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.
20 #define MAX_BLOCKS_PER_ROW 128
22 #define SPAN_DATA_BLOCKS_SIZE 32
26 #include "vector_types.h"
30 PRIMITIVE_TYPE_TRIANGLE = 0,
31 PRIMITIVE_TYPE_SPRITE = 1,
32 PRIMITIVE_TYPE_LINE = 2,
33 PRIMITIVE_TYPE_UNKNOWN = 3
34 } primitive_type_enum;
38 TEXTURE_MODE_4BPP = 0,
39 TEXTURE_MODE_8BPP = 1,
40 TEXTURE_MODE_16BPP = 2
45 BLEND_MODE_AVERAGE = 0,
47 BLEND_MODE_SUBTRACT = 2,
48 BLEND_MODE_ADD_FOURTH = 3
53 RENDER_FLAGS_MODULATE_TEXELS = 0x1,
54 RENDER_FLAGS_BLEND = 0x2,
55 RENDER_FLAGS_TEXTURE_MAP = 0x4,
56 RENDER_FLAGS_QUAD = 0x8,
57 RENDER_FLAGS_SHADE = 0x10,
62 RENDER_STATE_DITHER = 0x8,
63 RENDER_STATE_MASK_EVALUATE = 0x20,
68 RENDER_INTERLACE_ENABLED = 0x1,
69 RENDER_INTERLACE_ODD = 0x2,
80 // 64 (72) bytes total
109 vec_8x16u dither_offsets;
112 typedef struct render_block_handler_struct render_block_handler_struct;
123 vec_4x32u u_block_span;
124 vec_4x32u v_block_span;
125 vec_4x32u r_block_span;
126 vec_4x32u g_block_span;
127 vec_4x32u b_block_span;
134 u32 texture_window_settings;
135 u32 current_texture_mask;
137 u32 dirty_textures_4bpp_mask;
138 u32 dirty_textures_8bpp_mask;
139 u32 dirty_textures_8bpp_alternate_mask;
144 struct render_block_handler_struct *render_block_handler;
145 void *texture_page_ptr;
146 void *texture_page_base;
153 u16 render_state_base;
159 s16 viewport_start_x;
160 s16 viewport_start_y;
168 u8 display_area_draw_enable;
170 u8 current_texture_page;
171 u8 last_8bpp_texture_page;
173 u8 texture_mask_width;
174 u8 texture_mask_height;
185 u16 texture_settings;
187 u32 *reciprocal_table_ptr;
190 u16 *enhancement_buf_ptr; // main alloc
191 u16 *enhancement_current_buf_ptr; // offset into above, 4 bufs
193 s16 saved_viewport_start_x;
194 s16 saved_viewport_start_y;
195 s16 saved_viewport_end_x;
196 s16 saved_viewport_end_y;
197 struct psx_gpu_scanout {
199 } enhancement_scanouts[4]; // 0-3 specifying which buf to use
200 u16 enhancement_scanout_eselect; // eviction selector
201 u16 enhancement_current_buf;
203 // Align up to 64 byte boundary to keep the upcoming buffers cache line
204 // aligned, also make reachable with single immediate addition
205 u8 reserved_a[188 + 9*4 - 9*sizeof(void *)];
208 block_struct blocks[MAX_BLOCKS_PER_ROW];
211 vec_4x32u span_uvrg_offset[MAX_SPANS];
212 edge_data_struct span_edge_data[MAX_SPANS];
213 u32 span_b_offset[MAX_SPANS];
215 u8 texture_4bpp_cache[32][256 * 256];
216 u8 texture_8bpp_even_cache[16][256 * 256];
217 u8 texture_8bpp_odd_cache[16][256 * 256];
221 typedef struct __attribute__((aligned(16)))
238 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
239 u32 width, u32 height);
240 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
241 u32 width, u32 height, u32 pitch);
242 void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
243 u32 dest_x, u32 dest_y, u32 width, u32 height);
245 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
247 void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
248 s32 width, s32 height, u32 flags, u32 color);
249 void render_line(psx_gpu_struct *gpu, vertex_struct *vertexes, u32 flags,
250 u32 color, int double_resolution);
252 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2);
254 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu);
255 void flush_render_block_buffer(psx_gpu_struct *psx_gpu);
257 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram);
258 u32 gpu_parse(psx_gpu_struct *psx_gpu, u32 *list, u32 size, u32 *last_command);
260 void triangle_benchmark(psx_gpu_struct *psx_gpu);
262 void compute_all_gradients(psx_gpu_struct * __restrict__ psx_gpu,
263 const vertex_struct * __restrict__ a, const vertex_struct * __restrict__ b,
264 const vertex_struct * __restrict__ c);
266 #endif // __ASSEMBLER__