--- /dev/null
+#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
+\r
+\r
+#define setup_sprite_tiled_initialize_8bpp_4x() \\r
+\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
+\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
+ } \\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
+\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
+{\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
+ u32 right_width = width_rounded & 0x7;\r
+ u32 block_width = width_rounded / 8;\r
+ u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);\r
+\r
+ u32 left_mask_bits = ~(0xFFFF << (left_offset * 2));\r
+ u32 right_mask_bits = 0xFE << (right_width * 2);\r
+\r
+ u32 texture_offset_base = u + (v * 1024);\r
+ u32 texture_mask =\r
+ psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);\r
+\r
+ u32 blocks_remaining;\r
+ u32 num_blocks = psx_gpu->num_blocks;\r
+ block_struct *block = psx_gpu->blocks + num_blocks;\r
+\r
+ u16 *texture_page_ptr = psx_gpu->texture_page_ptr;\r
+ u16 *texture_block_ptr;\r
+\r
+ texture_offset_base &= ~0x7;\r
+\r
+ sprites_16bpp++;\r
+\r
+ if(block_width == 1)\r
+ {\r
+ u32 mask_bits = left_mask_bits | right_mask_bits;\r
+ u32 mask_bits_a = mask_bits & 0xFF;\r
+ u32 mask_bits_b = mask_bits >> 8;\r
+ \r
+ vec_8x16u texels;\r
+ vec_8x16u texels_wide;\r
+\r
+ while(height)\r
+ {\r
+ num_blocks += 4;\r
+ sprite_blocks += 4;\r
+\r
+ if(num_blocks > MAX_BLOCKS)\r
+ {\r
+ flush_render_block_buffer(psx_gpu);\r
+ num_blocks = 4;\r
+ block = psx_gpu->blocks;\r
+ }\r
+ \r
+ texture_block_ptr =\r
+ texture_page_ptr + (texture_offset_base & texture_mask);\r
+\r
+ load_128b(texels, texture_block_ptr);\r
+ \r
+ zip4x32b(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++;\r
+ \r
+ block->texels = texels_wide;\r
+ block->draw_mask_bits = mask_bits_a;\r
+ block->fb_ptr = fb_ptr + 1024; \r
+ block++;\r
+ \r
+ zip4x32b(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
+ block++;\r
+ \r
+ block->texels = texels_wide;\r
+ block->draw_mask_bits = mask_bits_b;\r
+ block->fb_ptr = fb_ptr + 8 + 1024; \r
+ block++; \r
+\r
+ texture_offset_base += 1024;\r
+ fb_ptr += 2048;\r
+\r
+ height--;\r
+ psx_gpu->num_blocks = num_blocks;\r
+ }\r
+ }\r
+ else\r
+ {\r
+ u32 texture_offset;\r
+ \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
+ vec_8x16u texels;\r
+ vec_8x16u texels_wide; \r
+\r
+ while(height)\r
+ {\r
+ blocks_remaining = block_width - 2;\r
+ num_blocks += block_width * 4;\r
+ sprite_blocks += block_width * 4;\r
+\r
+ if(num_blocks > MAX_BLOCKS)\r
+ {\r
+ flush_render_block_buffer(psx_gpu);\r
+ num_blocks = block_width;\r
+ block = psx_gpu->blocks;\r
+ }\r
+\r
+ texture_offset = texture_offset_base;\r
+ texture_offset_base += 1024;\r
+\r
+ texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
+ \r
+ load_128b(texels, texture_block_ptr);\r
+\r
+ zip4x32b(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++;\r
+ \r
+ block->texels = texels_wide;\r
+ block->draw_mask_bits = left_mask_bits_a;\r
+ block->fb_ptr = fb_ptr + 1024;\r
+ block++; \r
+\r
+ zip4x32b(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
+ block++; \r
+ \r
+ block->texels = texels_wide;\r
+ block->draw_mask_bits = left_mask_bits_b;\r
+ block->fb_ptr = fb_ptr + 8 + 1024;\r
+ block++; \r
+ \r
+ texture_offset += 8;\r
+ fb_ptr += 16;\r
+\r
+ while(blocks_remaining)\r
+ {\r
+ texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
+ load_128b(texels, texture_block_ptr);\r
+\r
+ zip4x32b(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++;\r
+ \r
+ block->texels = texels_wide;\r
+ block->draw_mask_bits = 0;\r
+ block->fb_ptr = fb_ptr + 1024;\r
+ block++; \r
+\r
+ zip4x32b(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
+ block->texels = texels_wide;\r
+ block->draw_mask_bits = 0;\r
+ block->fb_ptr = fb_ptr + 8 + 1024;\r
+ block++;\r
+ \r
+ texture_offset += 8;\r
+ fb_ptr += 8;\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
+ \r
+ zip4x32b(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++;\r
+ \r
+ block->texels = texels_wide;\r
+ block->draw_mask_bits = right_mask_bits_a;\r
+ block->fb_ptr = fb_ptr + 1024;\r
+ block++; \r
+\r
+ zip4x32b(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
+ block++;\r
+\r
+ block->texels = texels_wide;\r
+ block->draw_mask_bits = right_mask_bits_b;\r
+ block->fb_ptr = fb_ptr + 8 + 1024; \r
+ block++;\r
+\r
+ fb_ptr += fb_ptr_pitch;\r
+\r
+ height--;\r
+ psx_gpu->num_blocks = num_blocks;\r
+ }\r
+ }\r
+}\r
+\r
+#endif\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
+\r
+#define setup_sprite_blocks_switch_4x(texturing, texture_mode) \\r
+ setup_sprite_blocks_switch_##texturing##_4x(texture_mode) \\r
+\r
+ \r
+#define render_sprite_blocks_switch_block_modulation_4x(texture_mode, \\r
+ blend_mode, mask_evaluate, shading, dithering, texturing, blending, \\r
+ modulation) \\r
+{ \\r
+ setup_sprite_blocks_switch_4x(texturing, texture_mode), \\r
+ texture_sprite_blocks_switch_##texturing(texture_mode), \\r
+ shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \\r
+ mask_evaluate), \\r
+ blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \\r
+} \\r
+\r
+#define render_sprite_blocks_switch_block_blending_4x(texture_mode, \\r
+ blend_mode, mask_evaluate, shading, dithering, texturing, blending) \\r
+ render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, shading, dithering, texturing, blending, modulated), \\r
+ render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, shading, dithering, texturing, blending, unmodulated) \\r
+\r
+#define render_sprite_blocks_switch_block_texturing_4x(texture_mode, \\r
+ blend_mode, mask_evaluate, shading, dithering, texturing) \\r
+ render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, shading, dithering, texturing, unblended), \\r
+ render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, shading, dithering, texturing, blended) \\r
+\r
+#define render_sprite_blocks_switch_block_dithering_4x(texture_mode, \\r
+ blend_mode, mask_evaluate, shading, dithering) \\r
+ render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, shading, dithering, untextured), \\r
+ render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, shading, dithering, textured) \\r
+\r
+#define render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, shading) \\r
+ render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, shading, undithered), \\r
+ render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, shading, dithered) \\r
+\r
+#define render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, \\r
+ blend_mode, mask_evaluate) \\r
+ render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, unshaded), \\r
+ render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \\r
+ mask_evaluate, shaded) \\r
+\r
+#define render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, \\r
+ blend_mode) \\r
+ render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \\r
+ off), \\r
+ render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \\r
+ on) \\r
+\r
+#define render_sprite_blocks_switch_block_texture_mode_4x(texture_mode) \\r
+ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, average), \\r
+ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add), \\r
+ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, subtract), \\r
+ render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add_fourth) \\r
+\r
+#define render_sprite_blocks_switch_block_4x() \\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
+\r
+\r
+render_block_handler_struct render_sprite_block_handlers_4x[] =\r
+{\r
+ render_sprite_blocks_switch_block_4x()\r
+};\r
+\r
+\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
+#ifdef PROFILE\r
+ sprites++;\r
+#endif\r
+\r
+ if(x < psx_gpu->viewport_start_x)\r
+ {\r
+ u32 clip = psx_gpu->viewport_start_x - x;\r
+ x += clip;\r
+ u += clip;\r
+ width -= clip;\r
+ }\r
+\r
+ if(y < psx_gpu->viewport_start_y)\r
+ {\r
+ s32 clip = psx_gpu->viewport_start_y - y;\r
+ y += clip;\r
+ v += clip;\r
+ height -= clip;\r
+ }\r
+\r
+ if(x_right > psx_gpu->viewport_end_x)\r
+ width -= x_right - psx_gpu->viewport_end_x;\r
+\r
+ if(y_bottom > psx_gpu->viewport_end_y)\r
+ height -= y_bottom - psx_gpu->viewport_end_y;\r
+\r
+ if((width <= 0) || (height <= 0))\r
+ return;\r
+\r
+#ifdef PROFILE\r
+ span_pixels += width * height;\r
+ spans += height;\r
+#endif\r
+\r
+ u32 render_state = flags &\r
+ (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |\r
+ RENDER_FLAGS_TEXTURE_MAP);\r
+ render_state |=\r
+ (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);\r
+\r
+ if((psx_gpu->render_state != render_state) ||\r
+ (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))\r
+ {\r
+ psx_gpu->render_state = render_state;\r
+ flush_render_block_buffer(psx_gpu);\r
+#ifdef PROFILE\r
+ state_changes++;\r
+#endif\r
+ }\r
+\r
+ psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;\r
+\r
+ color &= 0xFFFFFF;\r
+\r
+ if(psx_gpu->triangle_color != color)\r
+ {\r
+ flush_render_block_buffer(psx_gpu);\r
+ psx_gpu->triangle_color = color;\r
+ }\r
+\r
+ if(color == 0x808080)\r
+ render_state |= RENDER_FLAGS_MODULATE_TEXELS;\r
+\r
+ render_block_handler_struct *render_block_handler =\r
+ &(render_sprite_block_handlers_4x[render_state]);\r
+ psx_gpu->render_block_handler = render_block_handler;\r
+\r
+ ((setup_sprite_function_type *)render_block_handler->setup_blocks)\r
+ (psx_gpu, x, y, u, v, width, height, color);\r
+}\r
+\r