-#define setup_sprite_tiled_initialize_4bpp_4x() \\r
- u16 *clut_ptr = psx_gpu->clut_ptr; \\r
- vec_8x16u clut_a, clut_b; \\r
- vec_16x8u clut_low, clut_high; \\r
- \\r
- load_8x16b(clut_a, clut_ptr); \\r
- load_8x16b(clut_b, clut_ptr + 8); \\r
- unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \\r
+#define select_enhancement_buf_index(psx_gpu, x) \\r
+ ((psx_gpu)->enhancement_buf_by_x16[(u32)(x) / \\r
+ (1024u / sizeof((psx_gpu)->enhancement_buf_by_x16))])\r
\r
+#define select_enhancement_buf_ptr(psx_gpu, x) \\r
+ ((psx_gpu)->enhancement_buf_ptr + \\r
+ (select_enhancement_buf_index(psx_gpu, x) << 20))\r
\r
-#define setup_sprite_tiled_initialize_8bpp_4x() \\r
+#if !defined(NEON_BUILD) || defined(SIMD_BUILD)\r
\r
+#ifndef zip_4x32b\r
\r
-#define setup_sprite_tile_fetch_texel_block_8bpp_4x(offset) \\r
- texture_block_ptr = psx_gpu->texture_page_ptr + \\r
- ((texture_offset + offset) & texture_mask); \\r
- \\r
- load_64b(texels, texture_block_ptr) \\r
+#define vector_cast(vec_to, source) source\r
\r
-\r
-#define setup_sprite_tile_setup_block_yes_4x(side, offset, texture_mode) \\r
-\r
-#define setup_sprite_tile_setup_block_no_4x(side, offset, texture_mode) \\r
-\r
-#define setup_sprite_tile_add_blocks_4x(tile_num_blocks) \\r
- num_blocks += tile_num_blocks * 4; \\r
- sprite_blocks += tile_num_blocks * 4; \\r
- \\r
- if(num_blocks > MAX_BLOCKS) \\r
- { \\r
- flush_render_block_buffer(psx_gpu); \\r
- num_blocks = tile_num_blocks * 4; \\r
- block = psx_gpu->blocks; \\r
+#define zip_4x32b(dest, source_a, source_b) { \\r
+ u32 _i; for(_i = 0; _i < 4; _i++) { \\r
+ (dest).e[_i * 2 + 0] = (source_a).e[_i]; \\r
+ (dest).e[_i * 2 + 1] = (source_b).e[_i]; \\r
} \\r
+}\r
\r
-#define setup_sprite_tile_full_4bpp_4x(edge) \\r
-{ \\r
- vec_8x8u texels_low, texels_high; \\r
- vec_8x16u pixels, pixels_wide; \\r
- setup_sprite_tile_add_blocks_4x(sub_tile_height * 2); \\r
- u32 left_mask_bits_a = left_mask_bits & 0xFF; \\r
- u32 left_mask_bits_b = left_mask_bits >> 8; \\r
- u32 right_mask_bits_a = right_mask_bits & 0xFF; \\r
- u32 right_mask_bits_b = right_mask_bits >> 8; \\r
- \\r
- while(sub_tile_height) \\r
- { \\r
- setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \\r
- tbl_16(texels_low, texels, clut_low); \\r
- tbl_16(texels_high, texels, clut_high); \\r
- zip_8x16b(pixels, texels_low, texels_high); \\r
- \\r
- zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = left_mask_bits_a; \\r
- block->fb_ptr = fb_ptr; \\r
- block++; \\r
- \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = left_mask_bits_a; \\r
- block->fb_ptr = fb_ptr + 1024; \\r
- block++; \\r
- \\r
- zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = left_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 8; \\r
- block++; \\r
- \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = left_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 1024 + 8; \\r
- block++; \\r
- \\r
- setup_sprite_tile_fetch_texel_block_8bpp_4x(8); \\r
- tbl_16(texels_low, texels, clut_low); \\r
- tbl_16(texels_high, texels, clut_high); \\r
- zip_8x16b(pixels, texels_low, texels_high); \\r
- \\r
- zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = right_mask_bits_a; \\r
- block->fb_ptr = fb_ptr + 16; \\r
- block++; \\r
- \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = right_mask_bits_a; \\r
- block->fb_ptr = fb_ptr + 1024 + 16; \\r
- block++; \\r
- \\r
- zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = right_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 24; \\r
- block++; \\r
- \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = right_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 1024 + 24; \\r
- block++; \\r
- \\r
- fb_ptr += 2048; \\r
- texture_offset += 0x10; \\r
- sub_tile_height--; \\r
- } \\r
- texture_offset += 0xF00; \\r
- psx_gpu->num_blocks = num_blocks; \\r
-} \\r
-\r
-#define setup_sprite_tile_half_4bpp_4x(edge) \\r
-{ \\r
- vec_8x8u texels_low, texels_high; \\r
- vec_8x16u pixels, pixels_wide; \\r
- setup_sprite_tile_add_blocks(sub_tile_height); \\r
- u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \\r
- u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \\r
- \\r
- while(sub_tile_height) \\r
- { \\r
- setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \\r
- tbl_16(texels_low, texels, clut_low); \\r
- tbl_16(texels_high, texels, clut_high); \\r
- zip_8x16b(pixels, texels_low, texels_high); \\r
- \\r
- zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = edge##_mask_bits_a; \\r
- block->fb_ptr = fb_ptr; \\r
- block++; \\r
- \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = edge##_mask_bits_a; \\r
- block->fb_ptr = fb_ptr + 1024; \\r
- block++; \\r
- \\r
- zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = edge##_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 8; \\r
- block++; \\r
- \\r
- block->texels = pixels_wide; \\r
- block->draw_mask_bits = edge##_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 1024 + 8; \\r
- block++; \\r
- \\r
- fb_ptr += 2048; \\r
- texture_offset += 0x10; \\r
- sub_tile_height--; \\r
- } \\r
- texture_offset += 0xF00; \\r
- psx_gpu->num_blocks = num_blocks; \\r
-} \\r
-\r
- \r
-#define setup_sprite_tile_full_8bpp_4x(edge) \\r
-{ \\r
- setup_sprite_tile_add_blocks_4x(sub_tile_height * 2); \\r
- vec_16x8u texels_wide; \\r
- u32 left_mask_bits_a = left_mask_bits & 0xFF; \\r
- u32 left_mask_bits_b = left_mask_bits >> 8; \\r
- u32 right_mask_bits_a = right_mask_bits & 0xFF; \\r
- u32 right_mask_bits_b = right_mask_bits >> 8; \\r
- \\r
- while(sub_tile_height) \\r
- { \\r
- setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \\r
- zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \\r
- block->r = texels_wide.low; \\r
- block->draw_mask_bits = left_mask_bits_a; \\r
- block->fb_ptr = fb_ptr; \\r
- block++; \\r
- \\r
- block->r = texels_wide.low; \\r
- block->draw_mask_bits = left_mask_bits_a; \\r
- block->fb_ptr = fb_ptr + 1024; \\r
- block++; \\r
- \\r
- block->r = texels_wide.high; \\r
- block->draw_mask_bits = left_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 8; \\r
- block++; \\r
- \\r
- block->r = texels_wide.high; \\r
- block->draw_mask_bits = left_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 1024 + 8; \\r
- block++; \\r
- \\r
- setup_sprite_tile_fetch_texel_block_8bpp_4x(8); \\r
- zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \\r
- block->r = texels_wide.low; \\r
- block->draw_mask_bits = right_mask_bits_a; \\r
- block->fb_ptr = fb_ptr + 16; \\r
- block++; \\r
- \\r
- block->r = texels_wide.low; \\r
- block->draw_mask_bits = right_mask_bits_a; \\r
- block->fb_ptr = fb_ptr + 1024; \\r
- block++; \\r
- \\r
- block->r = texels_wide.high; \\r
- block->draw_mask_bits = right_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 24 + 1024; \\r
- block++; \\r
- \\r
- block->r = texels_wide.high; \\r
- block->draw_mask_bits = right_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 24 + 1024; \\r
- block++; \\r
- \\r
- fb_ptr += 2048; \\r
- texture_offset += 0x10; \\r
- sub_tile_height--; \\r
- } \\r
- texture_offset += 0xF00; \\r
- psx_gpu->num_blocks = num_blocks; \\r
-} \\r
-\r
-#define setup_sprite_tile_half_8bpp_4x(edge) \\r
-{ \\r
- setup_sprite_tile_add_blocks_4x(sub_tile_height * 2); \\r
- vec_16x8u texels_wide; \\r
- u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \\r
- u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \\r
- \\r
- while(sub_tile_height) \\r
- { \\r
- setup_sprite_tile_fetch_texel_block_8bpp_4x(0); \\r
- zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \\r
- block->r = texels_wide.low; \\r
- block->draw_mask_bits = edge##_mask_bits_a; \\r
- block->fb_ptr = fb_ptr; \\r
- block++; \\r
- \\r
- block->r = texels_wide.low; \\r
- block->draw_mask_bits = edge##_mask_bits_a; \\r
- block->fb_ptr = fb_ptr + 1024; \\r
- block++; \\r
- \\r
- block->r = texels_wide.high; \\r
- block->draw_mask_bits = edge##_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 8; \\r
- block++; \\r
- \\r
- block->r = texels_wide.high; \\r
- block->draw_mask_bits = edge##_mask_bits_b; \\r
- block->fb_ptr = fb_ptr + 8 + 1024; \\r
- block++; \\r
- \\r
- fb_ptr += 2048; \\r
- texture_offset += 0x10; \\r
- sub_tile_height--; \\r
- } \\r
- texture_offset += 0xF00; \\r
- psx_gpu->num_blocks = num_blocks; \\r
-} \\r
-\r
- \r
-#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \\r
- texture_offset = texture_offset_base + 8; \\r
- fb_ptr += 16 \\r
-\r
-#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \\r
- texture_offset = texture_offset_base \\r
-\r
-#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \\r
- setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \\r
-\r
-#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \\r
- texture_offset = texture_offset_base \\r
-\r
-#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \\r
- fb_ptr -= 16 \\r
-\r
-#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \\r
-\r
-#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \\r
- setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \\r
-\r
-#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \\r
-\r
-\r
-#define setup_sprite_tile_column_height_single_4x(edge_mode, edge, \\r
- texture_mode) \\r
-do \\r
-{ \\r
- sub_tile_height = column_data; \\r
- setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge); \\r
- setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \\r
- setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge); \\r
-} while(0) \\r
-\r
-#define setup_sprite_tile_column_height_multi_4x(edge_mode, edge, \\r
- texture_mode) \\r
-do \\r
-{ \\r
- u32 tiles_remaining = column_data >> 16; \\r
- sub_tile_height = column_data & 0xFF; \\r
- setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge); \\r
- setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \\r
- tiles_remaining -= 1; \\r
- \\r
- while(tiles_remaining) \\r
- { \\r
- sub_tile_height = 16; \\r
- setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \\r
- tiles_remaining--; \\r
- } \\r
- \\r
- sub_tile_height = (column_data >> 8) & 0xFF; \\r
- setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \\r
- setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge); \\r
-} while(0) \\r
-\r
-\r
-#define setup_sprite_column_data_single_4x() \\r
- column_data = height \\r
-\r
-#define setup_sprite_column_data_multi_4x() \\r
- column_data = 16 - offset_v; \\r
- column_data |= ((height_rounded & 0xF) + 1) << 8; \\r
- column_data |= (tile_height - 1) << 16 \\r
-\r
-\r
-#define setup_sprite_tile_column_width_single_4x(texture_mode, multi_height, \\r
- edge_mode, edge) \\r
-{ \\r
- setup_sprite_column_data_##multi_height##_4x(); \\r
- left_mask_bits = left_block_mask | right_block_mask; \\r
- right_mask_bits = left_mask_bits >> 16; \\r
- \\r
- setup_sprite_tile_column_height_##multi_height##_4x(edge_mode, edge, \\r
- texture_mode); \\r
-} \\r
-\r
-#define setup_sprite_tiled_advance_column_4x() \\r
- texture_offset_base += 0x100; \\r
- if((texture_offset_base & 0xF00) == 0) \\r
- texture_offset_base -= (0x100 + 0xF00) \\r
-\r
-#define setup_sprite_tile_column_width_multi_4x(texture_mode, multi_height, \\r
- left_mode, right_mode) \\r
-{ \\r
- setup_sprite_column_data_##multi_height##_4x(); \\r
- s32 fb_ptr_advance_column = 32 - (2048 * height); \\r
- \\r
- tile_width -= 2; \\r
- left_mask_bits = left_block_mask; \\r
- right_mask_bits = left_mask_bits >> 16; \\r
- \\r
- setup_sprite_tile_column_height_##multi_height##_4x(left_mode, right, \\r
- texture_mode); \\r
- fb_ptr += fb_ptr_advance_column; \\r
- \\r
- left_mask_bits = 0x00; \\r
- right_mask_bits = 0x00; \\r
- \\r
- while(tile_width) \\r
- { \\r
- setup_sprite_tiled_advance_column_4x(); \\r
- setup_sprite_tile_column_height_##multi_height##_4x(full, none, \\r
- texture_mode); \\r
- fb_ptr += fb_ptr_advance_column; \\r
- tile_width--; \\r
- } \\r
- \\r
- left_mask_bits = right_block_mask; \\r
- right_mask_bits = left_mask_bits >> 16; \\r
- \\r
- setup_sprite_tiled_advance_column(); \\r
- setup_sprite_tile_column_height_##multi_height##_4x(right_mode, left, \\r
- texture_mode); \\r
-} \\r
-\r
-\r
-#define setup_sprite_tiled_builder_4x(texture_mode) \\r
-void setup_sprite_##texture_mode##_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, \\r
- s32 u, s32 v, s32 width, s32 height, u32 color) \\r
-{ \\r
- s32 offset_u = u & 0xF; \\r
- s32 offset_v = v & 0xF; \\r
- \\r
- s32 width_rounded = offset_u + width + 15; \\r
- s32 height_rounded = offset_v + height + 15; \\r
- s32 tile_height = height_rounded / 16; \\r
- s32 tile_width = width_rounded / 16; \\r
- u32 offset_u_right = width_rounded & 0xF; \\r
- \\r
- u32 left_block_mask = ~(0xFFFFFFFF << (offset_u * 2)); \\r
- u32 right_block_mask = 0xFFFFFFFE << (offset_u_right * 2); \\r
- \\r
- u32 left_mask_bits; \\r
- u32 right_mask_bits; \\r
- \\r
- u32 sub_tile_height; \\r
- u32 column_data; \\r
- \\r
- u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \\r
- ((psx_gpu->texture_mask_height & 0xF) << 4) | \\r
- ((psx_gpu->texture_mask_width >> 4) << 8) | \\r
- ((psx_gpu->texture_mask_height >> 4) << 12); \\r
- u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \\r
- ((v & 0xF0) << 8); \\r
- u32 texture_offset_base = texture_offset; \\r
- u32 control_mask; \\r
- \\r
- u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u); \\r
- u32 num_blocks = psx_gpu->num_blocks; \\r
- block_struct *block = psx_gpu->blocks + num_blocks; \\r
- \\r
- u16 *texture_block_ptr; \\r
- vec_8x8u texels; \\r
- \\r
- setup_sprite_tiled_initialize_##texture_mode##_4x(); \\r
- \\r
- control_mask = tile_width == 1; \\r
- control_mask |= (tile_height == 1) << 1; \\r
- control_mask |= ((left_block_mask & 0xFFFF) == 0xFFFF) << 2; \\r
- control_mask |= (((right_block_mask >> 8) & 0xFFFF) == 0xFFFF) << 3; \\r
- \\r
- sprites_##texture_mode++; \\r
- \\r
- switch(control_mask) \\r
- { \\r
- default: \\r
- case 0x0: \\r
- setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full, \\r
- full); \\r
- break; \\r
- \\r
- case 0x1: \\r
- setup_sprite_tile_column_width_single_4x(texture_mode, multi, full, \\r
- none); \\r
- break; \\r
- \\r
- case 0x2: \\r
- setup_sprite_tile_column_width_multi_4x(texture_mode, single, full, \\r
- full); \\r
- break; \\r
- \\r
- case 0x3: \\r
- setup_sprite_tile_column_width_single_4x(texture_mode, single, full, \\r
- none); \\r
- break; \\r
- \\r
- case 0x4: \\r
- setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half, \\r
- full); \\r
- break; \\r
- \\r
- case 0x5: \\r
- setup_sprite_tile_column_width_single_4x(texture_mode, multi, half, \\r
- right); \\r
- break; \\r
- \\r
- case 0x6: \\r
- setup_sprite_tile_column_width_multi_4x(texture_mode, single, half, \\r
- full); \\r
- break; \\r
- \\r
- case 0x7: \\r
- setup_sprite_tile_column_width_single_4x(texture_mode, single, half, \\r
- right); \\r
- break; \\r
- \\r
- case 0x8: \\r
- setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full, \\r
- half); \\r
- break; \\r
- \\r
- case 0x9: \\r
- setup_sprite_tile_column_width_single_4x(texture_mode, multi, half, \\r
- left); \\r
- break; \\r
- \\r
- case 0xA: \\r
- setup_sprite_tile_column_width_multi_4x(texture_mode, single, full, \\r
- half); \\r
- break; \\r
- \\r
- case 0xB: \\r
- setup_sprite_tile_column_width_single_4x(texture_mode, single, half, \\r
- left); \\r
- break; \\r
- \\r
- case 0xC: \\r
- setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half, \\r
- half); \\r
- break; \\r
- \\r
- case 0xE: \\r
- setup_sprite_tile_column_width_multi_4x(texture_mode, single, half, \\r
- half); \\r
- break; \\r
- } \\r
-} \\r
-\r
-\r
-void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,\r
- s32 width, s32 height, u32 color);\r
-void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,\r
- s32 width, s32 height, u32 color);\r
-void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,\r
- s32 width, s32 height, u32 color);\r
-\r
-//#ifndef NEON_BUILD\r
-#if 1\r
-setup_sprite_tiled_builder_4x(4bpp);\r
-setup_sprite_tiled_builder_4x(8bpp);\r
+#endif\r
\r
void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,\r
s32 v, s32 width, s32 height, u32 color)\r
u32 left_offset = u & 0x7;\r
u32 width_rounded = width + left_offset + 7;\r
\r
- u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset);\r
+ u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset * 2);\r
u32 right_width = width_rounded & 0x7;\r
u32 block_width = width_rounded / 8;\r
- u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);\r
+ u32 fb_ptr_pitch = (2048 + 16) - (block_width * 16);\r
\r
u32 left_mask_bits = ~(0xFFFF << (left_offset * 2));\r
- u32 right_mask_bits = 0xFE << (right_width * 2);\r
+ u32 right_mask_bits = 0xFFFC << (right_width * 2);\r
\r
u32 texture_offset_base = u + (v * 1024);\r
u32 texture_mask =\r
texture_block_ptr =\r
texture_page_ptr + (texture_offset_base & texture_mask);\r
\r
- load_128b(texels, texture_block_ptr);\r
+ //load_128b(texels, texture_block_ptr);\r
+ texels = *(vec_8x16u *)texture_block_ptr;\r
\r
- zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
+ zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
block->texels = texels_wide;\r
block->draw_mask_bits = mask_bits_a;\r
block->fb_ptr = fb_ptr; \r
block->fb_ptr = fb_ptr + 1024; \r
block++;\r
\r
- zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
+ zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
block->texels = texels_wide;\r
block->draw_mask_bits = mask_bits_b;\r
block->fb_ptr = fb_ptr + 8;\r
if(num_blocks > MAX_BLOCKS)\r
{\r
flush_render_block_buffer(psx_gpu);\r
- num_blocks = block_width;\r
+ num_blocks = block_width * 4;\r
block = psx_gpu->blocks;\r
}\r
\r
\r
texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
\r
- load_128b(texels, texture_block_ptr);\r
+ //load_128b(texels, texture_block_ptr);\r
+ texels = *(vec_8x16u *)texture_block_ptr;\r
\r
- zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
+ zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
block->texels = texels_wide;\r
block->draw_mask_bits = left_mask_bits_a;\r
block->fb_ptr = fb_ptr;\r
block->fb_ptr = fb_ptr + 1024;\r
block++; \r
\r
- zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
+ zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
block->texels = texels_wide;\r
block->draw_mask_bits = left_mask_bits_b;\r
block->fb_ptr = fb_ptr + 8;\r
while(blocks_remaining)\r
{\r
texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
- load_128b(texels, texture_block_ptr);\r
+ //load_128b(texels, texture_block_ptr);\r
+ texels = *(vec_8x16u *)texture_block_ptr;\r
\r
- zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
+ zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
block->texels = texels_wide;\r
block->draw_mask_bits = 0;\r
block->fb_ptr = fb_ptr;\r
block->fb_ptr = fb_ptr + 1024;\r
block++; \r
\r
- zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
+ zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
block->texels = texels_wide;\r
block->draw_mask_bits = 0;\r
block->fb_ptr = fb_ptr + 8;\r
block++;\r
\r
texture_offset += 8;\r
- fb_ptr += 8;\r
+ fb_ptr += 16;\r
\r
blocks_remaining--;\r
}\r
\r
texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
- load_128b(texels, texture_block_ptr);\r
+ //load_128b(texels, texture_block_ptr);\r
+ texels = *(vec_8x16u *)texture_block_ptr;\r
\r
- zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
+ zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
block->texels = texels_wide;\r
block->draw_mask_bits = right_mask_bits_a;\r
block->fb_ptr = fb_ptr;\r
block->fb_ptr = fb_ptr + 1024;\r
block++; \r
\r
- zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
+ zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
block->texels = texels_wide;\r
block->draw_mask_bits = right_mask_bits_b;\r
block->fb_ptr = fb_ptr + 8;\r
\r
#endif\r
\r
+static void setup_sprite_untextured_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y,\r
+ s32 u, s32 v, s32 width, s32 height, u32 color)\r
+{\r
+ width *= 2;\r
+ height *= 2;\r
+ if (width > 1024)\r
+ width = 1024;\r
+ setup_sprite_untextured(psx_gpu, x, y, u, v, width, height, color);\r
+}\r
+\r
#define setup_sprite_blocks_switch_textured_4x(texture_mode) \\r
setup_sprite_##texture_mode##_4x \\r
\r
#define setup_sprite_blocks_switch_untextured_4x(texture_mode) \\r
- setup_sprite_untextured \\r
+ setup_sprite_untextured_4x \\r
\r
#define setup_sprite_blocks_switch_4x(texturing, texture_mode) \\r
setup_sprite_blocks_switch_##texturing##_4x(texture_mode) \\r
render_sprite_blocks_switch_block_texture_mode_4x(4bpp), \\r
render_sprite_blocks_switch_block_texture_mode_4x(8bpp), \\r
render_sprite_blocks_switch_block_texture_mode_4x(16bpp), \\r
- render_sprite_blocks_switch_block_texture_mode_4x(4bpp) \\r
+ render_sprite_blocks_switch_block_texture_mode_4x(16bpp) \\r
\r
\r
render_block_handler_struct render_sprite_block_handlers_4x[] =\r
void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,\r
s32 width, s32 height, u32 flags, u32 color)\r
{\r
- x *= 2;\r
- y *= 2;\r
-\r
s32 x_right = x + width - 1;\r
s32 y_bottom = y + height - 1;\r
\r
if((width <= 0) || (height <= 0))\r
return;\r
\r
+ psx_gpu->vram_out_ptr = select_enhancement_buf_ptr(psx_gpu, x);\r
+\r
+ x *= 2;\r
+ y *= 2;\r
+\r
#ifdef PROFILE\r
span_pixels += width * height;\r
spans += height;\r