-void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
-void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
+#define shade_blocks_textured_unmodulated_dithered_builder(target) \
+void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
+ *psx_gpu) \
+{ \
+ block_struct *block = psx_gpu->blocks; \
+ u32 num_blocks = psx_gpu->num_blocks; \
+ vec_8x16u draw_mask; \
+ vec_8x16u test_mask = psx_gpu->test_mask; \
+ u32 draw_mask_bits; \
+ \
+ vec_8x16u pixels; \
+ shade_blocks_load_msb_mask_##target(); \
+ \
+ while(num_blocks) \
+ { \
+ vec_8x16u zero_mask; \
+ \
+ draw_mask_bits = block->draw_mask_bits; \
+ dup_8x16b(draw_mask, draw_mask_bits); \
+ tst_8x16b(draw_mask, draw_mask, test_mask); \
+ \
+ pixels = block->texels; \
+ \
+ cmpeqz_8x16b(zero_mask, pixels); \
+ or_8x16b(zero_mask, draw_mask, zero_mask); \
+ \
+ shade_blocks_store_##target(zero_mask, pixels); \
+ \
+ num_blocks--; \
+ block++; \
+ } \
+} \