+/***************************************************************************
+* Copyright (C) 2010 PCSX4ALL Team *
+* Copyright (C) 2010 Unai *
+* Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> com) *
+* *
+* This program is free software; you can redistribute it and/or modify *
+* it under the terms of the GNU General Public License as published by *
+* the Free Software Foundation; either version 2 of the License, or *
+* (at your option) any later version. *
+* *
+* This program is distributed in the hope that it will be useful, *
+* but WITHOUT ANY WARRANTY; without even the implied warranty of *
+* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
+* GNU General Public License for more details. *
+* *
+* You should have received a copy of the GNU General Public License *
+* along with this program; if not, write to the *
+* Free Software Foundation, Inc., *
+* 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
+
+///////////////////////////////////////////////////////////////////////////////
+// Option Masks (CF template paramter)
+#define CF_LIGHT ((CF>> 0)&1) // Lighting
+#define CF_BLEND ((CF>> 1)&1) // Blending
+#define CF_MASKCHECK ((CF>> 2)&1) // Mask bit check
+#define CF_BLENDMODE ((CF>> 3)&3) // Blend mode 0..3
+#define CF_TEXTMODE ((CF>> 5)&3) // Texture mode 1..3 (0: texturing disabled)
+#define CF_GOURAUD ((CF>> 7)&1) // Gouraud shading
+#define CF_MASKSET ((CF>> 8)&1) // Mask bit set
+#define CF_DITHER ((CF>> 9)&1) // Dithering
+#define CF_BLITMASK ((CF>>10)&1) // blit_mask check (skip rendering pixels
+ // that wouldn't end up displayed on
+ // low-res screen using simple downscaler)
+
+//#ifdef __arm__
+//#ifndef ENABLE_GPU_ARMV7
+/* ARMv5 */
+//#include "gpu_inner_blend_arm5.h"
+//#else
+/* ARMv7 optimized */
+//#include "gpu_inner_blend_arm7.h"
+//#endif
+//#else
+//#include "gpu_inner_blend.h"
+//#endif
+
+#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
+// which get/use Gouraud colors in SIMD registers.
+//#define GPU_GOURAUD_LOW_PRECISION
+
+// How many bits of fixed-point precision GouraudColor uses
+#ifdef GPU_GOURAUD_LOW_PRECISION
+#define GPU_GOURAUD_FIXED_BITS 11
+#else
+#define GPU_GOURAUD_FIXED_BITS 16
+#endif
+
+// Used to pass Gouraud colors to gpuPixelSpanFn() (lines)
+struct GouraudColor {
+#ifdef GPU_GOURAUD_LOW_PRECISION
+ u16 r, g, b;
+ s16 r_incr, g_incr, b_incr;
+#else
+ u32 r, g, b;
+ s32 r_incr, g_incr, b_incr;
+#endif
+};
+
+static inline u16 gpuGouraudColor15bpp(u32 r, u32 g, u32 b)
+{
+ r >>= GPU_GOURAUD_FIXED_BITS;
+ g >>= GPU_GOURAUD_FIXED_BITS;
+ b >>= GPU_GOURAUD_FIXED_BITS;
+
+#ifndef GPU_GOURAUD_LOW_PRECISION
+ // High-precision Gouraud colors are 8-bit + fractional
+ r >>= 3; g >>= 3; b >>= 3;
+#endif
+
+ return r | (g << 5) | (b << 10);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// GPU Pixel span operations generator gpuPixelSpanFn<>
+// Oct 2016: Created/adapted from old gpuPixelFn by senquack:
+// Original gpuPixelFn was used to draw lines one pixel at a time. I wrote
+// new line algorithms that draw lines using horizontal/vertical/diagonal
+// spans of pixels, necessitating new pixel-drawing function that could
+// not only render spans of pixels, but gouraud-shade them as well.
+// This speeds up line rendering and would allow tile-rendering (untextured
+// rectangles) to use the same set of functions. Since tiles are always
+// monochrome, they simply wouldn't use the extra set of 32 gouraud-shaded
+// gpuPixelSpanFn functions (TODO?).
+//
+// NOTE: While the PS1 framebuffer is 16 bit, we use 8-bit pointers here,
+// so that pDst can be incremented directly by 'incr' parameter
+// without having to shift it before use.
+template<int CF>
+static u8* gpuPixelSpanFn(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len)
+{
+ // Blend func can save an operation if it knows uSrc MSB is
+ // unset. For untextured prims, this is always true.
+ const bool skip_uSrc_mask = true;
+
+ u16 col;
+ struct GouraudColor * gcPtr;
+ u32 r, g, b;
+ s32 r_incr, g_incr, b_incr;
+
+ if (CF_GOURAUD) {
+ gcPtr = (GouraudColor*)data;
+ r = gcPtr->r; r_incr = gcPtr->r_incr;
+ g = gcPtr->g; g_incr = gcPtr->g_incr;
+ b = gcPtr->b; b_incr = gcPtr->b_incr;
+ } else {
+ col = (u16)data;
+ }
+
+ do {
+ if (!CF_GOURAUD)
+ { // NO GOURAUD
+ if (!CF_MASKCHECK && !CF_BLEND) {
+ if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
+ else { *(u16*)pDst = col; }
+ } else if (CF_MASKCHECK && !CF_BLEND) {
+ if (!(*(u16*)pDst & 0x8000)) {
+ if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
+ else { *(u16*)pDst = col; }
+ }
+ } else {
+ uint_fast16_t uDst = *(u16*)pDst;
+ if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
+
+ uint_fast16_t uSrc = col;
+
+ if (CF_BLEND)
+ uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
+
+ if (CF_MASKSET) { *(u16*)pDst = uSrc | 0x8000; }
+ else { *(u16*)pDst = uSrc; }
+ }
+
+ } else
+ { // GOURAUD
+
+ if (!CF_MASKCHECK && !CF_BLEND) {
+ col = gpuGouraudColor15bpp(r, g, b);
+ if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
+ else { *(u16*)pDst = col; }
+ } else if (CF_MASKCHECK && !CF_BLEND) {
+ col = gpuGouraudColor15bpp(r, g, b);
+ if (!(*(u16*)pDst & 0x8000)) {
+ if (CF_MASKSET) { *(u16*)pDst = col | 0x8000; }
+ else { *(u16*)pDst = col; }
+ }
+ } else {
+ uint_fast16_t uDst = *(u16*)pDst;
+ if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
+ col = gpuGouraudColor15bpp(r, g, b);
+
+ 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.
+ const bool skip_uSrc_mask = true;
+
+ if (CF_BLEND)
+ uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
+
+ if (CF_MASKSET) { *(u16*)pDst = uSrc | 0x8000; }
+ else { *(u16*)pDst = uSrc; }
+ }
+ }
+
+endpixel:
+ if (CF_GOURAUD) {
+ r += r_incr;
+ g += g_incr;
+ b += b_incr;
+ }
+ pDst += incr;
+ } while (len-- > 1);
+
+ // Note from senquack: Normally, I'd prefer to write a 'do {} while (--len)'
+ // loop, or even a for() loop, however, on MIPS platforms anything but the
+ // 'do {} while (len-- > 1)' tends to generate very unoptimal asm, with
+ // many unneeded MULs/ADDs/branches at the ends of these functions.
+ // If you change the loop structure above, be sure to compare the quality
+ // of the generated code!!
+
+ if (CF_GOURAUD) {
+ gcPtr->r = r;
+ gcPtr->g = g;
+ gcPtr->b = b;
+ }
+ return pDst;
+}
+
+static u8* PixelSpanNULL(u8* pDst, uintptr_t data, ptrdiff_t incr, size_t len)
+{
+ #ifdef ENABLE_GPU_LOG_SUPPORT
+ fprintf(stdout,"PixelSpanNULL()\n");
+ #endif
+ return pDst;
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// PixelSpan (lines) innerloops driver
+typedef u8* (*PSD)(u8* dst, uintptr_t data, ptrdiff_t incr, size_t len);
+
+const PSD gpuPixelSpanDrivers[64] =
+{
+ // Array index | 'CF' template field | Field value
+ // ------------+---------------------+----------------
+ // Bit 0 | CF_BLEND | off (0), on (1)
+ // Bit 1 | CF_MASKCHECK | off (0), on (1)
+ // Bit 3:2 | CF_BLENDMODE | 0..3
+ // Bit 4 | CF_MASKSET | off (0), on (1)
+ // Bit 5 | CF_GOURAUD | off (0), on (1)
+ //
+ // NULL entries are ones for which blending is disabled and blend-mode
+ // field is non-zero, which is obviously invalid.
+
+ // Flat-shaded
+ gpuPixelSpanFn<0x00<<1>, gpuPixelSpanFn<0x01<<1>, gpuPixelSpanFn<0x02<<1>, gpuPixelSpanFn<0x03<<1>,
+ PixelSpanNULL, gpuPixelSpanFn<0x05<<1>, PixelSpanNULL, gpuPixelSpanFn<0x07<<1>,
+ PixelSpanNULL, gpuPixelSpanFn<0x09<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0B<<1>,
+ PixelSpanNULL, gpuPixelSpanFn<0x0D<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0F<<1>,
+
+ // Flat-shaded + PixelMSB (CF_MASKSET)
+ gpuPixelSpanFn<(0x00<<1)|0x100>, gpuPixelSpanFn<(0x01<<1)|0x100>, gpuPixelSpanFn<(0x02<<1)|0x100>, gpuPixelSpanFn<(0x03<<1)|0x100>,
+ PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x100>,
+ PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x100>,
+ PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x100>,
+
+ // Gouraud-shaded (CF_GOURAUD)
+ gpuPixelSpanFn<(0x00<<1)|0x80>, gpuPixelSpanFn<(0x01<<1)|0x80>, gpuPixelSpanFn<(0x02<<1)|0x80>, gpuPixelSpanFn<(0x03<<1)|0x80>,
+ PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x80>,
+ PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x80>,
+ PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x80>,
+
+ // Gouraud-shaded (CF_GOURAUD) + PixelMSB (CF_MASKSET)
+ gpuPixelSpanFn<(0x00<<1)|0x180>, gpuPixelSpanFn<(0x01<<1)|0x180>, gpuPixelSpanFn<(0x02<<1)|0x180>, gpuPixelSpanFn<(0x03<<1)|0x180>,
+ PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x180>,
+ PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x180>,
+ PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x180>
+};
+
+///////////////////////////////////////////////////////////////////////////////
+// GPU Tiles innerloops generator
+
+template<int CF>
+static void gpuTileSpanFn(u16 *pDst, u32 count, u16 data)
+{
+ if (!CF_MASKCHECK && !CF_BLEND) {
+ if (CF_MASKSET) { data = data | 0x8000; }
+ do { *pDst++ = data; } while (--count);
+ } else if (CF_MASKCHECK && !CF_BLEND) {
+ if (CF_MASKSET) { data = data | 0x8000; }
+ do { if (!(*pDst&0x8000)) { *pDst = data; } pDst++; } while (--count);
+ } else
+ {
+ // Blend func can save an operation if it knows uSrc MSB is
+ // unset. For untextured prims, this is always true.
+ const bool skip_uSrc_mask = true;
+
+ uint_fast16_t uSrc, uDst;
+ do
+ {
+ if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
+ if (CF_MASKCHECK) { if (uDst&0x8000) goto endtile; }
+
+ uSrc = data;
+
+ if (CF_BLEND)
+ uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
+
+ if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
+ else { *pDst = uSrc; }
+
+ //senquack - Did not apply "Silent Hill" mask-bit fix to here.
+ // It is hard to tell from scarce documentation available and
+ // lack of comments in code, but I believe the tile-span
+ // functions here should not bother to preserve any source MSB,
+ // as they are not drawing from a texture.
+endtile:
+ pDst++;
+ }
+ while (--count);
+ }
+}
+
+static void TileNULL(u16 *pDst, u32 count, u16 data)
+{
+ #ifdef ENABLE_GPU_LOG_SUPPORT
+ fprintf(stdout,"TileNULL()\n");
+ #endif
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Tiles innerloops driver
+typedef void (*PT)(u16 *pDst, u32 count, u16 data);
+
+// Template instantiation helper macros
+#define TI(cf) gpuTileSpanFn<(cf)>
+#define TN TileNULL
+#define TIBLOCK(ub) \
+ TI((ub)|0x00), TI((ub)|0x02), TI((ub)|0x04), TI((ub)|0x06), \
+ TN, TI((ub)|0x0a), TN, TI((ub)|0x0e), \
+ TN, TI((ub)|0x12), TN, TI((ub)|0x16), \
+ TN, TI((ub)|0x1a), TN, TI((ub)|0x1e)
+
+const PT gpuTileSpanDrivers[32] = {
+ TIBLOCK(0<<8), TIBLOCK(1<<8)
+};
+
+#undef TI
+#undef TN
+#undef TIBLOCK
+
+
+///////////////////////////////////////////////////////////////////////////////
+// GPU Sprites innerloops generator
+
+template<int CF>
+static void gpuSpriteSpanFn(u16 *pDst, u32 count, u8* pTxt, u32 u0)
+{
+ // 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, the generic lighting funcs always return it unset. (bonus!)
+ const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
+
+ uint_fast16_t uSrc, uDst, srcMSB;
+ bool should_blend;
+ u32 u0_mask = gpu_senquack.TextureWindow[2];
+
+ u8 r5, g5, b5;
+ if (CF_LIGHT) {
+ r5 = gpu_senquack.r5;
+ g5 = gpu_senquack.g5;
+ b5 = gpu_senquack.b5;
+ }
+
+ if (CF_TEXTMODE==3) {
+ // Texture is accessed byte-wise, so adjust mask if 16bpp
+ u0_mask <<= 1;
+ }
+
+ const u16 *CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_senquack.CBA;
+
+ do
+ {
+ if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
+ if (CF_MASKCHECK) if (uDst&0x8000) { goto endsprite; }
+
+ if (CF_TEXTMODE==1) { // 4bpp (CLUT)
+ u8 rgb = pTxt[(u0 & u0_mask)>>1];
+ uSrc = CBA_[(rgb>>((u0&1)<<2))&0xf];
+ }
+ if (CF_TEXTMODE==2) { // 8bpp (CLUT)
+ uSrc = CBA_[pTxt[u0 & u0_mask]];
+ }
+ if (CF_TEXTMODE==3) { // 16bpp
+ uSrc = *(u16*)(&pTxt[u0 & u0_mask]);
+ }
+
+ if (!uSrc) goto endsprite;
+
+ //senquack - save source MSB, as blending or lighting macros will not
+ // (Silent Hill gray rectangles mask bit bug)
+ if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000;
+
+ if (CF_LIGHT)
+ uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
+
+ 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 (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; }
+ else { *pDst = uSrc; }
+
+endsprite:
+ u0 += (CF_TEXTMODE==3) ? 2 : 1;
+ pDst++;
+ }
+ while (--count);
+}
+
+static void SpriteNULL(u16 *pDst, u32 count, u8* pTxt, u32 u0)
+{
+ #ifdef ENABLE_GPU_LOG_SUPPORT
+ fprintf(stdout,"SpriteNULL()\n");
+ #endif
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+///////////////////////////////////////////////////////////////////////////////
+// Sprite innerloops driver
+typedef void (*PS)(u16 *pDst, u32 count, u8* pTxt, u32 u0);
+
+// Template instantiation helper macros
+#define TI(cf) gpuSpriteSpanFn<(cf)>
+#define TN SpriteNULL
+#define TIBLOCK(ub) \
+ TN, TN, TN, TN, TN, TN, TN, TN, \
+ TN, TN, TN, TN, TN, TN, TN, TN, \
+ TN, TN, TN, TN, TN, TN, TN, TN, \
+ TN, TN, TN, TN, TN, TN, TN, TN, \
+ TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \
+ TN, TN, TI((ub)|0x2a), TI((ub)|0x2b), TN, TN, TI((ub)|0x2e), TI((ub)|0x2f), \
+ TN, TN, TI((ub)|0x32), TI((ub)|0x33), TN, TN, TI((ub)|0x36), TI((ub)|0x37), \
+ TN, TN, TI((ub)|0x3a), TI((ub)|0x3b), TN, TN, TI((ub)|0x3e), TI((ub)|0x3f), \
+ TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \
+ TN, TN, TI((ub)|0x4a), TI((ub)|0x4b), TN, TN, TI((ub)|0x4e), TI((ub)|0x4f), \
+ TN, TN, TI((ub)|0x52), TI((ub)|0x53), TN, TN, TI((ub)|0x56), TI((ub)|0x57), \
+ TN, TN, TI((ub)|0x5a), TI((ub)|0x5b), TN, TN, TI((ub)|0x5e), TI((ub)|0x5f), \
+ TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \
+ TN, TN, TI((ub)|0x6a), TI((ub)|0x6b), TN, TN, TI((ub)|0x6e), TI((ub)|0x6f), \
+ TN, TN, TI((ub)|0x72), TI((ub)|0x73), TN, TN, TI((ub)|0x76), TI((ub)|0x77), \
+ TN, TN, TI((ub)|0x7a), TI((ub)|0x7b), TN, TN, TI((ub)|0x7e), TI((ub)|0x7f)
+
+const PS gpuSpriteSpanDrivers[256] = {
+ TIBLOCK(0<<8), TIBLOCK(1<<8)
+};
+
+#undef TI
+#undef TN
+#undef TIBLOCK
+
+///////////////////////////////////////////////////////////////////////////////
+// GPU Polygon innerloops generator
+
+//senquack - Newer version with following changes:
+// * Adapted to work with new poly routings in gpu_raster_polygon.h
+// adapted from DrHell GPU. They are less glitchy and use 22.10
+// fixed-point instead of original UNAI's 16.16.
+// * Texture coordinates are no longer packed together into one
+// unsigned int. This seems to lose too much accuracy (they each
+// end up being only 8.7 fixed-point that way) and pixel-droupouts
+// were noticeable both with original code and current DrHell
+// adaptations. An example would be the sky in NFS3. Now, they are
+// stored in separate ints, using separate masks.
+// * Function is no longer INLINE, as it was always called
+// through a function pointer.
+// * Function now ensures the mask bit of source texture is preserved
+// across calls to blending functions (Silent Hill rectangles fix)
+// * November 2016: Large refactoring of blending/lighting when
+// JohnnyF added dithering. See gpu_inner_quantization.h and
+// relevant blend/light headers.
+// (see README_senquack.txt)
+template<int CF>
+static void gpuPolySpanFn(const gpu_senquack_t &gpu_senquack, u16 *pDst, u32 count)
+{
+ // 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, 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_senquack.blit_mask;
+
+ if (!CF_TEXTMODE)
+ {
+ if (!CF_GOURAUD)
+ {
+ // UNTEXTURED, NO GOURAUD
+ const u16 pix15 = gpu_senquack.PixelData;
+ do {
+ 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
+ // gravestone text at end of Medieval intro sequence. -senquack
+ //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) { goto endpolynotextnogou; } }
+
+ if (CF_BLEND || CF_MASKCHECK) uDst = *pDst;
+ if (CF_MASKCHECK) { if (uDst&0x8000) { goto endpolynotextnogou; } }
+
+ uSrc = pix15;
+
+ if (CF_BLEND)
+ uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
+
+ if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
+ else { *pDst = uSrc; }
+
+endpolynotextnogou:
+ pDst++;
+ } while(--count);
+ }
+ else
+ {
+ // UNTEXTURED, GOURAUD
+ u32 l_gCol = gpu_senquack.gCol;
+ u32 l_gInc = gpu_senquack.gInc;
+
+ do {
+ 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; }
+
+ if (CF_BLEND || CF_MASKCHECK) uDst = *pDst;
+ if (CF_MASKCHECK) { if (uDst&0x8000) goto endpolynotextgou; }
+
+ if (CF_DITHER) {
+ // GOURAUD, DITHER
+
+ u32 uSrc24 = gpuLightingRGB24(l_gCol);
+ if (CF_BLEND)
+ uSrc24 = gpuBlending24<CF_BLENDMODE>(uSrc24, uDst);
+ uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
+ } else {
+ // GOURAUD, NO DITHER
+
+ uSrc = gpuLightingRGB(l_gCol);
+
+ if (CF_BLEND)
+ uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
+ }
+
+ if (CF_MASKSET) { *pDst = uSrc | 0x8000; }
+ else { *pDst = uSrc; }
+
+endpolynotextgou:
+ pDst++;
+ l_gCol += l_gInc;
+ }
+ while (--count);
+ }
+ }
+ else
+ {
+ // TEXTURED
+
+ uint_fast16_t uDst, uSrc, srcMSB;
+
+ //senquack - note: original UNAI code had gpu_senquack.{u4/v4} packed into
+ // one 32-bit unsigned int, but this proved to lose too much accuracy
+ // (pixel drouputs noticeable in NFS3 sky), so now are separate vars.
+ u32 l_u_msk = gpu_senquack.u_msk; u32 l_v_msk = gpu_senquack.v_msk;
+ u32 l_u = gpu_senquack.u & l_u_msk; u32 l_v = gpu_senquack.v & l_v_msk;
+ s32 l_u_inc = gpu_senquack.u_inc; s32 l_v_inc = gpu_senquack.v_inc;
+
+ const u16* TBA_ = gpu_senquack.TBA;
+ const u16* CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_senquack.CBA;
+
+ u8 r5, g5, b5;
+ u8 r8, g8, b8;
+
+ u32 l_gInc, l_gCol;
+
+ if (CF_LIGHT) {
+ if (CF_GOURAUD) {
+ l_gInc = gpu_senquack.gInc;
+ l_gCol = gpu_senquack.gCol;
+ } else {
+ if (CF_DITHER) {
+ r8 = gpu_senquack.r8;
+ g8 = gpu_senquack.g8;
+ b8 = gpu_senquack.b8;
+ } else {
+ r5 = gpu_senquack.r5;
+ g5 = gpu_senquack.g5;
+ b5 = gpu_senquack.b5;
+ }
+ }
+ }
+
+ do
+ {
+ if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolytext; }
+ if (CF_MASKCHECK || CF_BLEND) { uDst = *pDst; }
+ if (CF_MASKCHECK) if (uDst&0x8000) { goto endpolytext; }
+
+ //senquack - adapted to work with new 22.10 fixed point routines:
+ // (UNAI originally used 16.16)
+ if (CF_TEXTMODE==1) { // 4bpp (CLUT)
+ u32 tu=(l_u>>10);
+ u32 tv=(l_v<<1)&(0xff<<11);
+ u8 rgb=((u8*)TBA_)[tv+(tu>>1)];
+ uSrc=CBA_[(rgb>>((tu&1)<<2))&0xf];
+ if (!uSrc) goto endpolytext;
+ }
+ if (CF_TEXTMODE==2) { // 8bpp (CLUT)
+ uSrc = CBA_[(((u8*)TBA_)[(l_u>>10)+((l_v<<1)&(0xff<<11))])];
+ if (!uSrc) goto endpolytext;
+ }
+ if (CF_TEXTMODE==3) { // 16bpp
+ uSrc = TBA_[(l_u>>10)+((l_v)&(0xff<<10))];
+ if (!uSrc) goto endpolytext;
+ }
+
+ // Save source MSB, as blending or lighting will not (Silent Hill)
+ if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000;
+
+ // When textured, only dither when LIGHT (texture blend) is enabled
+ // LIGHT && BLEND => dither
+ // LIGHT && !BLEND => dither
+ //!LIGHT && BLEND => no dither
+ //!LIGHT && !BLEND => no dither
+
+ if (CF_DITHER && CF_LIGHT) {
+ u32 uSrc24;
+ if ( CF_GOURAUD)
+ uSrc24 = gpuLightingTXT24Gouraud(uSrc, l_gCol);
+ if (!CF_GOURAUD)
+ uSrc24 = gpuLightingTXT24(uSrc, r8, g8, b8);
+
+ if (CF_BLEND && srcMSB)
+ uSrc24 = gpuBlending24<CF_BLENDMODE>(uSrc24, uDst);
+
+ uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
+ } else
+ {
+ if (CF_LIGHT) {
+ if ( CF_GOURAUD)
+ uSrc = gpuLightingTXTGouraud(uSrc, l_gCol);
+ if (!CF_GOURAUD)
+ uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
+ }
+
+ 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 (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = uSrc | srcMSB; }
+ else { *pDst = uSrc; }
+endpolytext:
+ pDst++;
+ l_u = (l_u + l_u_inc) & l_u_msk;
+ l_v = (l_v + l_v_inc) & l_v_msk;
+ if (CF_LIGHT && CF_GOURAUD) l_gCol += l_gInc;
+ }
+ while (--count);
+ }
+}
+
+static void PolyNULL(const gpu_senquack_t &gpu_senquack, u16 *pDst, u32 count)
+{
+ #ifdef ENABLE_GPU_LOG_SUPPORT
+ fprintf(stdout,"PolyNULL()\n");
+ #endif
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Polygon innerloops driver
+typedef void (*PP)(const gpu_senquack_t &gpu_senquack, u16 *pDst, u32 count);
+
+// Template instantiation helper macros
+#define TI(cf) gpuPolySpanFn<(cf)>
+#define TN PolyNULL
+#define TIBLOCK(ub) \
+ TI((ub)|0x00), TI((ub)|0x01), TI((ub)|0x02), TI((ub)|0x03), TI((ub)|0x04), TI((ub)|0x05), TI((ub)|0x06), TI((ub)|0x07), \
+ TN, TN, TI((ub)|0x0a), TI((ub)|0x0b), TN, TN, TI((ub)|0x0e), TI((ub)|0x0f), \
+ TN, TN, TI((ub)|0x12), TI((ub)|0x13), TN, TN, TI((ub)|0x16), TI((ub)|0x17), \
+ TN, TN, TI((ub)|0x1a), TI((ub)|0x1b), TN, TN, TI((ub)|0x1e), TI((ub)|0x1f), \
+ TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \
+ TN, TN, TI((ub)|0x2a), TI((ub)|0x2b), TN, TN, TI((ub)|0x2e), TI((ub)|0x2f), \
+ TN, TN, TI((ub)|0x32), TI((ub)|0x33), TN, TN, TI((ub)|0x36), TI((ub)|0x37), \
+ TN, TN, TI((ub)|0x3a), TI((ub)|0x3b), TN, TN, TI((ub)|0x3e), TI((ub)|0x3f), \
+ TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \
+ TN, TN, TI((ub)|0x4a), TI((ub)|0x4b), TN, TN, TI((ub)|0x4e), TI((ub)|0x4f), \
+ TN, TN, TI((ub)|0x52), TI((ub)|0x53), TN, TN, TI((ub)|0x56), TI((ub)|0x57), \
+ TN, TN, TI((ub)|0x5a), TI((ub)|0x5b), TN, TN, TI((ub)|0x5e), TI((ub)|0x5f), \
+ TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \
+ TN, TN, TI((ub)|0x6a), TI((ub)|0x6b), TN, TN, TI((ub)|0x6e), TI((ub)|0x6f), \
+ TN, TN, TI((ub)|0x72), TI((ub)|0x73), TN, TN, TI((ub)|0x76), TI((ub)|0x77), \
+ TN, TN, TI((ub)|0x7a), TI((ub)|0x7b), TN, TN, TI((ub)|0x7e), TI((ub)|0x7f), \
+ TN, TI((ub)|0x81), TN, TI((ub)|0x83), TN, TI((ub)|0x85), TN, TI((ub)|0x87), \
+ TN, TN, TN, TI((ub)|0x8b), TN, TN, TN, TI((ub)|0x8f), \
+ TN, TN, TN, TI((ub)|0x93), TN, TN, TN, TI((ub)|0x97), \
+ TN, TN, TN, TI((ub)|0x9b), TN, TN, TN, TI((ub)|0x9f), \
+ TN, TI((ub)|0xa1), TN, TI((ub)|0xa3), TN, TI((ub)|0xa5), TN, TI((ub)|0xa7), \
+ TN, TN, TN, TI((ub)|0xab), TN, TN, TN, TI((ub)|0xaf), \
+ TN, TN, TN, TI((ub)|0xb3), TN, TN, TN, TI((ub)|0xb7), \
+ TN, TN, TN, TI((ub)|0xbb), TN, TN, TN, TI((ub)|0xbf), \
+ TN, TI((ub)|0xc1), TN, TI((ub)|0xc3), TN, TI((ub)|0xc5), TN, TI((ub)|0xc7), \
+ TN, TN, TN, TI((ub)|0xcb), TN, TN, TN, TI((ub)|0xcf), \
+ TN, TN, TN, TI((ub)|0xd3), TN, TN, TN, TI((ub)|0xd7), \
+ TN, TN, TN, TI((ub)|0xdb), TN, TN, TN, TI((ub)|0xdf), \
+ TN, TI((ub)|0xe1), TN, TI((ub)|0xe3), TN, TI((ub)|0xe5), TN, TI((ub)|0xe7), \
+ TN, TN, TN, TI((ub)|0xeb), TN, TN, TN, TI((ub)|0xef), \
+ TN, TN, TN, TI((ub)|0xf3), TN, TN, TN, TI((ub)|0xf7), \
+ TN, TN, TN, TI((ub)|0xfb), TN, TN, TN, TI((ub)|0xff)
+
+const PP gpuPolySpanDrivers[2048] = {
+ TIBLOCK(0<<8), TIBLOCK(1<<8), TIBLOCK(2<<8), TIBLOCK(3<<8),
+ TIBLOCK(4<<8), TIBLOCK(5<<8), TIBLOCK(6<<8), TIBLOCK(7<<8)
+};
+
+#undef TI
+#undef TN
+#undef TIBLOCK
+
+#endif /* __GPU_UNAI_GPU_INNER_H__ */