* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
***************************************************************************/
+#ifndef __GPU_UNAI_GPU_INNER_H__
+#define __GPU_UNAI_GPU_INNER_H__
+
///////////////////////////////////////////////////////////////////////////////
// Inner loop driver instantiation file
//#include "gpu_inner_blend.h"
//#endif
-// TODO: use the arm-optimized gpu_inner_blends for arm builds
#include "gpu_inner_blend.h"
-
#include "gpu_inner_quantization.h"
#include "gpu_inner_light.h"
+#ifdef __arm__
+#include "gpu_inner_blend_arm.h"
+#include "gpu_inner_light_arm.h"
+#define gpuBlending gpuBlendingARM
+#define gpuLightingRGB gpuLightingRGBARM
+#define gpuLightingTXT gpuLightingTXTARM
+#define gpuLightingTXTGouraud gpuLightingTXTGouraudARM
+// Non-dithering lighting and blending functions preserve uSrc
+// MSB. This saves a few operations and useless load/stores.
+#define MSB_PRESERVED (!CF_DITHER)
+#else
+#define gpuBlending gpuBlendingGeneric
+#define gpuLightingRGB gpuLightingRGBGeneric
+#define gpuLightingTXT gpuLightingTXTGeneric
+#define gpuLightingTXTGouraud gpuLightingTXTGouraudGeneric
+#define MSB_PRESERVED 0
+#endif
+
+
// If defined, Gouraud colors are fixed-point 5.11, otherwise they are 8.16
// This is only for debugging/verification of low-precision colors in C.
// Low-precision Gouraud is intended for use by SIMD-optimized inner drivers
else { *(u16*)pDst = col; }
}
} else {
- u16 uDst = *(u16*)pDst;
+ uint_fast16_t uDst = *(u16*)pDst;
if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
- u16 uSrc = col;
+ uint_fast16_t uSrc = col;
if (CF_BLEND)
uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
else { *(u16*)pDst = col; }
}
} else {
- u16 uDst = *(u16*)pDst;
+ uint_fast16_t uDst = *(u16*)pDst;
if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
col = gpuGouraudColor15bpp(r, g, b);
- u16 uSrc = col;
+ uint_fast16_t uSrc = col;
// Blend func can save an operation if it knows uSrc MSB is
// unset. For untextured prims, this is always true.
// unset. For untextured prims, this is always true.
const bool skip_uSrc_mask = true;
- u16 uSrc, uDst;
+ uint_fast16_t uSrc, uDst;
do
{
if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
{
// Blend func can save an operation if it knows uSrc MSB is unset.
// Untextured prims can always skip (source color always comes with MSB=0).
- // For textured prims, lighting funcs always return it unset. (bonus!)
- const bool skip_uSrc_mask = (!CF_TEXTMODE) || CF_LIGHT;
+ // For textured prims, the generic lighting funcs always return it unset. (bonus!)
+ const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
- u16 uSrc, uDst, srcMSB;
+ uint_fast16_t uSrc, uDst, srcMSB;
+ bool should_blend;
u32 u0_mask = gpu_unai.TextureWindow[2];
u8 r5, g5, b5;
if (CF_LIGHT)
uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
- if (CF_BLEND && srcMSB)
+ should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB;
+
+ if (CF_BLEND && should_blend)
uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
- if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
- else if (CF_BLEND || CF_LIGHT) { *pDst = uSrc | srcMSB; }
- else { *pDst = uSrc; }
+ if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
+ else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; }
+ else { *pDst = uSrc; }
endsprite:
u0 += (CF_TEXTMODE==3) ? 2 : 1;
{
// Blend func can save an operation if it knows uSrc MSB is unset.
// Untextured prims can always skip this (src color MSB is always 0).
- // For textured prims, lighting funcs always return it unset. (bonus!)
- const bool skip_uSrc_mask = (!CF_TEXTMODE) || CF_LIGHT;
+ // For textured prims, the generic lighting funcs always return it unset. (bonus!)
+ const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
+ bool should_blend;
u32 bMsk; if (CF_BLITMASK) bMsk = gpu_unai.blit_mask;
// UNTEXTURED, NO GOURAUD
const u16 pix15 = gpu_unai.PixelData;
do {
- u16 uSrc, uDst;
+ uint_fast16_t uSrc, uDst;
// NOTE: Don't enable CF_BLITMASK pixel skipping (speed hack)
// on untextured polys. It seems to do more harm than good: see
u32 l_gInc = gpu_unai.gInc;
do {
- u16 uDst, uSrc;
+ uint_fast16_t uDst, uSrc;
// See note in above loop regarding CF_BLITMASK
//if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolynotextgou; }
{
// TEXTURED
- u16 uDst, uSrc, srcMSB;
+ uint_fast16_t uDst, uSrc, srcMSB;
//senquack - note: original UNAI code had gpu_unai.{u4/v4} packed into
// one 32-bit unsigned int, but this proved to lose too much accuracy
uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
}
- if (CF_BLEND && srcMSB)
+ should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB;
+ if (CF_BLEND && should_blend)
uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
}
- if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
- else if (CF_BLEND || CF_LIGHT) { *pDst = uSrc | srcMSB; }
- else { *pDst = uSrc; }
+ if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
+ else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; }
+ else { *pDst = uSrc; }
endpolytext:
pDst++;
l_u = (l_u + l_u_inc) & l_u_msk;
#undef TI
#undef TN
#undef TIBLOCK
+
+#endif /* __GPU_UNAI_GPU_INNER_H__ */