 clipped_triangles++; \
843 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
844 setup_spans_clip_alternate_##alternate_active(); \
845 setup_spans_clip_interpolants_##direction(); \
849 #define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
851 vec_2x64u edge_shifts_64; \
852 vec_2x64s edges_dx_dy_64; \
854 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
855 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
857 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
858 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
860 left_x.e[0] = edges_xy.e[left_index]; \
861 right_x.e[0] = edges_xy.e[right_index]; \
863 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
864 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
865 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
866 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
868 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
869 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
871 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
872 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
875 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
877 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
878 s64 edge_dx_dy_alt_64; \
880 dup_4x16b(y_mid_point, y_b); \
882 edge_alt <<= edge_shift_alt; \
883 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
885 alternate_x.e[0] = edge_alt; \
886 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
887 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
889 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
890 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
894 #define setup_spans_y_select_up() \
895 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
897 #define setup_spans_y_select_down() \
898 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
900 #define setup_spans_y_select_alternate_yes(direction) \
901 setup_spans_y_select_##direction() \
903 #define setup_spans_y_select_alternate_no(direction) \
905 #define setup_spans_alternate_select_left() \
906 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
908 #define setup_spans_alternate_select_right() \
909 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
911 #define setup_spans_alternate_select_none() \
913 #define setup_spans_increment_alternate_yes() \
914 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
915 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
916 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
917 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
918 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
920 #define setup_spans_increment_alternate_no() \
922 #define setup_spans_set_x4(alternate, direction, alternate_active) \
924 span_uvrg_offset[0] = uvrg; \
925 span_b_offset[0] = b; \
926 setup_spans_adjust_interpolants_##direction(); \
928 span_uvrg_offset[1] = uvrg; \
929 span_b_offset[1] = b; \
930 setup_spans_adjust_interpolants_##direction(); \
932 span_uvrg_offset[2] = uvrg; \
933 span_b_offset[2] = b; \
934 setup_spans_adjust_interpolants_##direction(); \
936 span_uvrg_offset[3] = uvrg; \
937 span_b_offset[3] = b; \
938 setup_spans_adjust_interpolants_##direction(); \
940 span_uvrg_offset += 4; \
941 span_b_offset += 4; \
943 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
944 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
946 add_2x64b(left_x, left_x, left_dx_dy); \
947 add_2x64b(right_x, right_x, right_dx_dy); \
949 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
950 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
952 add_2x64b(left_x, left_x, left_dx_dy); \
953 add_2x64b(right_x, right_x, right_dx_dy); \
955 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
956 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
958 setup_spans_increment_alternate_##alternate_active(); \
959 setup_spans_y_select_alternate_##alternate_active(direction); \
960 setup_spans_alternate_select_##alternate(); \
962 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
963 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
965 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
966 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
967 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
968 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
969 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
972 for(i = 0; i < 4; i++) \
974 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
975 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
976 span_edge_data[i].right_mask = span_shift.e[i]; \
977 span_edge_data[i].y = y_x4.e[i]; \
980 span_edge_data += 4; \
982 setup_spans_adjust_y_##direction(); \
986 #define setup_spans_alternate_adjust_yes() \
987 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
989 #define setup_spans_alternate_adjust_no() \
992 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
993 setup_spans_alternate_adjust_##alternate_active(); \
994 if(y_c > psx_gpu->viewport_end_y) \
995 height -= y_c - psx_gpu->viewport_end_y - 1; \
997 clip = psx_gpu->viewport_start_y - y_a; \
1002 setup_spans_clip(increment, alternate_active); \
1005 setup_spans_prologue_b(); \
1010 y_x4.e[1] = y_a + 1; \
1011 y_x4.e[2] = y_a + 2; \
1012 y_x4.e[3] = y_a + 3; \
1013 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1016 psx_gpu->num_spans = height; \
1019 setup_spans_set_x4(alternate, down, alternate_active); \
1021 } while(height > 0); \
1025 #define setup_spans_alternate_pre_increment_yes() \
1026 edge_alt += edge_dx_dy_alt \
1028 #define setup_spans_alternate_pre_increment_no() \
1030 #define setup_spans_up_decrement_height_yes() \
1033 #define setup_spans_up_decrement_height_no() \
1036 #define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1037 setup_spans_alternate_adjust_##alternate_active(); \
1040 if(y_c < psx_gpu->viewport_start_y) \
1041 height -= psx_gpu->viewport_start_y - y_c; \
1043 setup_spans_up_decrement_height_##alternate_active(); \
1045 clip = y_a - psx_gpu->viewport_end_y; \
1050 setup_spans_clip(decrement, alternate_active); \
1053 setup_spans_prologue_b(); \
1058 y_x4.e[1] = y_a - 1; \
1059 y_x4.e[2] = y_a - 2; \
1060 y_x4.e[3] = y_a - 3; \
1061 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1062 setup_spans_alternate_pre_increment_##alternate_active(); \
1063 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1065 setup_spans_adjust_interpolants_up(); \
1067 psx_gpu->num_spans = height; \
1070 setup_spans_set_x4(alternate, up, alternate_active); \
1075 #define index_left 0
1076 #define index_right 1
1078 #define setup_spans_up_up(minor, major) \
1079 setup_spans_prologue(yes); \
1080 s32 height_minor_a = y_a - y_b; \
1081 s32 height_minor_b = y_b - y_c; \
1082 s32 height = y_a - y_c; \
1084 dup_2x32b(x_starts, x_a); \
1085 x_ends.e[0] = x_c; \
1086 x_ends.e[1] = x_b; \
1088 compute_edge_delta_x3(x_b, height, height_minor_a); \
1089 setup_spans_up(index_##major, index_##minor, minor, yes) \
1092 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1093 vertex_struct *v_b, vertex_struct *v_c);
1094 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1095 vertex_struct *v_b, vertex_struct *v_c);
1096 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1097 vertex_struct *v_b, vertex_struct *v_c);
1098 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1099 vertex_struct *v_b, vertex_struct *v_c);
1100 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1101 vertex_struct *v_b, vertex_struct *v_c);
1102 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1103 vertex_struct *v_b, vertex_struct *v_c);
1104 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1105 vertex_struct *v_b, vertex_struct *v_c);
1106 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1107 vertex_struct *v_b, vertex_struct *v_c);
1108 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1109 vertex_struct *v_b, vertex_struct *v_c);
1114 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1115 vertex_struct *v_b, vertex_struct *v_c)
1117 setup_spans_up_up(left, right);
1120 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1121 vertex_struct *v_b, vertex_struct *v_c)
1123 setup_spans_up_up(right, left);
1126 #define setup_spans_down_down(minor, major) \
1127 setup_spans_prologue(yes); \
1128 s32 height_minor_a = y_b - y_a; \
1129 s32 height_minor_b = y_c - y_b; \
1130 s32 height = y_c - y_a; \
1132 dup_2x32b(x_starts, x_a); \
1133 x_ends.e[0] = x_c; \
1134 x_ends.e[1] = x_b; \
1136 compute_edge_delta_x3(x_b, height, height_minor_a); \
1137 setup_spans_down(index_##major, index_##minor, minor, yes) \
1139 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1140 vertex_struct *v_b, vertex_struct *v_c)
1142 setup_spans_down_down(left, right);
1145 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1146 vertex_struct *v_b, vertex_struct *v_c)
1148 setup_spans_down_down(right, left);
1151 #define setup_spans_up_flat() \
1152 s32 height = y_a - y_c; \
1155 compute_edge_delta_x2(); \
1156 setup_spans_up(index_left, index_right, none, no) \
1158 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1159 vertex_struct *v_b, vertex_struct *v_c)
1161 setup_spans_prologue(no);
1162 x_starts.e[0] = x_a;
1163 x_starts.e[1] = x_b;
1164 dup_2x32b(x_ends, x_c);
1166 setup_spans_up_flat();
1169 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1170 vertex_struct *v_b, vertex_struct *v_c)
1172 setup_spans_prologue(no);
1173 dup_2x32b(x_starts, x_a);
1177 setup_spans_up_flat();
1180 #define setup_spans_down_flat() \
1181 s32 height = y_c - y_a; \
1184 compute_edge_delta_x2(); \
1185 setup_spans_down(index_left, index_right, none, no) \
1187 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1188 vertex_struct *v_b, vertex_struct *v_c)
1190 setup_spans_prologue(no);
1191 x_starts.e[0] = x_a;
1192 x_starts.e[1] = x_b;
1193 dup_2x32b(x_ends, x_c);
1195 setup_spans_down_flat();
1198 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1199 vertex_struct *v_b, vertex_struct *v_c)
1201 setup_spans_prologue(no);
1202 dup_2x32b(x_starts, x_a);
1206 setup_spans_down_flat();
1209 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1210 vertex_struct *v_b, vertex_struct *v_c)
1212 setup_spans_prologue(no);
1220 s32 height_minor_a = y_a - y_b;
1221 s32 height_minor_b = y_c - y_a;
1222 s32 height_major = y_c - y_b;
1224 vec_2x64s edges_xy_b;
1225 vec_2x32s edges_dx_dy_b;
1226 vec_2x32u edge_shifts_b;
1228 vec_2x32s height_increment;
1230 x_starts.e[0] = x_a;
1231 x_starts.e[1] = x_c;
1232 dup_2x32b(x_ends, x_b);
1234 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1236 height_increment.e[0] = 0;
1237 height_increment.e[1] = height_minor_b;
1239 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1241 edges_xy_b.e[0] = edge_alt;
1242 edges_xy_b.e[1] = edges_xy.e[1];
1244 edge_shifts_b = edge_shifts;
1245 edge_shifts_b.e[0] = edge_shift_alt;
1247 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1248 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1252 if(y_b < psx_gpu->viewport_start_y)
1253 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1255 clip = y_a - psx_gpu->viewport_end_y;
1258 height_minor_a -= clip;
1260 setup_spans_clip(decrement, no);
1263 setup_spans_prologue_b();
1265 if(height_minor_a > 0)
1268 y_x4.e[1] = y_a - 1;
1269 y_x4.e[2] = y_a - 2;
1270 y_x4.e[3] = y_a - 3;
1271 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1272 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1273 setup_spans_adjust_interpolants_up();
1275 psx_gpu->num_spans = height_minor_a;
1276 while(height_minor_a > 0)
1278 setup_spans_set_x4(none, up, no);
1279 height_minor_a -= 4;
1282 span_edge_data += height_minor_a;
1283 span_uvrg_offset += height_minor_a;
1284 span_b_offset += height_minor_a;
1287 edges_xy = edges_xy_b;
1288 edges_dx_dy = edges_dx_dy_b;
1289 edge_shifts = edge_shifts_b;
1291 uvrg = psx_gpu->uvrg;
1296 if(y_c > psx_gpu->viewport_end_y)
1297 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1299 clip = psx_gpu->viewport_start_y - y_a;
1302 height_minor_b -= clip;
1304 setup_spans_clip(increment, no);
1307 if(height_minor_b > 0)
1310 y_x4.e[1] = y_a + 1;
1311 y_x4.e[2] = y_a + 2;
1312 y_x4.e[3] = y_a + 3;
1313 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1315 psx_gpu->num_spans += height_minor_b;
1318 setup_spans_set_x4(none, down, no);
1319 height_minor_b -= 4;
1320 } while(height_minor_b > 0);
1323 left_split_triangles++;
1329 #define dither_table_entry_normal(value) \
1333 #define setup_blocks_load_msb_mask_indirect() \
1335 #define setup_blocks_load_msb_mask_direct() \
1336 vec_8x16u msb_mask; \
1337 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1340 #define setup_blocks_variables_shaded_textured(target) \
1341 vec_4x32u u_block; \
1342 vec_4x32u v_block; \
1343 vec_4x32u r_block; \
1344 vec_4x32u g_block; \
1345 vec_4x32u b_block; \
1346 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1347 vec_4x32u uvrg_dx4; \
1348 vec_4x32u uvrg_dx8; \
1350 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1351 u32 b_dx4 = b_dx << 2; \
1352 u32 b_dx8 = b_dx << 3; \
1355 vec_16x8u texture_mask; \
1356 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1357 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1358 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1359 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1361 #define setup_blocks_variables_shaded_untextured(target) \
1362 vec_4x32u r_block; \
1363 vec_4x32u g_block; \
1364 vec_4x32u b_block; \
1366 vec_4x32u rgb_dx4; \
1367 vec_4x32u rgb_dx8; \
1370 vec_8x8u d64_0x07; \
1375 dup_8x8b(d64_0x07, 0x07); \
1376 dup_8x8b(d64_1, 1); \
1377 dup_8x8b(d64_4, 4); \
1378 dup_8x8b(d64_128, 128); \
1380 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1381 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1382 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1383 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1385 #define setup_blocks_variables_unshaded_textured(target) \
1386 vec_4x32u u_block; \
1387 vec_4x32u v_block; \
1388 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1391 vec_2x32u uv = psx_gpu->uvrg.low; \
1393 vec_16x8u texture_mask; \
1394 shl_2x32b(uv_dx4, uv_dx, 2); \
1395 shl_2x32b(uv_dx8, uv_dx, 3); \
1396 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1397 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1400 #define setup_blocks_variables_unshaded_untextured_direct() \
1401 or_8x16b(colors, colors, msb_mask) \
1403 #define setup_blocks_variables_unshaded_untextured_indirect() \
1405 #define setup_blocks_variables_unshaded_untextured(target) \
1406 u32 color = psx_gpu->triangle_color; \
1409 u32 color_r = color & 0xFF; \
1410 u32 color_g = (color >> 8) & 0xFF; \
1411 u32 color_b = (color >> 16) & 0xFF; \
1413 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1414 ((color_b >> 3) << 10); \
1415 dup_8x16b(colors, color); \
1416 setup_blocks_variables_unshaded_untextured_##target() \
1418 #define setup_blocks_span_initialize_dithered_textured() \
1419 vec_8x16u dither_offsets; \
1420 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1422 #define setup_blocks_span_initialize_dithered_untextured() \
1423 vec_8x8u dither_offsets; \
1424 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1426 #define setup_blocks_span_initialize_dithered(texturing) \
1427 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1428 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1429 vec_8x8s dither_offsets_short; \
1432 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1433 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1434 setup_blocks_span_initialize_dithered_##texturing() \
1436 #define setup_blocks_span_initialize_undithered(texturing) \
1439 #define setup_blocks_span_initialize_shaded_textured() \
1441 vec_4x32u block_span; \
1442 u32 offset = span_edge_data->left_x; \
1444 uvrg = *span_uvrg_offset; \
1445 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1446 b = *span_b_offset; \
1447 b += b_dx * offset; \
1449 dup_4x32b(u_block, uvrg.e[0]); \
1450 dup_4x32b(v_block, uvrg.e[1]); \
1451 dup_4x32b(r_block, uvrg.e[2]); \
1452 dup_4x32b(g_block, uvrg.e[3]); \
1453 dup_4x32b(b_block, b); \
1455 block_span = psx_gpu->u_block_span; \
1456 add_4x32b(u_block, u_block, block_span); \
1457 block_span = psx_gpu->v_block_span; \
1458 add_4x32b(v_block, v_block, block_span); \
1459 block_span = psx_gpu->r_block_span; \
1460 add_4x32b(r_block, r_block, block_span); \
1461 block_span = psx_gpu->g_block_span; \
1462 add_4x32b(g_block, g_block, block_span); \
1463 block_span = psx_gpu->b_block_span; \
1464 add_4x32b(b_block, b_block, block_span); \
1467 #define setup_blocks_span_initialize_shaded_untextured() \
1469 vec_4x32u block_span; \
1470 u32 offset = span_edge_data->left_x; \
1472 rgb.low = span_uvrg_offset->high; \
1473 rgb.high.e[0] = *span_b_offset; \
1474 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1476 dup_4x32b(r_block, rgb.e[0]); \
1477 dup_4x32b(g_block, rgb.e[1]); \
1478 dup_4x32b(b_block, rgb.e[2]); \
1480 block_span = psx_gpu->r_block_span; \
1481 add_4x32b(r_block, r_block, block_span); \
1482 block_span = psx_gpu->g_block_span; \
1483 add_4x32b(g_block, g_block, block_span); \
1484 block_span = psx_gpu->b_block_span; \
1485 add_4x32b(b_block, b_block, block_span); \
1488 #define setup_blocks_span_initialize_unshaded_textured() \
1490 vec_4x32u block_span; \
1491 u32 offset = span_edge_data->left_x; \
1493 uv = span_uvrg_offset->low; \
1494 mla_scalar_2x32b(uv, uv_dx, offset); \
1496 dup_4x32b(u_block, uv.e[0]); \
1497 dup_4x32b(v_block, uv.e[1]); \
1499 block_span = psx_gpu->u_block_span; \
1500 add_4x32b(u_block, u_block, block_span); \
1501 block_span = psx_gpu->v_block_span; \
1502 add_4x32b(v_block, v_block, block_span); \
1505 #define setup_blocks_span_initialize_unshaded_untextured() \
1508 #define setup_blocks_texture_swizzled() \
1510 vec_8x8u u_saved = u; \
1511 sli_8x8b(u, v, 4); \
1512 sri_8x8b(v, u_saved, 4); \
1515 #define setup_blocks_texture_unswizzled() \
1517 #define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1520 vec_8x16u u_whole; \
1521 vec_8x16u v_whole; \
1522 vec_8x16u r_whole; \
1523 vec_8x16u g_whole; \
1524 vec_8x16u b_whole; \
1536 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1537 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1538 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1539 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1540 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1542 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1543 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1544 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1545 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1546 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1547 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1548 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1549 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1550 dup_4x32b(dx4, b_dx4); \
1551 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1553 mov_narrow_8x16b(u, u_whole); \
1554 mov_narrow_8x16b(v, v_whole); \
1555 mov_narrow_8x16b(r, r_whole); \
1556 mov_narrow_8x16b(g, g_whole); \
1557 mov_narrow_8x16b(b, b_whole); \
1559 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1560 add_4x32b(u_block, u_block, dx8); \
1561 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1562 add_4x32b(v_block, v_block, dx8); \
1563 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1564 add_4x32b(r_block, r_block, dx8); \
1565 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1566 add_4x32b(g_block, g_block, dx8); \
1567 dup_4x32b(dx8, b_dx8); \
1568 add_4x32b(b_block, b_block, dx8); \
1570 and_8x8b(u, u, texture_mask.low); \
1571 and_8x8b(v, v, texture_mask.high); \
1572 setup_blocks_texture_##swizzling(); \
1574 zip_8x16b(uv, u, v); \
1579 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1580 block->fb_ptr = fb_ptr; \
1583 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1586 vec_8x16u u_whole; \
1587 vec_8x16u v_whole; \
1596 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1597 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1599 dup_4x32b(dx4, uv_dx4.e[0]); \
1600 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1601 dup_4x32b(dx4, uv_dx4.e[1]); \
1602 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1604 mov_narrow_8x16b(u, u_whole); \
1605 mov_narrow_8x16b(v, v_whole); \
1607 dup_4x32b(dx8, uv_dx8.e[0]); \
1608 add_4x32b(u_block, u_block, dx8); \
1609 dup_4x32b(dx8, uv_dx8.e[1]); \
1610 add_4x32b(v_block, v_block, dx8); \
1612 and_8x8b(u, u, texture_mask.low); \
1613 and_8x8b(v, v, texture_mask.high); \
1614 setup_blocks_texture_##swizzling(); \
1616 zip_8x16b(uv, u, v); \
1618 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1619 block->fb_ptr = fb_ptr; \
1622 #define setup_blocks_store_shaded_untextured_dithered() \
1623 addq_8x8b(r, r, dither_offsets); \
1624 addq_8x8b(g, g, dither_offsets); \
1625 addq_8x8b(b, b, dither_offsets); \
1627 subq_8x8b(r, r, d64_4); \
1628 subq_8x8b(g, g, d64_4); \
1629 subq_8x8b(b, b, d64_4) \
1631 #define setup_blocks_store_shaded_untextured_undithered() \
1634 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1635 block->pixels = _pixels; \
1636 block->fb_ptr = fb_ptr \
1638 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1639 block->pixels = _pixels; \
1640 block->fb_ptr = fb_ptr \
1642 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1643 mul_long_8x8b(pixels, r, d64_1) \
1646 #define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1647 store_8x16b(_pixels, fb_ptr) \
1649 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1651 vec_8x16u fb_pixels; \
1652 vec_8x16u draw_mask; \
1653 vec_8x16u test_mask = psx_gpu->test_mask; \
1655 load_8x16b(fb_pixels, fb_ptr); \
1656 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1657 tst_8x16b(draw_mask, draw_mask, test_mask); \
1658 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1659 store_8x16b(fb_pixels, fb_ptr); \
1662 #define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1663 pixels = msb_mask; \
1664 mla_long_8x8b(pixels, r, d64_1) \
1667 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1670 vec_8x16u r_whole; \
1671 vec_8x16u g_whole; \
1672 vec_8x16u b_whole; \
1683 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1684 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1685 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1687 dup_4x32b(dx4, rgb_dx4.e[0]); \
1688 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1689 dup_4x32b(dx4, rgb_dx4.e[1]); \
1690 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1691 dup_4x32b(dx4, rgb_dx4.e[2]); \
1692 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1694 mov_narrow_8x16b(r, r_whole); \
1695 mov_narrow_8x16b(g, g_whole); \
1696 mov_narrow_8x16b(b, b_whole); \
1698 dup_4x32b(dx8, rgb_dx8.e[0]); \
1699 add_4x32b(r_block, r_block, dx8); \
1700 dup_4x32b(dx8, rgb_dx8.e[1]); \
1701 add_4x32b(g_block, g_block, dx8); \
1702 dup_4x32b(dx8, rgb_dx8.e[2]); \
1703 add_4x32b(b_block, b_block, dx8); \
1705 setup_blocks_store_shaded_untextured_##dithering(); \
1707 shr_8x8b(r, r, 3); \
1708 bic_8x8b(g, g, d64_0x07); \
1709 bic_8x8b(b, b, d64_0x07); \
1711 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1712 mla_long_8x8b(pixels, g, d64_4); \
1713 mla_long_8x8b(pixels, b, d64_128) \
1715 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1718 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1720 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1723 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1724 (_block)->draw_mask_bits = bits \
1726 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1728 vec_8x16u bits_mask; \
1729 vec_8x16u test_mask = psx_gpu->test_mask; \
1730 dup_8x16b(bits_mask, bits); \
1731 tst_8x16b(bits_mask, bits_mask, test_mask); \
1732 (_block)->draw_mask = bits_mask; \
1735 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1738 #define setup_blocks_add_blocks_indirect() \
1739 num_blocks += span_num_blocks; \
1741 if(num_blocks > MAX_BLOCKS) \
1743 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1744 flush_render_block_buffer(psx_gpu); \
1745 num_blocks = span_num_blocks; \
1746 block = psx_gpu->blocks; \
1749 #define setup_blocks_add_blocks_direct() \
1750 texel_blocks_untextured += span_num_blocks; \
1751 span_pixel_blocks += span_num_blocks \
1754 #define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1755 void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1756 psx_gpu_struct *psx_gpu) \
1758 setup_blocks_load_msb_mask_##target(); \
1759 setup_blocks_variables_##shading##_##texturing(target); \
1761 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1762 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1763 u32 *span_b_offset = psx_gpu->span_b_offset; \
1765 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1767 u32 num_spans = psx_gpu->num_spans; \
1772 u32 num_blocks = psx_gpu->num_blocks; \
1773 u32 span_num_blocks; \
1777 span_num_blocks = span_edge_data->num_blocks; \
1778 if(span_num_blocks) \
1780 y = span_edge_data->y; \
1781 fb_ptr = psx_gpu->vram_ptr + span_edge_data->left_x + (y * 1024); \
1783 setup_blocks_span_initialize_##shading##_##texturing(); \
1784 setup_blocks_span_initialize_##dithering(texturing); \
1786 setup_blocks_add_blocks_##target(); \
1788 s32 pixel_span = span_num_blocks * 8; \
1789 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1790 span_pixels += pixel_span; \
1792 span_num_blocks--; \
1793 while(span_num_blocks) \
1795 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1797 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1801 span_num_blocks--; \
1804 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1805 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1806 span_edge_data->right_mask); \
1812 zero_block_spans++; \
1817 span_uvrg_offset++; \
1821 psx_gpu->num_blocks = num_blocks; \
1824 void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1827 void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1829 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
1830 psx_gpu_struct *psx_gpu);
1831 void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1833 void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1834 psx_gpu_struct *psx_gpu);
1836 void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1838 void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1839 psx_gpu_struct *psx_gpu);
1840 void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1841 psx_gpu_struct *psx_gpu);
1843 void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1845 void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1849 //setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1853 setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1854 setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1856 setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1857 setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1859 setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1860 setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1861 setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1862 setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1864 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1865 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1869 void texture_blocks_untextured(psx_gpu_struct *psx_gpu);
1870 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu);
1871 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu);
1872 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu);
1876 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1878 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1879 texel_blocks_untextured += psx_gpu->num_blocks;
1882 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1884 block_struct *block = psx_gpu->blocks;
1885 u32 num_blocks = psx_gpu->num_blocks;
1886 texel_blocks_4bpp += num_blocks;
1888 vec_8x8u texels_low;
1889 vec_8x8u texels_high;
1896 vec_16x8u clut_high;
1898 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1899 u16 *clut_ptr = psx_gpu->clut_ptr;
1901 // Can be done with one deinterleaving load on NEON
1902 load_8x16b(clut_a, clut_ptr);
1903 load_8x16b(clut_b, clut_ptr + 8);
1904 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1906 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1907 update_texture_4bpp_cache(psx_gpu);
1911 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1912 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1913 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1914 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1915 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1916 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1917 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1918 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1920 tbl_16(texels_low, texels, clut_low);
1921 tbl_16(texels_high, texels, clut_high);
1923 // Can be done with an interleaving store on NEON
1924 zip_8x16b(pixels, texels_low, texels_high);
1926 block->texels = pixels;
1933 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
1935 block_struct *block = psx_gpu->blocks;
1936 u32 num_blocks = psx_gpu->num_blocks;
1938 texel_blocks_8bpp += num_blocks;
1940 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
1941 update_texture_8bpp_cache(psx_gpu);
1944 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1952 for(i = 0; i < 8; i++)
1954 offset = block->uv.e[i];
1956 texel = texture_ptr_8bpp[offset];
1957 texels.e[i] = psx_gpu->clut_ptr[texel];
1960 block->texels = texels;
1967 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
1969 block_struct *block = psx_gpu->blocks;
1970 u32 num_blocks = psx_gpu->num_blocks;
1972 texel_blocks_16bpp += num_blocks;
1976 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
1982 for(i = 0; i < 8; i++)
1984 offset = block->uv.e[i];
1985 offset += ((offset & 0xFF00) * 3);
1987 texels.e[i] = texture_ptr_16bpp[offset];
1990 block->texels = texels;
2000 #define shade_blocks_load_msb_mask_indirect() \
2002 #define shade_blocks_load_msb_mask_direct() \
2003 vec_8x16u msb_mask; \
2004 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2006 #define shade_blocks_store_indirect(_draw_mask, _pixels) \
2007 block->draw_mask = _draw_mask; \
2008 block->pixels = _pixels \
2010 #define shade_blocks_store_direct(_draw_mask, _pixels) \
2012 vec_8x16u fb_pixels; \
2013 or_8x16b(_pixels, _pixels, msb_mask); \
2014 load_8x16b(fb_pixels, block->fb_ptr); \
2015 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2016 store_8x16b(fb_pixels, block->fb_ptr); \
2020 #define shade_blocks_textured_false_modulated_check_dithered(target) \
2021 if(psx_gpu->triangle_color == 0x808080) \
2023 false_modulated_blocks += num_blocks; \
2026 #define shade_blocks_textured_false_modulated_check_undithered(target) \
2027 if(psx_gpu->triangle_color == 0x808080) \
2030 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2031 false_modulated_blocks += num_blocks; \
2036 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2039 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2042 u32 color = psx_gpu->triangle_color; \
2043 dup_8x8b(colors_r, color); \
2044 dup_8x8b(colors_g, color >> 8); \
2045 dup_8x8b(colors_b, color >> 16); \
2046 shade_blocks_textured_false_modulated_check_##dithering(target); \
2049 #define shade_blocks_textured_modulated_shaded_block_load() \
2050 colors_r = block->r; \
2051 colors_g = block->g; \
2052 colors_b = block->b \
2054 #define shade_blocks_textured_modulated_unshaded_block_load() \
2056 #define shade_blocks_textured_modulate_dithered(component) \
2057 pixels_##component = block->dither_offsets; \
2058 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2060 #define shade_blocks_textured_modulate_undithered(component) \
2061 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2063 #define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2064 void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2065 psx_gpu_struct *psx_gpu) \
2067 block_struct *block = psx_gpu->blocks; \
2068 u32 num_blocks = psx_gpu->num_blocks; \
2071 vec_8x8u texels_r; \
2072 vec_8x8u texels_g; \
2073 vec_8x8u texels_b; \
2075 vec_8x8u colors_r; \
2076 vec_8x8u colors_g; \
2077 vec_8x8u colors_b; \
2079 vec_8x8u pixels_r_low; \
2080 vec_8x8u pixels_g_low; \
2081 vec_8x8u pixels_b_low; \
2084 vec_8x16u pixels_r; \
2085 vec_8x16u pixels_g; \
2086 vec_8x16u pixels_b; \
2088 vec_8x16u draw_mask; \
2089 vec_8x16u zero_mask; \
2091 vec_8x8u d64_0x07; \
2092 vec_8x8u d64_0x1F; \
2097 vec_8x16u d128_0x8000; \
2099 vec_8x16u test_mask = psx_gpu->test_mask; \
2100 u32 draw_mask_bits; \
2101 shade_blocks_load_msb_mask_##target(); \
2103 dup_8x8b(d64_0x07, 0x07); \
2104 dup_8x8b(d64_0x1F, 0x1F); \
2105 dup_8x8b(d64_1, 1); \
2106 dup_8x8b(d64_4, 4); \
2107 dup_8x8b(d64_128, 128); \
2109 dup_8x16b(d128_0x8000, 0x8000); \
2111 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2116 draw_mask_bits = block->draw_mask_bits; \
2117 dup_8x16b(draw_mask, draw_mask_bits); \
2118 tst_8x16b(draw_mask, draw_mask, test_mask); \
2120 shade_blocks_textured_modulated_##shading##_block_load(); \
2122 texels = block->texels; \
2124 mov_narrow_8x16b(texels_r, texels); \
2125 shr_narrow_8x16b(texels_g, texels, 5); \
2126 shr_narrow_8x16b(texels_b, texels, 7); \
2128 and_8x8b(texels_r, texels_r, d64_0x1F); \
2129 and_8x8b(texels_g, texels_g, d64_0x1F); \
2130 shr_8x8b(texels_b, texels_b, 3); \
2132 shade_blocks_textured_modulate_##dithering(r); \
2133 shade_blocks_textured_modulate_##dithering(g); \
2134 shade_blocks_textured_modulate_##dithering(b); \
2136 cmpeqz_8x16b(zero_mask, texels); \
2137 and_8x16b(pixels, texels, d128_0x8000); \
2139 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2140 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2141 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2143 or_8x16b(zero_mask, draw_mask, zero_mask); \
2145 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2146 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2147 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2149 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2150 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2151 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2153 shade_blocks_store_##target(zero_mask, pixels); \
2160 void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2162 void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2164 void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2166 void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2169 void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2171 void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2173 void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2175 void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2178 void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2179 void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
2183 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2184 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2185 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2186 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2188 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2189 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2190 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2191 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2196 #define shade_blocks_textured_unmodulated_builder(target) \
2197 void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2199 block_struct *block = psx_gpu->blocks; \
2200 u32 num_blocks = psx_gpu->num_blocks; \
2201 vec_8x16u draw_mask; \
2202 vec_8x16u test_mask = psx_gpu->test_mask; \
2203 u32 draw_mask_bits; \
2206 shade_blocks_load_msb_mask_##target(); \
2210 vec_8x16u zero_mask; \
2212 draw_mask_bits = block->draw_mask_bits; \
2213 dup_8x16b(draw_mask, draw_mask_bits); \
2214 tst_8x16b(draw_mask, draw_mask, test_mask); \
2216 pixels = block->texels; \
2218 cmpeqz_8x16b(zero_mask, pixels); \
2219 or_8x16b(zero_mask, draw_mask, zero_mask); \
2221 shade_blocks_store_##target(zero_mask, pixels); \
2228 #define shade_blocks_textured_unmodulated_dithered_builder(target) \
2229 void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2232 block_struct *block = psx_gpu->blocks; \
2233 u32 num_blocks = psx_gpu->num_blocks; \
2234 vec_8x16u draw_mask; \
2235 vec_8x16u test_mask = psx_gpu->test_mask; \
2236 u32 draw_mask_bits; \
2239 shade_blocks_load_msb_mask_##target(); \
2243 vec_8x16u zero_mask; \
2245 draw_mask_bits = block->draw_mask_bits; \
2246 dup_8x16b(draw_mask, draw_mask_bits); \
2247 tst_8x16b(draw_mask, draw_mask, test_mask); \
2249 pixels = block->texels; \
2251 cmpeqz_8x16b(zero_mask, pixels); \
2252 or_8x16b(zero_mask, draw_mask, zero_mask); \
2254 shade_blocks_store_##target(zero_mask, pixels); \
2263 shade_blocks_textured_unmodulated_builder(indirect)
2264 shade_blocks_textured_unmodulated_builder(direct)
2269 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2270 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2274 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2278 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2280 block_struct *block = psx_gpu->blocks;
2281 u32 num_blocks = psx_gpu->num_blocks;
2283 vec_8x16u pixels = block->pixels;
2284 shade_blocks_load_msb_mask_direct();
2288 shade_blocks_store_direct(block->draw_mask, pixels);
2297 void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2302 #define blend_blocks_mask_evaluate_on() \
2303 vec_8x16u mask_pixels; \
2304 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2305 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2307 #define blend_blocks_mask_evaluate_off() \
2309 #define blend_blocks_average() \
2311 vec_8x16u pixels_no_msb; \
2312 vec_8x16u fb_pixels_no_msb; \
2314 vec_8x16u d128_0x0421; \
2315 vec_8x16u d128_0x8000; \
2317 dup_8x16b(d128_0x0421, 0x0421); \
2318 dup_8x16b(d128_0x8000, 0x8000); \
2320 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2321 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2322 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2323 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2324 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2325 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2328 #define blend_blocks_add() \
2330 vec_8x16u pixels_rb, pixels_g; \
2331 vec_8x16u fb_rb, fb_g; \
2333 vec_8x16u d128_0x7C1F; \
2334 vec_8x16u d128_0x03E0; \
2336 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2337 dup_8x16b(d128_0x03E0, 0x03E0); \
2339 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2340 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2342 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2343 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2345 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2346 add_8x16b(fb_g, fb_g, pixels_g); \
2348 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2349 vector_cast(vec_16x8u, d128_0x7C1F)); \
2350 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2352 or_8x16b(blend_pixels, fb_rb, fb_g); \
2355 #define blend_blocks_subtract() \
2357 vec_8x16u pixels_rb, pixels_g; \
2358 vec_8x16u fb_rb, fb_g; \
2360 vec_8x16u d128_0x7C1F; \
2361 vec_8x16u d128_0x03E0; \
2363 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2364 dup_8x16b(d128_0x03E0, 0x03E0); \
2366 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2367 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2369 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2370 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2372 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2373 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2374 subs_8x16b(fb_g, fb_g, pixels_g); \
2376 or_8x16b(blend_pixels, fb_rb, fb_g); \
2379 #define blend_blocks_add_fourth() \
2381 vec_8x16u pixels_rb, pixels_g; \
2382 vec_8x16u pixels_fourth; \
2383 vec_8x16u fb_rb, fb_g; \
2385 vec_8x16u d128_0x7C1F; \
2386 vec_8x16u d128_0x1C07; \
2387 vec_8x16u d128_0x03E0; \
2388 vec_8x16u d128_0x00E0; \
2390 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2391 dup_8x16b(d128_0x1C07, 0x1C07); \
2392 dup_8x16b(d128_0x03E0, 0x03E0); \
2393 dup_8x16b(d128_0x00E0, 0x00E0); \
2395 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2397 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2398 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2400 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2401 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2403 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2404 add_8x16b(fb_g, fb_g, pixels_g); \
2406 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2407 vector_cast(vec_16x8u, d128_0x7C1F)); \
2408 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2410 or_8x16b(blend_pixels, fb_rb, fb_g); \
2413 #define blend_blocks_blended_combine_textured() \
2415 vec_8x16u blend_mask; \
2416 cmpltz_8x16b(blend_mask, pixels); \
2418 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2419 bif_8x16b(blend_pixels, pixels, blend_mask); \
2422 #define blend_blocks_blended_combine_untextured() \
2425 #define blend_blocks_body_blend(blend_mode, texturing) \
2427 blend_blocks_##blend_mode(); \
2428 blend_blocks_blended_combine_##texturing(); \
2431 #define blend_blocks_body_average(texturing) \
2432 blend_blocks_body_blend(average, texturing) \
2434 #define blend_blocks_body_add(texturing) \
2435 blend_blocks_body_blend(add, texturing) \
2437 #define blend_blocks_body_subtract(texturing) \
2438 blend_blocks_body_blend(subtract, texturing) \
2440 #define blend_blocks_body_add_fourth(texturing) \
2441 blend_blocks_body_blend(add_fourth, texturing) \
2443 #define blend_blocks_body_unblended(texturing) \
2444 blend_pixels = pixels \
2447 #define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2449 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2452 block_struct *block = psx_gpu->blocks; \
2453 u32 num_blocks = psx_gpu->num_blocks; \
2454 vec_8x16u draw_mask; \
2456 vec_8x16u blend_pixels; \
2457 vec_8x16u framebuffer_pixels; \
2458 vec_8x16u msb_mask; \
2462 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2466 pixels = block->pixels; \
2467 draw_mask = block->draw_mask; \
2468 fb_ptr = block->fb_ptr; \
2470 load_8x16b(framebuffer_pixels, fb_ptr); \
2472 blend_blocks_mask_evaluate_##mask_evaluate(); \
2473 blend_blocks_body_##blend_mode(texturing); \
2475 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2476 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2477 store_8x16b(framebuffer_pixels, fb_ptr); \
2485 void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu);
2486 void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu);
2487 void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu);
2488 void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu);
2489 void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu);
2490 void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu);
2491 void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu);
2492 void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu);
2494 void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu);
2495 void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu);
2496 void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu);
2497 void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu);
2498 void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu);
2499 void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu);
2500 void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu);
2501 void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu);
2503 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2504 void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2508 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2512 blend_blocks_builder(textured, average, off);
2513 blend_blocks_builder(textured, average, on);
2514 blend_blocks_builder(textured, add, off);
2515 blend_blocks_builder(textured, add, on);
2516 blend_blocks_builder(textured, subtract, off);
2517 blend_blocks_builder(textured, subtract, on);
2518 blend_blocks_builder(textured, add_fourth, off);
2519 blend_blocks_builder(textured, add_fourth, on);
2521 blend_blocks_builder(untextured, average, off);
2522 blend_blocks_builder(untextured, average, on);
2523 blend_blocks_builder(untextured, add, off);
2524 blend_blocks_builder(untextured, add, on);
2525 blend_blocks_builder(untextured, subtract, off);
2526 blend_blocks_builder(untextured, subtract, on);
2527 blend_blocks_builder(untextured, add_fourth, off);
2528 blend_blocks_builder(untextured, add_fourth, on);
2530 blend_blocks_builder(textured, unblended, on);
2535 #define vertex_swap(_a, _b) \
2537 vertex_struct *temp_vertex = _a; \
2540 triangle_winding ^= 1; \
2544 // Setup blocks parametric-variables:
2545 // SHADE TEXTURE_MAP SWIZZLING
2552 // 8 inputs, 6 combinations
2554 #define setup_blocks_switch_untextured_unshaded(dithering, target) \
2555 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2557 #define setup_blocks_switch_untextured_shaded(dithering, target) \
2558 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2560 #define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2562 setup_blocks_switch_untextured_##shading(dithering, target) \
2564 #define setup_blocks_switch_texture_mode_4bpp(shading) \
2565 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2567 #define setup_blocks_switch_texture_mode_8bpp(shading) \
2568 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2570 #define setup_blocks_switch_texture_mode_16bpp(shading) \
2571 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2573 #define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2574 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2576 #define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2577 dithering, mask_evaluate) \
2578 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2580 #define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2582 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2584 #define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2586 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2588 #define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2589 dithering, mask_evaluate) \
2590 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2591 texture_mode, dithering) \
2593 #define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2594 blending, mask_evaluate) \
2595 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2596 dithering, mask_evaluate) \
2601 #define texture_blocks_switch_untextured(texture_mode) \
2602 texture_blocks_untextured \
2604 #define texture_blocks_switch_textured(texture_mode) \
2605 texture_blocks_##texture_mode \
2607 #define texture_blocks_switch(texturing, texture_mode) \
2608 texture_blocks_switch_##texturing(texture_mode) \
2611 // Shade blocks parametric-variables:
2612 // SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2621 // 16 inputs, 8 combinations
2623 #define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2624 shade_blocks_unshaded_untextured_##target \
2626 #define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2627 shade_blocks_textured_unmodulated_##target \
2629 #define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2630 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2632 #define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2633 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2635 #define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2636 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2638 #define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2639 shade_blocks_shaded_untextured \
2641 #define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2642 shade_blocks_textured_unmodulated_##target \
2644 #define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2645 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2647 #define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2648 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2650 #define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2651 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2653 #define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2655 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2657 #define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2659 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2661 #define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2663 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2665 #define shade_blocks_switch_unblended(shading, texturing, modulation, \
2666 dithering, mask_evaluate) \
2667 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2670 #define shade_blocks_switch(shading, texturing, modulation, dithering, \
2671 blending, mask_evaluate) \
2672 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2676 // Blend blocks parametric-variables:
2677 // TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2696 // 32 inputs, 18 combinations
2698 #define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2699 blend_blocks_textured_unblended_##mask_evaluate \
2701 #define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2702 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2704 #define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2705 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2708 #define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2709 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2711 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2713 texture_blocks_switch(texturing, texture_mode), \
2714 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2716 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2719 #define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2720 mask_evaluate, shading, dithering, texturing, blending) \
2721 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2722 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2723 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2724 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2726 #define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2727 mask_evaluate, shading, dithering, texturing) \
2728 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2729 mask_evaluate, shading, dithering, texturing, unblended), \
2730 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2731 mask_evaluate, shading, dithering, texturing, blended) \
2733 #define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2734 mask_evaluate, shading, dithering) \
2735 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2736 mask_evaluate, shading, dithering, untextured), \
2737 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2738 mask_evaluate, shading, dithering, textured) \
2740 #define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2741 mask_evaluate, shading) \
2742 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2743 mask_evaluate, shading, undithered), \
2744 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2745 mask_evaluate, shading, dithered) \
2747 #define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2749 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2751 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2754 #define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2755 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2756 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2758 #define render_blocks_switch_block_texture_mode(texture_mode) \
2759 render_blocks_switch_block_blend_mode(texture_mode, average), \
2760 render_blocks_switch_block_blend_mode(texture_mode, add), \
2761 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2762 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2764 #define render_blocks_switch_block() \
2765 render_blocks_switch_block_texture_mode(4bpp), \
2766 render_blocks_switch_block_texture_mode(8bpp), \
2767 render_blocks_switch_block_texture_mode(16bpp), \
2768 render_blocks_switch_block_texture_mode(4bpp) \
2771 render_block_handler_struct render_triangle_block_handlers[] =
2773 render_blocks_switch_block()
2776 #undef render_blocks_switch_block_modulation
2778 #define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2779 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2781 "texture mode: " #texture_mode "\n" \
2782 "blend mode: " #blend_mode "\n" \
2783 "mask evaluation: " #mask_evaluate "\n" \
2790 char *render_block_flag_strings[] =
2792 render_blocks_switch_block()
2796 #define triangle_y_direction_up 1
2797 #define triangle_y_direction_flat 2
2798 #define triangle_y_direction_down 0
2800 #define triangle_winding_positive 0
2801 #define triangle_winding_negative 1
2803 #define triangle_set_direction(direction_variable, value) \
2804 u32 direction_variable = (u32)(value) >> 31; \
2806 direction_variable = 2 \
2808 #define triangle_case(direction_a, direction_b, direction_c, winding) \
2809 case (triangle_y_direction_##direction_a | \
2810 (triangle_y_direction_##direction_b << 2) | \
2811 (triangle_y_direction_##direction_c << 4) | \
2812 (triangle_winding_##winding << 6)) \
2814 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2817 s32 y_top, y_bottom;
2819 u32 triangle_winding = 0;
2821 vertex_struct *a = &(vertexes[0]);
2822 vertex_struct *b = &(vertexes[1]);
2823 vertex_struct *c = &(vertexes[2]);
2825 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2831 if(triangle_area == 0)
2853 if((y_bottom - y_top) >= 512)
2861 if(triangle_area < 0)
2863 triangle_area = -triangle_area;
2864 triangle_winding ^= 1;
2879 if((c->x - a->x) >= 1024)
2887 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2896 psx_gpu->num_spans = 0;
2897 psx_gpu->triangle_area = triangle_area;
2898 psx_gpu->triangle_winding = triangle_winding;
2900 s32 y_delta_a = b->y - a->y;
2901 s32 y_delta_b = c->y - b->y;
2902 s32 y_delta_c = c->y - a->y;
2904 triangle_set_direction(y_direction_a, y_delta_a);
2905 triangle_set_direction(y_direction_b, y_delta_b);
2906 triangle_set_direction(y_direction_c, y_delta_c);
2908 compute_all_gradients(psx_gpu, a, b, c);
2910 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
2911 (triangle_winding << 6))
2913 triangle_case(up, up, up, negative):
2914 triangle_case(up, up, flat, negative):
2915 triangle_case(up, up, down, negative):
2916 setup_spans_up_right(psx_gpu, a, b, c);
2919 triangle_case(flat, up, up, negative):
2920 triangle_case(flat, up, flat, negative):
2921 triangle_case(flat, up, down, negative):
2922 setup_spans_up_a(psx_gpu, a, b, c);
2925 triangle_case(down, up, up, negative):
2926 setup_spans_up_down(psx_gpu, a, c, b);
2929 triangle_case(down, up, flat, negative):
2930 setup_spans_down_a(psx_gpu, a, c, b);
2933 triangle_case(down, up, down, negative):
2934 setup_spans_down_right(psx_gpu, a, c, b);
2937 triangle_case(down, flat, up, negative):
2938 triangle_case(down, flat, flat, negative):
2939 triangle_case(down, flat, down, negative):
2940 setup_spans_down_b(psx_gpu, a, b, c);
2943 triangle_case(down, down, up, negative):
2944 triangle_case(down, down, flat, negative):
2945 triangle_case(down, down, down, negative):
2946 setup_spans_down_left(psx_gpu, a, b, c);
2949 triangle_case(up, up, up, positive):
2950 triangle_case(up, up, flat, positive):
2951 triangle_case(up, up, down, positive):
2952 setup_spans_up_left(psx_gpu, a, b, c);
2955 triangle_case(up, flat, up, positive):
2956 triangle_case(up, flat, flat, positive):
2957 triangle_case(up, flat, down, positive):
2958 setup_spans_up_b(psx_gpu, a, b, c);
2961 triangle_case(up, down, up, positive):
2962 setup_spans_up_right(psx_gpu, a, c, b);
2965 triangle_case(up, down, flat, positive):
2966 setup_spans_up_a(psx_gpu, a, c, b);
2969 triangle_case(up, down, down, positive):
2970 setup_spans_up_down(psx_gpu, a, b, c);
2973 triangle_case(flat, down, up, positive):
2974 triangle_case(flat, down, flat, positive):
2975 triangle_case(flat, down, down, positive):
2976 setup_spans_down_a(psx_gpu, a, b, c);
2979 triangle_case(down, down, up, positive):
2980 triangle_case(down, down, flat, positive):
2981 triangle_case(down, down, down, positive):
2982 setup_spans_down_right(psx_gpu, a, b, c);
2987 spans += psx_gpu->num_spans;
2990 u32 render_state = flags &
2991 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
2992 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
2993 render_state |= psx_gpu->render_state_base;
2995 if((psx_gpu->render_state != render_state) ||
2996 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
2998 psx_gpu->render_state = render_state;
2999 flush_render_block_buffer(psx_gpu);
3005 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3007 psx_gpu->render_block_handler =
3008 &(render_triangle_block_handlers[render_state]);
3009 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3014 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
3018 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3020 block_struct *block = psx_gpu->blocks;
3021 u32 num_blocks = psx_gpu->num_blocks;
3024 vec_8x8u texel_indexes;
3026 u16 *clut_ptr = psx_gpu->clut_ptr;
3031 texel_indexes = block->r;
3033 for(i = 0; i < 8; i++)
3035 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3038 block->texels = texels;
3048 #define setup_sprite_tiled_initialize_4bpp() \
3049 u16 *clut_ptr = psx_gpu->clut_ptr; \
3050 vec_8x16u clut_a, clut_b; \
3051 vec_16x8u clut_low, clut_high; \
3053 load_8x16b(clut_a, clut_ptr); \
3054 load_8x16b(clut_b, clut_ptr + 8); \
3055 unzip_16x8b(clut_low, clut_high, clut_a, clut_b); \
3057 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3058 update_texture_4bpp_cache(psx_gpu) \
3060 #define setup_sprite_tiled_initialize_8bpp() \
3061 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3062 update_texture_8bpp_cache(psx_gpu) \
3065 #define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
3066 texture_block_ptr = psx_gpu->texture_page_ptr + \
3067 ((texture_offset + offset) & texture_mask); \
3069 load_64b(texels, texture_block_ptr) \
3072 #define setup_sprite_tile_setup_block_yes(side, offset, texture_mode) \
3074 #define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
3076 #define setup_sprite_tile_add_blocks(tile_num_blocks) \
3077 num_blocks += tile_num_blocks; \
3078 sprite_blocks += tile_num_blocks; \
3080 if(num_blocks > MAX_BLOCKS) \
3082 flush_render_block_buffer(psx_gpu); \
3083 num_blocks = tile_num_blocks; \
3084 block = psx_gpu->blocks; \
3087 #define setup_sprite_tile_full_4bpp(edge) \
3089 vec_8x8u texels_low, texels_high; \
3091 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3093 while(sub_tile_height) \
3095 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3096 tbl_16(texels_low, texels, clut_low); \
3097 tbl_16(texels_high, texels, clut_high); \
3098 zip_8x16b(pixels, texels_low, texels_high); \
3100 block->texels = pixels; \
3101 block->draw_mask_bits = left_mask_bits; \
3102 block->fb_ptr = fb_ptr; \
3105 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3106 tbl_16(texels_low, texels, clut_low); \
3107 tbl_16(texels_high, texels, clut_high); \
3108 zip_8x16b(pixels, texels_low, texels_high); \
3110 block->texels = pixels; \
3111 block->draw_mask_bits = right_mask_bits; \
3112 block->fb_ptr = fb_ptr + 8; \
3116 texture_offset += 0x10; \
3117 sub_tile_height--; \
3119 texture_offset += 0xF00; \
3120 psx_gpu->num_blocks = num_blocks; \
3123 #define setup_sprite_tile_half_4bpp(edge) \
3125 vec_8x8u texels_low, texels_high; \
3127 setup_sprite_tile_add_blocks(sub_tile_height); \
3129 while(sub_tile_height) \
3131 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3132 tbl_16(texels_low, texels, clut_low); \
3133 tbl_16(texels_high, texels, clut_high); \
3134 zip_8x16b(pixels, texels_low, texels_high); \
3136 block->texels = pixels; \
3137 block->draw_mask_bits = edge##_mask_bits; \
3138 block->fb_ptr = fb_ptr; \
3142 texture_offset += 0x10; \
3143 sub_tile_height--; \
3145 texture_offset += 0xF00; \
3146 psx_gpu->num_blocks = num_blocks; \
3150 #define setup_sprite_tile_full_8bpp(edge) \
3152 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3154 while(sub_tile_height) \
3156 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3157 block->r = texels; \
3158 block->draw_mask_bits = left_mask_bits; \
3159 block->fb_ptr = fb_ptr; \
3162 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3163 block->r = texels; \
3164 block->draw_mask_bits = right_mask_bits; \
3165 block->fb_ptr = fb_ptr + 8; \
3169 texture_offset += 0x10; \
3170 sub_tile_height--; \
3172 texture_offset += 0xF00; \
3173 psx_gpu->num_blocks = num_blocks; \
3176 #define setup_sprite_tile_half_8bpp(edge) \
3178 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3180 while(sub_tile_height) \
3182 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3183 block->r = texels; \
3184 block->draw_mask_bits = edge##_mask_bits; \
3185 block->fb_ptr = fb_ptr; \
3189 texture_offset += 0x10; \
3190 sub_tile_height--; \
3192 texture_offset += 0xF00; \
3193 psx_gpu->num_blocks = num_blocks; \
3197 #define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3198 texture_offset = texture_offset_base + 8; \
3201 #define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3202 texture_offset = texture_offset_base \
3204 #define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3205 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3207 #define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3208 texture_offset = texture_offset_base \
3210 #define setup_sprite_tile_column_edge_post_adjust_half_right() \
3213 #define setup_sprite_tile_column_edge_post_adjust_half_left() \
3215 #define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3216 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3218 #define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3221 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
3224 sub_tile_height = column_data; \
3225 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3226 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3227 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3230 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
3233 u32 tiles_remaining = column_data >> 16; \
3234 sub_tile_height = column_data & 0xFF; \
3235 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3236 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3237 tiles_remaining -= 1; \
3239 while(tiles_remaining) \
3241 sub_tile_height = 16; \
3242 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3243 tiles_remaining--; \
3246 sub_tile_height = (column_data >> 8) & 0xFF; \
3247 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3248 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3252 #define setup_sprite_column_data_single() \
3253 column_data = height \
3255 #define setup_sprite_column_data_multi() \
3256 column_data = 16 - offset_v; \
3257 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3258 column_data |= (tile_height - 1) << 16 \
3261 #define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
3264 setup_sprite_column_data_##multi_height(); \
3265 left_mask_bits = left_block_mask | right_block_mask; \
3266 right_mask_bits = left_mask_bits >> 8; \
3268 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
3272 #define setup_sprite_tiled_advance_column() \
3273 texture_offset_base += 0x100; \
3274 if((texture_offset_base & 0xF00) == 0) \
3275 texture_offset_base -= (0x100 + 0xF00) \
3277 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
3278 left_mode, right_mode) \
3280 setup_sprite_column_data_##multi_height(); \
3281 s32 fb_ptr_advance_column = 16 - (1024 * height); \
3284 left_mask_bits = left_block_mask; \
3285 right_mask_bits = left_mask_bits >> 8; \
3287 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
3289 fb_ptr += fb_ptr_advance_column; \
3291 left_mask_bits = 0x00; \
3292 right_mask_bits = 0x00; \
3296 setup_sprite_tiled_advance_column(); \
3297 setup_sprite_tile_column_height_##multi_height(full, none, texture_mode); \
3298 fb_ptr += fb_ptr_advance_column; \
3302 left_mask_bits = right_block_mask; \
3303 right_mask_bits = left_mask_bits >> 8; \
3305 setup_sprite_tiled_advance_column(); \
3306 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
3311 #define setup_sprite_tiled_builder(texture_mode) \
3312 void setup_sprite_##texture_mode(psx_gpu_struct *psx_gpu, s32 x, s32 y, \
3313 s32 u, s32 v, s32 width, s32 height, u32 color) \
3315 s32 offset_u = u & 0xF; \
3316 s32 offset_v = v & 0xF; \
3318 s32 width_rounded = offset_u + width + 15; \
3319 s32 height_rounded = offset_v + height + 15; \
3320 s32 tile_height = height_rounded / 16; \
3321 s32 tile_width = width_rounded / 16; \
3322 u32 offset_u_right = width_rounded & 0xF; \
3324 u32 left_block_mask = ~(0xFFFF << offset_u); \
3325 u32 right_block_mask = 0xFFFE << offset_u_right; \
3327 u32 left_mask_bits; \
3328 u32 right_mask_bits; \
3330 u32 sub_tile_height; \
3333 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3334 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3335 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3336 ((psx_gpu->texture_mask_height >> 4) << 12); \
3337 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3338 ((v & 0xF0) << 8); \
3339 u32 texture_offset_base = texture_offset; \
3342 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u); \
3343 u32 num_blocks = psx_gpu->num_blocks; \
3344 block_struct *block = psx_gpu->blocks + num_blocks; \
3346 u16 *texture_block_ptr; \
3349 setup_sprite_tiled_initialize_##texture_mode(); \
3351 control_mask = tile_width == 1; \
3352 control_mask |= (tile_height == 1) << 1; \
3353 control_mask |= ((left_block_mask & 0xFF) == 0xFF) << 2; \
3354 control_mask |= (((right_block_mask >> 8) & 0xFF) == 0xFF) << 3; \
3356 sprites_##texture_mode++; \
3358 switch(control_mask) \
3362 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
3366 setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
3370 setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
3374 setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
3378 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
3382 setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
3386 setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
3390 setup_sprite_tile_column_width_single(texture_mode, single, half, right);\
3394 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
3398 setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
3402 setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
3406 setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
3410 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
3414 setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
3420 void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3421 s32 width, s32 height, u32 color);
3422 void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3423 s32 width, s32 height, u32 color);
3424 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3425 s32 width, s32 height, u32 color);
3428 setup_sprite_tiled_builder(4bpp);
3429 setup_sprite_tiled_builder(8bpp);
3431 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3432 s32 v, s32 width, s32 height, u32 color)
3434 u32 left_offset = u & 0x7;
3435 u32 width_rounded = width + left_offset + 7;
3437 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset);
3438 u32 right_width = width_rounded & 0x7;
3439 u32 block_width = width_rounded / 8;
3440 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3442 u32 left_mask_bits = ~(0xFF << left_offset);
3443 u32 right_mask_bits = 0xFE << right_width;
3445 u32 texture_offset_base = u + (v * 1024);
3447 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3449 u32 blocks_remaining;
3450 u32 num_blocks = psx_gpu->num_blocks;
3451 block_struct *block = psx_gpu->blocks + num_blocks;
3453 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3454 u16 *texture_block_ptr;
3456 texture_offset_base &= ~0x7;
3460 if(block_width == 1)
3462 u32 mask_bits = left_mask_bits | right_mask_bits;
3469 if(num_blocks > MAX_BLOCKS)
3471 flush_render_block_buffer(psx_gpu);
3473 block = psx_gpu->blocks;
3477 texture_page_ptr + (texture_offset_base & texture_mask);
3479 load_128b(block->texels, texture_block_ptr);
3480 block->draw_mask_bits = mask_bits;
3481 block->fb_ptr = fb_ptr;
3485 texture_offset_base += 1024;
3489 psx_gpu->num_blocks = num_blocks;
3498 blocks_remaining = block_width - 2;
3499 num_blocks += block_width;
3500 sprite_blocks += block_width;
3502 if(num_blocks > MAX_BLOCKS)
3504 flush_render_block_buffer(psx_gpu);
3505 num_blocks = block_width;
3506 block = psx_gpu->blocks;
3509 texture_offset = texture_offset_base;
3510 texture_offset_base += 1024;
3512 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3513 load_128b(block->texels, texture_block_ptr);
3515 block->draw_mask_bits = left_mask_bits;
3516 block->fb_ptr = fb_ptr;
3518 texture_offset += 8;
3522 while(blocks_remaining)
3524 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3525 load_128b(block->texels, texture_block_ptr);
3527 block->draw_mask_bits = 0;
3528 block->fb_ptr = fb_ptr;
3530 texture_offset += 8;
3537 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3538 load_128b(block->texels, texture_block_ptr);
3540 block->draw_mask_bits = right_mask_bits;
3541 block->fb_ptr = fb_ptr;
3543 fb_ptr += fb_ptr_pitch;
3547 psx_gpu->num_blocks = num_blocks;
3554 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3555 s32 v, s32 width, s32 height, u32 color)
3557 u32 right_width = ((width - 1) & 0x7) + 1;
3558 u32 right_mask_bits = (0xFF << right_width);
3559 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + x;
3560 u32 block_width = (width + 7) / 8;
3561 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3562 u32 blocks_remaining;
3563 u32 num_blocks = psx_gpu->num_blocks;
3564 block_struct *block = psx_gpu->blocks + num_blocks;
3566 u32 color_r = color & 0xFF;
3567 u32 color_g = (color >> 8) & 0xFF;
3568 u32 color_b = (color >> 16) & 0xFF;
3570 vec_8x16u right_mask;
3571 vec_8x16u test_mask = psx_gpu->test_mask;
3572 vec_8x16u zero_mask;
3574 sprites_untextured++;
3576 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3578 dup_8x16b(colors, color);
3579 dup_8x16b(zero_mask, 0x00);
3580 dup_8x16b(right_mask, right_mask_bits);
3581 tst_8x16b(right_mask, right_mask, test_mask);
3585 blocks_remaining = block_width - 1;
3586 num_blocks += block_width;
3589 sprite_blocks += block_width;
3592 if(num_blocks > MAX_BLOCKS)
3594 flush_render_block_buffer(psx_gpu);
3595 num_blocks = block_width;
3596 block = psx_gpu->blocks;
3599 while(blocks_remaining)
3601 block->pixels = colors;
3602 block->draw_mask = zero_mask;
3603 block->fb_ptr = fb_ptr;
3610 block->pixels = colors;
3611 block->draw_mask = right_mask;
3612 block->fb_ptr = fb_ptr;
3615 fb_ptr += fb_ptr_pitch;
3618 psx_gpu->num_blocks = num_blocks;
3624 #define setup_sprite_blocks_switch_textured(texture_mode) \
3625 setup_sprite_##texture_mode \
3627 #define setup_sprite_blocks_switch_untextured(texture_mode) \
3628 setup_sprite_untextured \
3630 #define setup_sprite_blocks_switch(texturing, texture_mode) \
3631 setup_sprite_blocks_switch_##texturing(texture_mode) \
3634 #define texture_sprite_blocks_switch_4bpp() \
3635 texture_blocks_untextured \
3637 #define texture_sprite_blocks_switch_8bpp() \
3638 texture_sprite_blocks_8bpp \
3640 #define texture_sprite_blocks_switch_16bpp() \
3641 texture_blocks_untextured \
3643 #define texture_sprite_blocks_switch_untextured(texture_mode) \
3644 texture_blocks_untextured \
3646 #define texture_sprite_blocks_switch_textured(texture_mode) \
3647 texture_sprite_blocks_switch_##texture_mode() \
3649 #define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3650 mask_evaluate, shading, dithering, texturing, blending, modulation) \
3652 setup_sprite_blocks_switch(texturing, texture_mode), \
3653 texture_sprite_blocks_switch_##texturing(texture_mode), \
3654 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
3656 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
3659 #define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3660 mask_evaluate, shading, dithering, texturing, blending) \
3661 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3662 mask_evaluate, shading, dithering, texturing, blending, modulated), \
3663 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3664 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
3666 #define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3667 mask_evaluate, shading, dithering, texturing) \
3668 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3669 mask_evaluate, shading, dithering, texturing, unblended), \
3670 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3671 mask_evaluate, shading, dithering, texturing, blended) \
3673 #define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3674 mask_evaluate, shading, dithering) \
3675 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3676 mask_evaluate, shading, dithering, untextured), \
3677 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3678 mask_evaluate, shading, dithering, textured) \
3680 #define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3681 mask_evaluate, shading) \
3682 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3683 mask_evaluate, shading, undithered), \
3684 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3685 mask_evaluate, shading, dithered) \
3687 #define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
3688 blend_mode, mask_evaluate) \
3689 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3690 mask_evaluate, unshaded), \
3691 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3692 mask_evaluate, shaded) \
3694 #define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
3695 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3697 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3700 #define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
3701 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
3702 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
3703 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
3704 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
3706 #define render_sprite_blocks_switch_block() \
3707 render_sprite_blocks_switch_block_texture_mode(4bpp), \
3708 render_sprite_blocks_switch_block_texture_mode(8bpp), \
3709 render_sprite_blocks_switch_block_texture_mode(16bpp), \
3710 render_sprite_blocks_switch_block_texture_mode(4bpp) \
3713 render_block_handler_struct render_sprite_block_handlers[] =
3715 render_sprite_blocks_switch_block()
3719 void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
3720 s32 width, s32 height, u32 flags, u32 color)
3722 s32 x_right = x + width - 1;
3723 s32 y_bottom = y + height - 1;
3729 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
3735 if(x < psx_gpu->viewport_start_x)
3737 u32 clip = psx_gpu->viewport_start_x - x;
3743 if(y < psx_gpu->viewport_start_y)
3745 s32 clip = psx_gpu->viewport_start_y - y;
3751 if(x_right > psx_gpu->viewport_end_x)
3752 width -= x_right - psx_gpu->viewport_end_x;
3754 if(y_bottom > psx_gpu->viewport_end_y)
3755 height -= y_bottom - psx_gpu->viewport_end_y;
3757 if((width <= 0) || (height <= 0))
3761 span_pixels += width * height;
3765 u32 render_state = flags &
3766 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3767 RENDER_FLAGS_TEXTURE_MAP);
3769 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
3771 if((psx_gpu->render_state != render_state) ||
3772 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
3774 psx_gpu->render_state = render_state;
3775 flush_render_block_buffer(psx_gpu);
3781 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
3785 if(psx_gpu->triangle_color != color)
3787 flush_render_block_buffer(psx_gpu);
3788 psx_gpu->triangle_color = color;
3791 if(color == 0x808080)
3792 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
3794 render_block_handler_struct *render_block_handler =
3795 &(render_sprite_block_handlers[render_state]);
3796 psx_gpu->render_block_handler = render_block_handler;
3798 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
3799 (psx_gpu, x, y, u, v, width, height, color);
3802 #define draw_pixel_line_mask_evaluate_yes() \
3803 if(*vram_ptr & 0x8000) \
3805 #define draw_pixel_line_mask_evaluate_no() \
3808 #define draw_pixel_line_shaded() \
3810 color_r = fixed_to_int(current_r); \
3811 color_g = fixed_to_int(current_g); \
3812 color_b = fixed_to_int(current_b); \
3814 current_r += gradient_r; \
3815 current_g += gradient_g; \
3816 current_b += gradient_b; \
3819 #define draw_pixel_line_unshaded() \
3821 color_r = color & 0xFF; \
3822 color_g = (color >> 8) & 0xFF; \
3823 color_b = (color >> 16) & 0xFF; \
3827 #define draw_pixel_line_dithered(_x, _y) \
3829 u32 dither_xor = _x ^ _y; \
3830 s32 dither_offset = (dither_xor >> 1) & 0x1; \
3831 dither_offset |= (_y & 0x1) << 1; \
3832 dither_offset |= (dither_xor & 0x1) << 2; \
3833 dither_offset -= 4; \
3835 color_r += dither_offset; \
3836 color_g += dither_offset; \
3837 color_b += dither_offset; \
3858 #define draw_pixel_line_undithered(_x, _y) \
3861 #define draw_pixel_line_average() \
3862 color_r = (color_r + fb_r) / 2; \
3863 color_g = (color_g + fb_g) / 2; \
3864 color_b = (color_b + fb_b) / 2 \
3866 #define draw_pixel_line_add() \
3881 #define draw_pixel_line_subtract() \
3882 color_r = fb_r - color_r; \
3883 color_g = fb_g - color_g; \
3884 color_b = fb_b - color_b; \
3895 #define draw_pixel_line_add_fourth() \
3896 color_r = fb_r + (color_r / 4); \
3897 color_g = fb_g + (color_g / 4); \
3898 color_b = fb_b + (color_b / 4); \
3910 #define draw_pixel_line_blended(blend_mode) \
3911 s32 fb_pixel = *vram_ptr; \
3912 s32 fb_r = fb_pixel & 0x1F; \
3913 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
3914 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
3916 draw_pixel_line_##blend_mode() \
3918 #define draw_pixel_line_unblended(blend_mode) \
3921 #define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
3923 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
3924 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
3926 draw_pixel_line_mask_evaluate_##mask_evaluate() \
3928 draw_pixel_line_##shading(); \
3929 draw_pixel_line_##dithering(_x, _y); \
3935 draw_pixel_line_##blending(blend_mode); \
3937 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
3938 psx_gpu->mask_msb; \
3942 #define update_increment(value) \
3945 #define update_decrement(value) \
3948 #define update_vram_row_increment(value) \
3951 #define update_vram_row_decrement(value) \
3954 #define compare_increment(a, b) \
3957 #define compare_decrement(a, b) \
3960 #define set_line_gradients(minor) \
3962 s32 gradient_divisor = delta_##minor; \
3963 if(gradient_divisor != 0) \
3965 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
3966 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
3967 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
3975 current_r = fixed_center(vertex_a->r); \
3976 current_g = fixed_center(vertex_a->g); \
3977 current_b = fixed_center(vertex_a->b); \
3980 #define draw_line_span_horizontal(direction, shading, blending, dithering, \
3981 mask_evaluate, blend_mode) \
3984 error_step = delta_y * 2; \
3985 error_wrap = delta_x * 2; \
3989 set_line_gradients(x); \
3991 for(current_x = x_a; current_x <= x_b; current_x++) \
3993 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
3994 mask_evaluate, blend_mode); \
3995 error += error_step; \
3998 if(error >= error_wrap) \
4000 update_##direction(current_y); \
4001 update_vram_row_##direction(); \
4002 error -= error_wrap; \
4007 #define draw_line_span_vertical(direction, shading, blending, dithering, \
4008 mask_evaluate, blend_mode) \
4011 error_step = delta_x * 2; \
4012 error_wrap = delta_y * 2; \
4016 set_line_gradients(y); \
4018 for(current_y = y_a; compare_##direction(current_y, y_b); \
4019 update_##direction(current_y)) \
4021 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4022 mask_evaluate, blend_mode); \
4023 error += error_step; \
4024 update_vram_row_##direction(); \
4026 if(error > error_wrap) \
4030 error -= error_wrap; \
4036 #define render_line_body(shading, blending, dithering, mask_evaluate, \
4042 if(delta_y >= 512) \
4045 if(delta_x > delta_y) \
4047 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4048 mask_evaluate, blend_mode); \
4052 draw_line_span_vertical(decrement, shading, blending, dithering, \
4053 mask_evaluate, blend_mode); \
4058 if(delta_y >= 512) \
4061 if(delta_x > delta_y) \
4063 draw_line_span_horizontal(increment, shading, blending, dithering, \
4064 mask_evaluate, blend_mode); \
4068 draw_line_span_vertical(increment, shading, blending, dithering, \
4069 mask_evaluate, blend_mode); \
4074 void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4077 s32 color_r, color_g, color_b;
4078 u32 triangle_winding = 0;
4080 fixed_type gradient_r = 0;
4081 fixed_type gradient_g = 0;
4082 fixed_type gradient_b = 0;
4083 fixed_type current_r = 0;
4084 fixed_type current_g = 0;
4085 fixed_type current_b = 0;
4090 s32 delta_x, delta_y;
4101 flush_render_block_buffer(psx_gpu);
4102 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4104 vertex_struct *vertex_a = &(vertexes[0]);
4105 vertex_struct *vertex_b = &(vertexes[1]);
4113 if(vertex_a->x >= vertex_b->x)
4115 vertex_swap(vertex_a, vertex_b);
4124 delta_x = x_b - x_a;
4125 delta_y = y_b - y_a;
4130 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4132 vram_ptr = psx_gpu->vram_ptr + (y_a * 1024) + x_a;
4136 if(flags & RENDER_FLAGS_SHADE)
4137 control_mask |= 0x1;
4139 if(flags & RENDER_FLAGS_BLEND)
4141 control_mask |= 0x2;
4142 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4145 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4146 control_mask |= 0x4;
4148 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4149 control_mask |= 0x8;
4151 switch(control_mask)
4154 render_line_body(unshaded, unblended, undithered, no, none);
4158 render_line_body(shaded, unblended, undithered, no, none);
4162 render_line_body(unshaded, blended, undithered, no, average);
4166 render_line_body(shaded, blended, undithered, no, average);
4170 render_line_body(unshaded, unblended, dithered, no, none);
4174 render_line_body(shaded, unblended, dithered, no, none);
4178 render_line_body(unshaded, blended, dithered, no, average);
4182 render_line_body(shaded, blended, dithered, no, average);
4186 render_line_body(unshaded, unblended, undithered, yes, none);
4190 render_line_body(shaded, unblended, undithered, yes, none);
4194 render_line_body(unshaded, blended, undithered, yes, average);
4198 render_line_body(shaded, blended, undithered, yes, average);
4202 render_line_body(unshaded, unblended, dithered, yes, none);
4206 render_line_body(shaded, unblended, dithered, yes, none);
4210 render_line_body(unshaded, blended, dithered, yes, average);
4214 render_line_body(shaded, blended, dithered, yes, average);
4218 render_line_body(unshaded, blended, undithered, no, add);
4222 render_line_body(shaded, blended, undithered, no, add);
4226 render_line_body(unshaded, blended, dithered, no, add);
4230 render_line_body(shaded, blended, dithered, no, add);
4234 render_line_body(unshaded, blended, undithered, yes, add);
4238 render_line_body(shaded, blended, undithered, yes, add);
4242 render_line_body(unshaded, blended, dithered, yes, add);
4246 render_line_body(shaded, blended, dithered, yes, add);
4250 render_line_body(unshaded, blended, undithered, no, subtract);
4254 render_line_body(shaded, blended, undithered, no, subtract);
4258 render_line_body(unshaded, blended, dithered, no, subtract);
4262 render_line_body(shaded, blended, dithered, no, subtract);
4266 render_line_body(unshaded, blended, undithered, yes, subtract);
4270 render_line_body(shaded, blended, undithered, yes, subtract);
4274 render_line_body(unshaded, blended, dithered, yes, subtract);
4278 render_line_body(shaded, blended, dithered, yes, subtract);
4282 render_line_body(unshaded, blended, undithered, no, add_fourth);
4286 render_line_body(shaded, blended, undithered, no, add_fourth);
4290 render_line_body(unshaded, blended, dithered, no, add_fourth);
4294 render_line_body(shaded, blended, dithered, no, add_fourth);
4298 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4302 render_line_body(shaded, blended, undithered, yes, add_fourth);
4306 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4310 render_line_body(shaded, blended, dithered, yes, add_fourth);
4316 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4317 u32 width, u32 height)
4319 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4322 u32 r = color & 0xFF;
4323 u32 g = (color >> 8) & 0xFF;
4324 u32 b = (color >> 16) & 0xFF;
4325 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10);
4327 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4330 for(draw_y = 0; draw_y < height; draw_y++)
4332 for(draw_x = 0; draw_x < width; draw_x++)
4334 vram_ptr[draw_x] = color_16bpp;
4340 void render_block_fill_body(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4341 u32 width, u32 height);
4343 render_block_fill_body(psx_gpu, color, x, y, width, height);
4347 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4348 u32 width, u32 height, u32 pitch)
4350 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4353 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4355 for(draw_y = 0; draw_y < height; draw_y++)
4357 for(draw_x = 0; draw_x < width; draw_x++)
4359 vram_ptr[draw_x] = source[draw_x];
4367 void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4368 u32 dest_x, u32 dest_y, u32 width, u32 height)
4370 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4371 dest_x, dest_y, width, height, 1024);
4375 void initialize_reciprocal_table(void)
4378 u32 height_normalized;
4379 u32 height_reciprocal;
4382 for(height = 1; height < 512; height++)
4384 shift = __builtin_clz(height);
4385 height_normalized = height << shift;
4386 height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) /
4389 shift = 32 - (50 - shift);
4391 reciprocal_table[height] = (height_reciprocal << 12) | shift;
4396 #define dither_table_row(a, b, c, d) \
4397 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4399 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
4401 vec_8x16u test_mask =
4402 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4404 psx_gpu->test_mask = test_mask;
4406 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4407 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4408 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4409 psx_gpu->viewport_mask = 0;
4410 psx_gpu->current_texture_page = 0;
4411 psx_gpu->current_texture_mask = 0;
4412 psx_gpu->last_8bpp_texture_page = 0;
4414 psx_gpu->clut_settings = 0;
4415 psx_gpu->texture_settings = 0;
4416 psx_gpu->render_state = 0;
4417 psx_gpu->render_state_base = 0;
4418 psx_gpu->num_blocks = 0;
4420 psx_gpu->vram_ptr = vram;
4422 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
4423 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4424 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4426 psx_gpu->mask_msb = 0;
4428 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4430 initialize_reciprocal_table();
4437 // (minus ones(4) * 4)
4439 // d0: (1 3 5 7): x1 ^ y1
4440 // d1: (2 3 6 7): y0
4441 // d2: (4 5 6 7): x0 ^ y0
4443 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4444 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4445 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4446 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4448 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4454 gettimeofday(&tv, NULL);
4456 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4464 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4469 void init_counter(void)
4472 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4473 value |= 5; // master enable, ccnt reset
4474 value &= ~8; // ccnt divider 0
4475 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4476 // enable cycle counter
4477 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4480 void triangle_benchmark(psx_gpu_struct *psx_gpu)
4487 const u32 iterations = 500000;
4489 psx_gpu->num_blocks = 64;
4490 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4492 for(i = 0; i < 64; i++)
4494 memset(&(psx_gpu->blocks[i].r), 0, 16);
4499 ticks = get_counter();
4501 for(i = 0; i < iterations; i++)
4503 texture_sprite_blocks_8bpp(psx_gpu);
4506 ticks_elapsed = get_counter() - ticks;
4508 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));