gpu_neon: new intrinsics-only implementation
authornotaz <notasas@gmail.com>
Sun, 17 Jul 2022 22:26:25 +0000 (01:26 +0300)
committernotaz <notasas@gmail.com>
Mon, 8 Aug 2022 22:55:39 +0000 (01:55 +0300)
~80-95% performance of the asm version on cortex-a72,
but maybe less of a portability nightmare (+arm64 support)

plugins/gpu_neon/psx_gpu/psx_gpu.c
plugins/gpu_neon/psx_gpu/psx_gpu.h
plugins/gpu_neon/psx_gpu/psx_gpu_4x.c
plugins/gpu_neon/psx_gpu/psx_gpu_simd.c [new file with mode: 0644]

index a79254d..80e9f12 100644 (file)
@@ -51,6 +51,8 @@ u32 zero_block_spans = 0;
 u32 texture_cache_loads = 0;
 u32 false_modulated_blocks = 0;
 
+#define stats_add(stat, count) // stat += count
+
 /* double size for enhancement */
 u32 reciprocal_table[512 * 2];
 
@@ -1842,7 +1844,7 @@ void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
   }                                                                            \
 
 #define setup_blocks_add_blocks_direct()                                       \
-  texel_blocks_untextured += span_num_blocks;                                  \
+  stats_add(texel_blocks_untextured, span_num_blocks);                         \
   span_pixel_blocks += span_num_blocks                                         \
 
 
@@ -1938,14 +1940,14 @@ setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
 {
   if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
-    texel_blocks_untextured += psx_gpu->num_blocks;
+    stats_add(texel_blocks_untextured, psx_gpu->num_blocks);
 }
 
 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
 {
   block_struct *block = psx_gpu->blocks;
   u32 num_blocks = psx_gpu->num_blocks;
-  texel_blocks_4bpp += num_blocks;
+  stats_add(texel_blocks_4bpp, num_blocks);
 
   vec_8x8u texels_low;
   vec_8x8u texels_high;
@@ -1997,7 +1999,7 @@ void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
   block_struct *block = psx_gpu->blocks;
   u32 num_blocks = psx_gpu->num_blocks;
 
-  texel_blocks_8bpp += num_blocks;
+  stats_add(texel_blocks_8bpp, num_blocks);
 
   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
     update_texture_8bpp_cache(psx_gpu);
@@ -2031,7 +2033,7 @@ void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
   block_struct *block = psx_gpu->blocks;
   u32 num_blocks = psx_gpu->num_blocks;
 
-  texel_blocks_16bpp += num_blocks;
+  stats_add(texel_blocks_16bpp, num_blocks);
 
   vec_8x16u texels;
 
@@ -3067,7 +3069,7 @@ void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
     render_triangle_p(psx_gpu, vertex_ptrs, flags);
 }
 
-#ifndef NEON_BUILD
+#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
 
 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
 {
@@ -3775,6 +3777,9 @@ setup_sprite_tiled_builder(8bpp,);
 
 setup_sprite_tiled_builder(4bpp,_4x);
 setup_sprite_tiled_builder(8bpp,_4x);
+#endif
+
+#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
 
 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
  s32 v, s32 width, s32 height, u32 color)
@@ -3803,7 +3808,7 @@ void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
 
   texture_offset_base &= ~0x7;
 
-  sprites_16bpp++;
+  stats_add(sprites_16bpp, 1);
 
   if(block_width == 1)
   {
@@ -3824,7 +3829,7 @@ void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       texture_block_ptr =
        texture_page_ptr + (texture_offset_base & texture_mask);
 
-      load_128b(block->texels, texture_block_ptr);
+      block->texels = *(vec_8x16u *)texture_block_ptr;
       block->draw_mask_bits = mask_bits;
       block->fb_ptr = fb_ptr;
 
@@ -3858,7 +3863,7 @@ void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       texture_offset_base += 1024;
 
       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
-      load_128b(block->texels, texture_block_ptr);
+      block->texels = *(vec_8x16u *)texture_block_ptr;
 
       block->draw_mask_bits = left_mask_bits;
       block->fb_ptr = fb_ptr;
@@ -3870,7 +3875,7 @@ void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       while(blocks_remaining)
       {
         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
-        load_128b(block->texels, texture_block_ptr);
+        block->texels = *(vec_8x16u *)texture_block_ptr;
 
         block->draw_mask_bits = 0;
         block->fb_ptr = fb_ptr;
@@ -3883,7 +3888,7 @@ void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       }
 
       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
-      load_128b(block->texels, texture_block_ptr);
+      block->texels = *(vec_8x16u *)texture_block_ptr;
 
       block->draw_mask_bits = right_mask_bits;
       block->fb_ptr = fb_ptr;
@@ -3897,6 +3902,10 @@ void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
   }
 }
 
+#endif
+
+#ifndef NEON_BUILD
+
 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
  s32 v, s32 width, s32 height, u32 color)
 {
index 55f835b..f9de741 100644 (file)
@@ -245,6 +245,7 @@ void render_line(psx_gpu_struct *gpu, vertex_struct *vertexes, u32 flags,
 
 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2);
 
+void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu);
 void flush_render_block_buffer(psx_gpu_struct *psx_gpu);
 
 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram);
index 85e972c..942b3d3 100644 (file)
@@ -2,7 +2,21 @@
   ((psx_gpu)->enhancement_buf_ptr + \\r
    ((psx_gpu)->enhancement_buf_by_x16[(x) / 16] << 20))\r
 \r
-#ifndef NEON_BUILD\r
+#if !defined(NEON_BUILD) || defined(SIMD_BUILD)\r
+\r
+#ifndef zip_4x32b\r
+\r
+#define vector_cast(vec_to, source) source\r
+\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
+#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
 {\r
@@ -56,7 +70,8 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       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
       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
       block->texels = texels_wide;\r
@@ -117,7 +132,8 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
 \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
       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
       block->texels = texels_wide;\r
@@ -147,7 +163,8 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       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
         zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
         block->texels = texels_wide;\r
@@ -178,7 +195,8 @@ void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
       }\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
       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
       block->texels = texels_wide;\r
diff --git a/plugins/gpu_neon/psx_gpu/psx_gpu_simd.c b/plugins/gpu_neon/psx_gpu/psx_gpu_simd.c
new file mode 100644 (file)
index 0000000..335af35
--- /dev/null
@@ -0,0 +1,3525 @@
+/*
+ * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
+ * Copyright (C) 2022 GraÅžvydas Ignotas "notaz" <notasas@gmail.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.
+ */
+
+#include <string.h>
+#include "psx_gpu.h"
+#include "psx_gpu_simd.h"
+//#define ASM_PROTOTYPES
+//#include "psx_gpu_simd.h"
+#ifndef SIMD_BUILD
+#error "please define SIMD_BUILD if you want this gpu_neon C simd implementation"
+#endif
+
+typedef u8  gvu8   __attribute__((vector_size(16)));
+typedef u16 gvu16  __attribute__((vector_size(16)));
+typedef u32 gvu32  __attribute__((vector_size(16)));
+typedef u64 gvu64  __attribute__((vector_size(16)));
+typedef s8  gvs8   __attribute__((vector_size(16)));
+typedef s16 gvs16  __attribute__((vector_size(16)));
+typedef s32 gvs32  __attribute__((vector_size(16)));
+typedef s64 gvs64  __attribute__((vector_size(16)));
+
+typedef u8  gvhu8  __attribute__((vector_size(8)));
+typedef u16 gvhu16 __attribute__((vector_size(8)));
+typedef u32 gvhu32 __attribute__((vector_size(8)));
+typedef u64 gvhu64 __attribute__((vector_size(8)));
+typedef s8  gvhs8  __attribute__((vector_size(8)));
+typedef s16 gvhs16 __attribute__((vector_size(8)));
+typedef s32 gvhs32 __attribute__((vector_size(8)));
+typedef s64 gvhs64 __attribute__((vector_size(8)));
+
+typedef union
+{
+  gvhu8  u8;
+  gvhu16 u16;
+  gvhu32 u32;
+  gvhu64 u64;
+  //u64    u64;
+  //uint64x1_t u64;
+  gvhs8  s8;
+  gvhs16 s16;
+  gvhs32 s32;
+  gvhs64 s64;
+  //s64    s64;
+  //int64x1_t s64;
+} gvhreg;
+
+typedef union
+{
+  gvu8  u8;
+  gvu16 u16;
+  gvu32 u32;
+  gvu64 u64;
+  gvs8  s8;
+  gvs16 s16;
+  gvs32 s32;
+  gvs64 s64;
+  // this may be tempting, but it causes gcc to do lots of stack spills
+  //gvhreg h[2];
+} gvreg;
+
+#if defined(__ARM_NEON) || defined(__ARM_NEON__)
+#include <arm_neon.h>
+
+#define gvaddhn_u32(d, a, b)     d.u16 = vaddhn_u32(a.u32, b.u32)
+#define gvaddw_s32(d, a, b)      d.s64 = vaddw_s32(a.s64, b.s32)
+#define gvabsq_s32(d, s)         d.s32 = vabsq_s32(s.s32)
+#define gvbic_n_u16(d, n)        d.u16 = vbic_u16(d.u16, vmov_n_u16(n))
+#define gvbifq(d, a, b)          d.u8  = vbslq_u8(b.u8, d.u8, a.u8)
+#define gvbit(d, a, b)           d.u8  = vbsl_u8(b.u8, a.u8, d.u8)
+#define gvceqq_u16(d, a, b)      d.u16 = vceqq_u16(a.u16, b.u16)
+#define gvcgt_s16(d, a, b)       d.u16 = vcgt_s16(a.s16, b.s16)
+#define gvclt_s16(d, a, b)       d.u16 = vclt_s16(a.s16, b.s16)
+#define gvcreate_s32(d, a, b)    d.s32 = vcreate_s32((u32)(a) | ((u64)(b) << 32))
+#define gvcreate_u32(d, a, b)    d.u32 = vcreate_u32((u32)(a) | ((u64)(b) << 32))
+#define gvcreate_s64(d, s)       d.s64 = (gvhs64)vcreate_s64(s)
+#define gvcreate_u64(d, s)       d.u64 = (gvhu64)vcreate_u64(s)
+#define gvcombine_u16(d, l, h)   d.u16 = vcombine_u16(l.u16, h.u16)
+#define gvcombine_u32(d, l, h)   d.u32 = vcombine_u32(l.u32, h.u32)
+#define gvcombine_s64(d, l, h)   d.s64 = vcombine_s64((int64x1_t)l.s64, (int64x1_t)h.s64)
+#define gvdup_l_u8(d, s, l)      d.u8  = vdup_lane_u8(s.u8, l)
+#define gvdup_l_u16(d, s, l)     d.u16 = vdup_lane_u16(s.u16, l)
+#define gvdup_l_u32(d, s, l)     d.u32 = vdup_lane_u32(s.u32, l)
+#define gvdupq_l_s64(d, s, l)    d.s64 = vdupq_lane_s64((int64x1_t)s.s64, l)
+#define gvdupq_l_u32(d, s, l)    d.u32 = vdupq_lane_u32(s.u32, l)
+#define gvdup_n_s64(d, n)        d.s64 = vdup_n_s64(n)
+#define gvdup_n_u8(d, n)         d.u8  = vdup_n_u8(n)
+#define gvdup_n_u16(d, n)        d.u16 = vdup_n_u16(n)
+#define gvdup_n_u32(d, n)        d.u32 = vdup_n_u32(n)
+#define gvdupq_n_u16(d, n)       d.u16 = vdupq_n_u16(n)
+#define gvdupq_n_u32(d, n)       d.u32 = vdupq_n_u32(n)
+#define gvdupq_n_s64(d, n)       d.s64 = vdupq_n_s64(n)
+#define gvhaddq_u16(d, a, b)     d.u16 = vhaddq_u16(a.u16, b.u16)
+#define gvmax_s16(d, a, b)       d.s16 = vmax_s16(a.s16, b.s16)
+#define gvmin_s16(d, a, b)       d.s16 = vmin_s16(a.s16, b.s16)
+#define gvminq_u8(d, a, b)       d.u8  = vminq_u8(a.u8, b.u8)
+#define gvminq_u16(d, a, b)      d.u16 = vminq_u16(a.u16, b.u16)
+#define gvmla_s32(d, a, b)       d.s32 = vmla_s32(d.s32, a.s32, b.s32)
+#define gvmla_u32(d, a, b)       d.u32 = vmla_u32(d.u32, a.u32, b.u32)
+#define gvmlaq_s32(d, a, b)      d.s32 = vmlaq_s32(d.s32, a.s32, b.s32)
+#define gvmlaq_u32(d, a, b)      d.u32 = vmlaq_u32(d.u32, a.u32, b.u32)
+#define gvmlal_s32(d, a, b)      d.s64 = vmlal_s32(d.s64, a.s32, b.s32)
+#define gvmlal_u8(d, a, b)       d.u16 = vmlal_u8(d.u16, a.u8, b.u8)
+#define gvmlsq_s32(d, a, b)      d.s32 = vmlsq_s32(d.s32, a.s32, b.s32)
+#define gvmlsq_l_s32(d, a, b, l) d.s32 = vmlsq_lane_s32(d.s32, a.s32, b.s32, l)
+#define gvmov_l_s32(d, s, l)     d.s32 = vset_lane_s32(s, d.s32, l)
+#define gvmov_l_u32(d, s, l)     d.u32 = vset_lane_u32(s, d.u32, l)
+#define gvmovl_u8(d, s)          d.u16 = vmovl_u8(s.u8)
+#define gvmovl_s32(d, s)         d.s64 = vmovl_s32(s.s32)
+#define gvmovn_u16(d, s)         d.u8  = vmovn_u16(s.u16)
+#define gvmovn_u32(d, s)         d.u16 = vmovn_u32(s.u32)
+#define gvmovn_u64(d, s)         d.u32 = vmovn_u64(s.u64)
+#define gvmul_s32(d, a, b)       d.s32 = vmul_s32(a.s32, b.s32)
+#define gvmull_s16(d, a, b)      d.s32 = vmull_s16(a.s16, b.s16)
+#define gvmull_s32(d, a, b)      d.s64 = vmull_s32(a.s32, b.s32)
+#define gvmull_u8(d, a, b)       d.u16 = vmull_u8(a.u8, b.u8)
+#define gvmull_l_u32(d, a, b, l) d.u64 = vmull_lane_u32(a.u32, b.u32, l)
+#define gvmlsl_s16(d, a, b)      d.s32 = vmlsl_s16(d.s32, a.s16, b.s16)
+#define gvneg_s32(d, s)          d.s32 = vneg_s32(s.s32)
+#define gvqadd_u8(d, a, b)       d.u8  = vqadd_u8(a.u8, b.u8)
+#define gvqsub_u8(d, a, b)       d.u8  = vqsub_u8(a.u8, b.u8)
+#define gvshl_u16(d, a, b)       d.u16 = vshl_u16(a.u16, b.s16)
+#define gvshlq_s64(d, a, b)      d.s64 = vshlq_s64(a.s64, b.s64)
+#define gvshlq_u32(d, a, b)      d.u32 = vshlq_u32(a.u32, b.s32)
+#define gvshlq_u64(d, a, b)      d.u64 = vshlq_u64(a.u64, b.s64)
+#define gvshrq_n_s16(d, s, n)    d.s16 = vshrq_n_s16(s.s16, n)
+#define gvshrq_n_u16(d, s, n)    d.u16 = vshrq_n_u16(s.u16, n)
+#define gvshl_n_u32(d, s, n)     d.u32 = vshl_n_u32(s.u32, n)
+#define gvshlq_n_u16(d, s, n)    d.u16 = vshlq_n_u16(s.u16, n)
+#define gvshlq_n_u32(d, s, n)    d.u32 = vshlq_n_u32(s.u32, n)
+#define gvshll_n_s8(d, s, n)     d.s16 = vshll_n_s8(s.s8, n)
+#define gvshll_n_u8(d, s, n)     d.u16 = vshll_n_u8(s.u8, n)
+#define gvshll_n_u16(d, s, n)    d.u32 = vshll_n_u16(s.u16, n)
+#define gvshr_n_u8(d, s, n)      d.u8  = vshr_n_u8(s.u8, n)
+#define gvshr_n_u16(d, s, n)     d.u16 = vshr_n_u16(s.u16, n)
+#define gvshr_n_u32(d, s, n)     d.u32 = vshr_n_u32(s.u32, n)
+#define gvshr_n_u64(d, s, n)     d.u64 = (gvhu64)vshr_n_u64((uint64x1_t)s.u64, n)
+#define gvshrn_n_s64(d, s, n)    d.s32 = vshrn_n_s64(s.s64, n)
+#define gvshrn_n_u16(d, s, n)    d.u8  = vshrn_n_u16(s.u16, n)
+#define gvshrn_n_u32(d, s, n)    d.u16 = vshrn_n_u32(s.u32, n)
+#define gvsli_n_u8(d, s, n)      d.u8  = vsli_n_u8(d.u8, s.u8, n)
+#define gvsri_n_u8(d, s, n)      d.u8  = vsri_n_u8(d.u8, s.u8, n)
+#define gvtstq_u16(d, a, b)      d.u16 = vtstq_u16(a.u16, b.u16)
+#define gvqshrun_n_s16(d, s, n)  d.u8  = vqshrun_n_s16(s.s16, n)
+#define gvqsubq_u8(d, a, b)      d.u8  = vqsubq_u8(a.u8, b.u8)
+#define gvqsubq_u16(d, a, b)     d.u16 = vqsubq_u16(a.u16, b.u16)
+
+#define gvget_lo(d, s)           d.u16 = vget_low_u16(s.u16)
+#define gvget_hi(d, s)           d.u16 = vget_high_u16(s.u16)
+#define gvlo(s)                  ({gvhreg t_; gvget_lo(t_, s); t_;})
+#define gvhi(s)                  ({gvhreg t_; gvget_hi(t_, s); t_;})
+
+#define gvset_lo(d, s)           d.u16 = vcombine_u16(s.u16, gvhi(d).u16)
+#define gvset_hi(d, s)           d.u16 = vcombine_u16(gvlo(d).u16, s.u16)
+
+#define gvtbl2_u8(d, a, b) { \
+  uint8x8x2_t v_; \
+  v_.val[0] = vget_low_u8(a.u8); v_.val[1] = vget_high_u8(a.u8); \
+  d.u8 = vtbl2_u8(v_, b.u8); \
+}
+
+#define gvzip_u8(d, a, b) { \
+  uint8x8x2_t v_ = vzip_u8(a.u8, b.u8); \
+  d.u8 = vcombine_u8(v_.val[0], v_.val[1]); \
+}
+#define gvzipq_u16(d0, d1, s0, s1) { \
+  uint16x8x2_t v_ = vzipq_u16(s0.u16, s1.u16); \
+  d0.u16 = v_.val[0]; d1.u16 = v_.val[1]; \
+}
+
+#define gvld1_u8(d, s)           d.u8  = vld1_u8(s)
+#define gvld1_u32(d, s)          d.u32 = vld1_u32((const u32 *)(s))
+#define gvld1q_u8(d, s)          d.u8  = vld1q_u8(s)
+#define gvld1q_u16(d, s)         d.u16 = vld1q_u16(s)
+#define gvld1q_u32(d, s)         d.u32 = vld1q_u32((const u32 *)(s))
+#define gvld2_dup(v0, v1, p) { \
+  uint8x8x2_t v_ = vld2_dup_u8(p); \
+  v0.u8 = v_.val[0]; v1.u8 = v_.val[1]; \
+}
+#define gvld2q_u8(v0, v1, p) { \
+  uint8x16x2_t v_ = vld2q_u8(p); \
+  v0.u8 = v_.val[0]; v1.u8 = v_.val[1]; \
+}
+
+#define gvst1_u8(v, p) \
+  vst1_u8(p, v.u8)
+#define gvst1q_u16(v, p) \
+  vst1q_u16(p, v.u16)
+#define gvst1q_inc_u32(v, p, i) { \
+  vst1q_u32((u32 *)(p), v.u32); \
+  p += (i) / sizeof(*p); \
+}
+#define gvst2_u8(v0, v1, p) { \
+  uint8x8x2_t v_; \
+  v_.val[0] = v0.u8; v_.val[1] = v1.u8; \
+  vst2_u8(p, v_); \
+}
+#define gvst2_u16(v0, v1, p) { \
+  uint16x4x2_t v_; \
+  v_.val[0] = v0.u16; v_.val[1] = v1.u16; \
+  vst2_u16(p, v_); \
+}
+#define gvst2q_u8(v0, v1, p) { \
+  uint8x16x2_t v_; \
+  v_.val[0] = v0.u8; v_.val[1] = v1.u8; \
+  vst2q_u8(p, v_); \
+}
+#define gvst4_4_inc_u32(v0, v1, v2, v3, p, i) { \
+  uint32x2x4_t v_; \
+  v_.val[0] = v0.u32; v_.val[1] = v1.u32; v_.val[2] = v2.u32; v_.val[3] = v3.u32; \
+  vst4_u32(p, v_); p += (i) / sizeof(*p); \
+}
+#define gvst4_pi_u16(v0, v1, v2, v3, p) { \
+  uint16x4x4_t v_; \
+  v_.val[0] = v0.u16; v_.val[1] = v1.u16; v_.val[2] = v2.u16; v_.val[3] = v3.u16; \
+  vst4_u16((u16 *)(p), v_); p += sizeof(v_) / sizeof(*p); \
+}
+#define gvst1q_pi_u32(v, p) \
+  gvst1q_inc_u32(v, p, sizeof(v))
+// could use vst1q_u32_x2 but that's not always available
+#define gvst1q_2_pi_u32(v0, v1, p) { \
+  gvst1q_inc_u32(v0, p, sizeof(v0)); \
+  gvst1q_inc_u32(v1, p, sizeof(v1)); \
+}
+
+/* notes:
+ - gcc > 9: (arm32) int64x1_t type produces ops on gp regs
+            (also u64 __attribute__((vector_size(8))) :( )
+ - gcc <11: (arm32) handles '<vec> == 0' poorly
+*/
+
+/*
+#elif defined(__SSE2__)
+#include <x86intrin.h>
+*/
+#else
+#error "arch not supported or SIMD support was not enabled by your compiler"
+#endif
+
+// the below have intrinsics but they evaluate to basic operations on both gcc and clang
+#define gvadd_s64(d, a, b)       d.s64 = a.s64 + b.s64
+#define gvadd_u8(d, a, b)        d.u8  = a.u8  + b.u8
+#define gvadd_u16(d, a, b)       d.u16 = a.u16 + b.u16
+#define gvadd_u32(d, a, b)       d.u32 = a.u32 + b.u32
+#define gvaddq_s64               gvadd_s64
+#define gvaddq_u16               gvadd_u16
+#define gvaddq_u32               gvadd_u32
+#define gvand(d, a, b)           d.u32 = a.u32 & b.u32
+#define gvbic(d, a, b)           d.u32 = a.u32 & ~b.u32
+#define gvbicq                   gvbic
+#define gveor(d, a, b)           d.u32 = a.u32 ^ b.u32
+#define gveorq                   gveor
+#define gvceqz_u16(d, s)         d.u16 = s.u16 == 0
+#define gvceqzq_u16              gvceqz_u16
+#define gvcltz_s16(d, s)         d.s16 = s.s16 < 0
+#define gvcltzq_s16              gvcltz_s16
+#define gvsub_u16(d, a, b)       d.u16 = a.u16 - b.u16
+#define gvsub_u32(d, a, b)       d.u32 = a.u32 - b.u32
+#define gvsubq_u16               gvsub_u16
+#define gvsubq_u32               gvsub_u32
+#define gvorr(d, a, b)           d.u32 = a.u32 | b.u32
+#define gvorrq                   gvorr
+
+#if defined(__arm__)
+
+#define gssub16(d, a, b)    asm("ssub16 %0,%1,%2" : "=r"(d) : "r"(a), "r"(b))
+#define gsmusdx(d, a, b)    asm("smusdx %0,%1,%2" : "=r"(d) : "r"(a), "r"(b))
+
+#if 0
+// gcc/config/arm/arm.c
+#undef gvadd_s64
+#define gvadd_s64(d, a, b)  asm("vadd.i64 %P0,%P1,%P2" : "=w"(d.s64) : "w"(a.s64), "w"(b.s64))
+#endif
+
+#else
+
+#define gssub16(d, a, b)    d = (u16)((a) - (b)) | ((((a) >> 16) - ((b) >> 16)) << 16)
+#define gsmusdx(d, a, b)    d = ((s32)(s16)(a) * ((s32)(b) >> 16)) \
+                              - (((s32)(a) >> 16) * (s16)(b))
+
+#endif
+
+// for compatibility with the original psx_gpu.c code
+#define vec_2x64s gvreg
+#define vec_2x64u gvreg
+#define vec_4x32s gvreg
+#define vec_4x32u gvreg
+#define vec_8x16s gvreg
+#define vec_8x16u gvreg
+#define vec_16x8s gvreg
+#define vec_16x8u gvreg
+#define vec_1x64s gvhreg
+#define vec_1x64u gvhreg
+#define vec_2x32s gvhreg
+#define vec_2x32u gvhreg
+#define vec_4x16s gvhreg
+#define vec_4x16u gvhreg
+#define vec_8x8s  gvhreg
+#define vec_8x8u  gvhreg
+
+#if 0
+#include <stdio.h>
+#include <stdlib.h>
+#include <unistd.h>
+static int ccount;
+void cmpp(const char *name, const void *a_, const void *b_, size_t len)
+{
+  const uint32_t *a = a_, *b = b_, masks[] = { 0, 0xff, 0xffff, 0xffffff };
+  size_t i, left;
+  uint32_t mask;
+  for (i = 0; i < (len + 3)/4; i++) {
+    left = len - i*4;
+    mask = left >= 4 ? ~0u : masks[left];
+    if ((a[i] ^ b[i]) & mask) {
+      printf("%s: %08x %08x [%03zx/%zu] #%d\n",
+        name, a[i] & mask, b[i] & mask, i*4, i, ccount);
+      exit(1);
+    }
+  }
+  ccount++;
+}
+#define ccmpf(n)   cmpp(#n, &psx_gpu->n, &n##_c, sizeof(n##_c))
+#define ccmpa(n,c) cmpp(#n, &psx_gpu->n, &n##_c, sizeof(n##_c[0]) * c)
+
+void dump_r_(const char *name, void *dump, int is_q)
+{
+  unsigned long long *u = dump;
+  //if (ccount > 1) return;
+  printf("%10s %016llx ", name, u[0]);
+  if (is_q)
+    printf("%016llx", u[1]);
+  puts("");
+}
+void __attribute__((noinline,noclone)) dump_r_d(const char *name, void *dump)
+{ dump_r_(name, dump, 0); }
+void __attribute__((noinline,noclone)) dump_r_q(const char *name, void *dump)
+{ dump_r_(name, dump, 1); }
+#define dumprd(n) { u8 dump_[8]; gvst1_u8(n, dump_); dump_r_d(#n, dump_); }
+#define dumprq(n) { u16 dump_[8]; gvst1q_u16(n, dump_); dump_r_q(#n, dump_); }
+#endif
+
+void compute_all_gradients(psx_gpu_struct * __restrict__ psx_gpu,
+ const vertex_struct * __restrict__ a, const vertex_struct * __restrict__ b,
+ const vertex_struct * __restrict__ c)
+{
+  union { double d; struct { u32 l; u32 h; } i; } divident, divider;
+  union { double d; gvhreg v; } d30;
+
+#if 0
+ compute_all_gradients_(psx_gpu, a, b, c);
+ return;
+#endif
+  // First compute the triangle area reciprocal and shift. The division will
+  // happen concurrently with much of the work which follows.
+
+  // load exponent of 62 into upper half of double
+  u32 shift = __builtin_clz(psx_gpu->triangle_area);
+  u32 triangle_area_normalized = psx_gpu->triangle_area << shift;
+
+  // load area normalized into lower half of double
+  divident.i.l = triangle_area_normalized >> 10;
+  divident.i.h = (62 + 1023) << 20;
+
+  divider.i.l = triangle_area_normalized << 20;
+  divider.i.h = ((1022 + 31) << 20) + (triangle_area_normalized >> 11);
+
+  d30.d = divident.d / divider.d;       // d30 = ((1 << 62) + ta_n) / ta_n
+
+  // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
+  // ( d0       *  d1      ) - ( d2       *  d3      ) =
+  // ( m0                  ) - ( m1                  ) = gradient
+
+  // This is split to do 12 elements at a time over three sets: a, b, and c.
+  // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
+  // two of the slots are unused.
+
+  // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
+  // is g.
+
+  // First type is:  uvrg bxxx xxxx
+  // Second type is: yyyy ybyy uvrg
+  // Since x_a and y_c are the same the same variable is used for both.
+
+  gvreg v0;
+  gvreg v1;
+  gvreg v2;
+  gvreg uvrg_xxxx0;
+  gvreg uvrg_xxxx1;
+  gvreg uvrg_xxxx2;
+
+  gvreg y0_ab;
+  gvreg y1_ab;
+  gvreg y2_ab;
+
+  gvreg d0_ab;
+  gvreg d1_ab;
+  gvreg d2_ab;
+  gvreg d3_ab;
+
+  gvreg ga_uvrg_x;
+  gvreg ga_uvrg_y;
+  gvreg gw_rg_x;
+  gvreg gw_rg_y;
+  gvreg w_mask;
+  gvreg r_shift;
+  gvreg uvrg_dx2, uvrg_dx3;
+  gvreg uvrgb_phase;
+  gvhreg zero, tmp_lo, tmp_hi;
+
+  gvld1q_u8(v0, (u8 *)a);               // v0 = { uvrg0, b0, x0, y0 }
+  gvld1q_u8(v1, (u8 *)b);               // v1 = { uvrg1, b1, x1, y1 }
+  gvld1q_u8(v2, (u8 *)c);               // v2 = { uvrg2, b2, x2, y2 }
+
+  gvmovl_u8(uvrg_xxxx0, gvlo(v0));      // uvrg_xxxx0 = { uv0, rg0, b0-, -- }
+  gvmovl_u8(uvrg_xxxx1, gvlo(v1));      // uvrg_xxxx1 = { uv1, rg1, b1-, -- }
+  gvmovl_u8(uvrg_xxxx2, gvlo(v2));      // uvrg_xxxx2 = { uv2, rg2, b2-, -- }
+
+  gvdup_l_u16(tmp_lo, gvhi(v0), 1);     // yyyy0 = { yy0, yy0 }
+  gvcombine_u16(y0_ab, tmp_lo, gvlo(uvrg_xxxx0));
+
+  gvdup_l_u16(tmp_lo, gvhi(v0), 0);     // xxxx0 = { xx0, xx0 }
+  gvset_hi(uvrg_xxxx0, tmp_lo);
+
+  u32 x1_x2 = (u16)b->x | (c->x << 16); // x1_x2 = { x1, x2 }
+  u32 x0_x1 = (u16)a->x | (b->x << 16); // x0_x1 = { x0, x1 }
+
+  gvdup_l_u16(tmp_lo, gvhi(v1), 1);     // yyyy1 = { yy1, yy1 }
+  gvcombine_u16(y1_ab, tmp_lo, gvlo(uvrg_xxxx1));
+
+  gvdup_l_u16(tmp_lo, gvhi(v1), 0);     // xxxx1 = { xx1, xx1 }
+  gvset_hi(uvrg_xxxx1, tmp_lo);
+
+  gvdup_l_u16(tmp_lo, gvhi(v2), 1);     // yyyy2 = { yy2, yy2 }
+  gvcombine_u16(y2_ab, tmp_lo, gvlo(uvrg_xxxx2));
+
+  gvdup_l_u16(tmp_lo, gvhi(v2), 0);     // xxxx2 = { xx2, xx2 }
+  gvset_hi(uvrg_xxxx2, tmp_lo);
+
+  u32 y0_y1 = (u16)a->y | (b->y << 16); // y0_y1 = { y0, y1 }
+  u32 y1_y2 = (u16)b->y | (c->y << 16); // y1_y2 = { y1, y2 }
+
+  gvsubq_u16(d0_ab, uvrg_xxxx1, uvrg_xxxx0);
+
+  u32 b1_b2 = b->b | (c->b << 16);      // b1_b2 = { b1, b2 }
+
+  gvsubq_u16(d2_ab, uvrg_xxxx2, uvrg_xxxx1);
+
+  gvsubq_u16(d1_ab, y2_ab, y1_ab);
+
+  u32 b0_b1 = a->b | (b->b << 16);      // b0_b1 = { b0, b1 }
+
+  u32 dx, dy, db;
+  gssub16(dx, x1_x2, x0_x1);            // dx = { x1 - x0, x2 - x1 }
+  gssub16(dy, y1_y2, y0_y1);            // dy = { y1 - y0, y2 - y1 }
+  gssub16(db, b1_b2, b0_b1);            // db = { b1 - b0, b2 - b1 }
+
+  u32 ga_by, ga_bx;
+  gvsubq_u16(d3_ab, y1_ab, y0_ab);
+  gsmusdx(ga_by, dx, db);               // ga_by = ((x1 - x0) * (b2 - b1)) -
+                                        //         ((x2 - X1) * (b1 - b0))
+  gvmull_s16(ga_uvrg_x, gvlo(d0_ab), gvlo(d1_ab));
+  gsmusdx(ga_bx, db, dy);               // ga_bx = ((b1 - b0) * (y2 - y1)) -
+                                        //         ((b2 - b1) * (y1 - y0))
+  gvmlsl_s16(ga_uvrg_x, gvlo(d2_ab), gvlo(d3_ab));
+  u32 gs_bx = (s32)ga_bx >> 31;         // movs
+
+  gvmull_s16(ga_uvrg_y, gvhi(d0_ab), gvhi(d1_ab));
+  if ((s32)gs_bx < 0) ga_bx = -ga_bx;   // rsbmi
+
+  gvmlsl_s16(ga_uvrg_y, gvhi(d2_ab), gvhi(d3_ab));
+  u32 gs_by = (s32)ga_by >> 31;         // movs
+
+  gvhreg d0;
+  gvshr_n_u64(d0, d30.v, 22);           // note: on "d30 >> 22" gcc generates junk code
+
+  gvdupq_n_u32(uvrgb_phase, psx_gpu->uvrgb_phase);
+  u32 b_base = psx_gpu->uvrgb_phase + (a->b << 16);
+
+  if ((s32)gs_by < 0) ga_by = -ga_by;   // rsbmi
+  gvreg gs_uvrg_x, gs_uvrg_y;
+  gs_uvrg_x.s32 = ga_uvrg_x.s32 < 0;    // gs_uvrg_x = ga_uvrg_x < 0
+  gs_uvrg_y.s32 = ga_uvrg_y.s32 < 0;    // gs_uvrg_y = ga_uvrg_y < 0
+
+  gvdupq_n_u32(w_mask, -psx_gpu->triangle_winding); // w_mask = { -w, -w, -w, -w }
+  shift -= 62 - 12;                     // shift -= (62 - FIXED_BITS)
+
+  gvreg uvrg_base;
+  gvshll_n_u16(uvrg_base, gvlo(uvrg_xxxx0), 16); // uvrg_base = uvrg0 << 16
+  gvdupq_n_u32(r_shift, shift);         // r_shift = { shift, shift, shift, shift }
+
+  gvaddq_u32(uvrg_base, uvrg_base, uvrgb_phase);
+  gvabsq_s32(ga_uvrg_x, ga_uvrg_x);     // ga_uvrg_x = abs(ga_uvrg_x)
+
+  u32 area_r_s = d0.u32[0];             // area_r_s = triangle_reciprocal
+  gvabsq_s32(ga_uvrg_y, ga_uvrg_y);     // ga_uvrg_y = abs(ga_uvrg_y)
+
+  gvmull_l_u32(gw_rg_x, gvhi(ga_uvrg_x), d0, 0);
+  gvmull_l_u32(ga_uvrg_x, gvlo(ga_uvrg_x), d0, 0);
+  gvmull_l_u32(gw_rg_y, gvhi(ga_uvrg_y), d0, 0);
+  gvmull_l_u32(ga_uvrg_y, gvlo(ga_uvrg_y), d0, 0);
+
+  gvshlq_u64(gw_rg_x, gw_rg_x, r_shift);
+  gvshlq_u64(ga_uvrg_x, ga_uvrg_x, r_shift);
+  gvshlq_u64(gw_rg_y, gw_rg_y, r_shift);
+  gvshlq_u64(ga_uvrg_y, ga_uvrg_y, r_shift);
+
+  gveorq(gs_uvrg_x, gs_uvrg_x, w_mask);
+  gvmovn_u64(tmp_lo, ga_uvrg_x);
+
+  gveorq(gs_uvrg_y, gs_uvrg_y, w_mask);
+  gvmovn_u64(tmp_hi, gw_rg_x);
+
+  gvcombine_u32(ga_uvrg_x, tmp_lo, tmp_hi);
+
+  gveorq(ga_uvrg_x, ga_uvrg_x, gs_uvrg_x);
+  gvmovn_u64(tmp_lo, ga_uvrg_y);
+
+  gvsubq_u32(ga_uvrg_x, ga_uvrg_x, gs_uvrg_x);
+  gvmovn_u64(tmp_hi, gw_rg_y);
+
+  gvcombine_u32(ga_uvrg_y, tmp_lo, tmp_hi);
+
+  gveorq(ga_uvrg_y, ga_uvrg_y, gs_uvrg_y);
+  ga_bx = ga_bx << 13;
+
+  gvsubq_u32(ga_uvrg_y, ga_uvrg_y, gs_uvrg_y);
+  ga_by = ga_by << 13;
+
+  u32 gw_bx_h, gw_by_h;
+  gw_bx_h = (u64)ga_bx * area_r_s >> 32;
+
+  gvshlq_n_u32(ga_uvrg_x, ga_uvrg_x, 4);
+  gvshlq_n_u32(ga_uvrg_y, ga_uvrg_y, 4);
+
+  gw_by_h = (u64)ga_by * area_r_s >> 32;
+  gvdup_n_u32(tmp_lo, a->x);
+  gvmlsq_l_s32(uvrg_base, ga_uvrg_x, tmp_lo, 0);
+
+  gs_bx = gs_bx ^ -psx_gpu->triangle_winding;
+  gvaddq_u32(uvrg_dx2, ga_uvrg_x, ga_uvrg_x);
+
+  gs_by = gs_by ^ -psx_gpu->triangle_winding;
+
+  u32 r11 = -shift;                         // r11 = negative shift for scalar lsr
+  u32 *store_a = psx_gpu->uvrg.e;
+  r11 = r11 - (32 - 13);
+  u32 *store_b = store_a + 16 / sizeof(u32);
+
+  gvaddq_u32(uvrg_dx3, uvrg_dx2, ga_uvrg_x);
+  gvst1q_inc_u32(uvrg_base, store_a, 32);
+
+  gvst1q_inc_u32(ga_uvrg_x, store_b, 32);
+  u32 g_bx = (u32)gw_bx_h >> r11;
+
+  gvst1q_inc_u32(ga_uvrg_y, store_a, 32);
+  u32 g_by = (u32)gw_by_h >> r11;
+
+  gvdup_n_u32(zero, 0);
+
+  gvst4_4_inc_u32(zero, gvlo(ga_uvrg_x), gvlo(uvrg_dx2), gvlo(uvrg_dx3), store_b, 32);
+  g_bx = g_bx ^ gs_bx;
+
+  gvst4_4_inc_u32(zero, gvhi(ga_uvrg_x), gvhi(uvrg_dx2), gvhi(uvrg_dx3), store_b, 32);
+  g_bx = g_bx - gs_bx;
+
+  g_bx = g_bx << 4;
+  g_by = g_by ^ gs_by;
+
+  b_base -= g_bx * a->x;
+  g_by = g_by - gs_by;
+
+  g_by = g_by << 4;
+
+  u32 g_bx2 = g_bx + g_bx;
+  u32 g_bx3 = g_bx + g_bx2;
+
+  // 112
+  store_b[0] = 0;
+  store_b[1] = g_bx;
+  store_b[2] = g_bx2;
+  store_b[3] = g_bx3;
+  store_b[4] = b_base;
+  store_b[5] = g_by; // 132
+}
+
+#define setup_spans_debug_check(span_edge_data_element)                        \
+
+#define setup_spans_prologue_alternate_yes()                                   \
+  vec_2x64s alternate_x;                                                       \
+  vec_2x64s alternate_dx_dy;                                                   \
+  vec_4x32s alternate_x_32;                                                    \
+  vec_2x32s alternate_x_16;                                                    \
+                                                                               \
+  vec_4x16u alternate_select;                                                  \
+  vec_4x16s y_mid_point;                                                       \
+                                                                               \
+  s32 y_b = v_b->y;                                                            \
+  s64 edge_alt;                                                                \
+  s32 edge_dx_dy_alt;                                                          \
+  u32 edge_shift_alt                                                           \
+
+#define setup_spans_prologue_alternate_no()                                    \
+
+#define setup_spans_prologue(alternate_active)                                 \
+  edge_data_struct *span_edge_data;                                            \
+  vec_4x32u *span_uvrg_offset;                                                 \
+  u32 *span_b_offset;                                                          \
+                                                                               \
+  s32 clip;                                                                    \
+  vec_4x32u v_clip;                                                            \
+                                                                               \
+  union { vec_2x64s full; vec_1x64s h[2]; } edges_xy;                          \
+  vec_2x32s edges_dx_dy;                                                       \
+  vec_2x32u edge_shifts;                                                       \
+                                                                               \
+  vec_2x64s left_x, right_x;                                                   \
+  vec_2x64s left_dx_dy, right_dx_dy;                                           \
+  vec_4x32s left_x_32, right_x_32;                                             \
+  vec_2x32s left_x_32_lo, right_x_32_lo;                                       \
+  vec_2x32s left_x_32_hi, right_x_32_hi;                                       \
+  vec_4x16s left_right_x_16_lo, left_right_x_16_hi;                            \
+  vec_4x16s y_x4;                                                              \
+  vec_8x16s left_edge;                                                         \
+  vec_8x16s right_edge;                                                        \
+  vec_4x16u span_shift;                                                        \
+                                                                               \
+  vec_2x32u c_0x01;                                                            \
+  vec_4x16u c_0x04;                                                            \
+  vec_4x16u c_0xFFFE;                                                          \
+  vec_4x16u c_0x07;                                                            \
+                                                                               \
+  vec_2x32s x_starts;                                                          \
+  vec_2x32s x_ends;                                                            \
+                                                                               \
+  s32 x_a = v_a->x;                                                            \
+  s32 x_b = v_b->x;                                                            \
+  s32 x_c = v_c->x;                                                            \
+  s32 y_a = v_a->y;                                                            \
+  s32 y_c = v_c->y;                                                            \
+                                                                               \
+  vec_4x32u uvrg;                                                              \
+  vec_4x32u uvrg_dy;                                                           \
+  u32 b = psx_gpu->b;                                                          \
+  u32 b_dy = psx_gpu->b_dy;                                                    \
+  const u32 *reciprocal_table = psx_gpu->reciprocal_table_ptr;                 \
+                                                                               \
+  gvld1q_u32(uvrg, psx_gpu->uvrg.e);                                           \
+  gvld1q_u32(uvrg_dy, psx_gpu->uvrg_dy.e);                                     \
+  gvdup_n_u32(c_0x01, 0x01);                                                   \
+  setup_spans_prologue_alternate_##alternate_active()                          \
+
+#define setup_spans_prologue_b()                                               \
+  span_edge_data = psx_gpu->span_edge_data;                                    \
+  span_uvrg_offset = (vec_4x32u *)psx_gpu->span_uvrg_offset;                   \
+  span_b_offset = psx_gpu->span_b_offset;                                      \
+                                                                               \
+  vec_8x16u c_0x0001;                                                          \
+                                                                               \
+  gvdupq_n_u16(c_0x0001, 0x0001);                                              \
+  gvdupq_n_u16(left_edge, psx_gpu->viewport_start_x);                          \
+  gvdupq_n_u16(right_edge, psx_gpu->viewport_end_x);                           \
+  gvaddq_u16(right_edge, right_edge, c_0x0001);                                \
+  gvdup_n_u16(c_0x04, 0x04);                                                   \
+  gvdup_n_u16(c_0x07, 0x07);                                                   \
+  gvdup_n_u16(c_0xFFFE, 0xFFFE);                                               \
+
+
+#define compute_edge_delta_x2()                                                \
+{                                                                              \
+  vec_2x32s heights;                                                           \
+  vec_2x32s height_reciprocals;                                                \
+  vec_2x32s heights_b;                                                         \
+  vec_2x32u widths;                                                            \
+                                                                               \
+  u32 edge_shift = reciprocal_table[height];                                   \
+                                                                               \
+  gvdup_n_u32(heights, height);                                                \
+  gvsub_u32(widths, x_ends, x_starts);                                         \
+                                                                               \
+  gvdup_n_u32(edge_shifts, edge_shift);                                        \
+  gvsub_u32(heights_b, heights, c_0x01);                                       \
+  gvshr_n_u32(height_reciprocals, edge_shifts, 10);                            \
+                                                                               \
+  gvmla_s32(heights_b, x_starts, heights);                                     \
+  gvbic_n_u16(edge_shifts, 0xE0);                                              \
+  gvmul_s32(edges_dx_dy, widths, height_reciprocals);                          \
+  gvmull_s32(edges_xy.full, heights_b, height_reciprocals);                    \
+}                                                                              \
+
+#define compute_edge_delta_x3(start_c, height_a, height_b)                     \
+{                                                                              \
+  vec_2x32s heights;                                                           \
+  vec_2x32s height_reciprocals;                                                \
+  vec_2x32s heights_b;                                                         \
+  vec_2x32u widths;                                                            \
+                                                                               \
+  u32 width_alt;                                                               \
+  s32 height_b_alt;                                                            \
+  u32 height_reciprocal_alt;                                                   \
+                                                                               \
+  gvcreate_u32(heights, height_a, height_b);                                   \
+  gvcreate_u32(edge_shifts, reciprocal_table[height_a], reciprocal_table[height_b]); \
+                                                                               \
+  edge_shift_alt = reciprocal_table[height_minor_b];                           \
+                                                                               \
+  gvsub_u32(widths, x_ends, x_starts);                                         \
+  width_alt = x_c - start_c;                                                   \
+                                                                               \
+  gvshr_n_u32(height_reciprocals, edge_shifts, 10);                            \
+  height_reciprocal_alt = edge_shift_alt >> 10;                                \
+                                                                               \
+  gvbic_n_u16(edge_shifts, 0xE0);                                              \
+  edge_shift_alt &= 0x1F;                                                      \
+                                                                               \
+  gvsub_u32(heights_b, heights, c_0x01);                                       \
+  height_b_alt = height_minor_b - 1;                                           \
+                                                                               \
+  gvmla_s32(heights_b, x_starts, heights);                                     \
+  height_b_alt += height_minor_b * start_c;                                    \
+                                                                               \
+  gvmull_s32(edges_xy.full, heights_b, height_reciprocals);                    \
+  edge_alt = (s64)height_b_alt * height_reciprocal_alt;                        \
+                                                                               \
+  gvmul_s32(edges_dx_dy, widths, height_reciprocals);                          \
+  edge_dx_dy_alt = width_alt * height_reciprocal_alt;                          \
+}                                                                              \
+
+
+#define setup_spans_adjust_y_up()                                              \
+  gvsub_u32(y_x4, y_x4, c_0x04)                                                \
+
+#define setup_spans_adjust_y_down()                                            \
+  gvadd_u32(y_x4, y_x4, c_0x04)                                                \
+
+#define setup_spans_adjust_interpolants_up()                                   \
+  gvsubq_u32(uvrg, uvrg, uvrg_dy);                                             \
+  b -= b_dy                                                                    \
+
+#define setup_spans_adjust_interpolants_down()                                 \
+  gvaddq_u32(uvrg, uvrg, uvrg_dy);                                             \
+  b += b_dy                                                                    \
+
+
+#define setup_spans_clip_interpolants_increment()                              \
+  gvmlaq_s32(uvrg, uvrg_dy, v_clip);                                           \
+  b += b_dy * clip                                                             \
+
+#define setup_spans_clip_interpolants_decrement()                              \
+  gvmlsq_s32(uvrg, uvrg_dy, v_clip);                                           \
+  b -= b_dy * clip                                                             \
+
+#define setup_spans_clip_alternate_yes()                                       \
+  edge_alt += edge_dx_dy_alt * (s64)(clip)                                     \
+
+#define setup_spans_clip_alternate_no()                                        \
+
+#define setup_spans_clip(direction, alternate_active)                          \
+{                                                                              \
+  gvdupq_n_u32(v_clip, clip);                                                  \
+  gvmlal_s32(edges_xy.full, edges_dx_dy, gvlo(v_clip));                        \
+  setup_spans_clip_alternate_##alternate_active();                             \
+  setup_spans_clip_interpolants_##direction();                                 \
+}                                                                              \
+
+
+#define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
+{                                                                              \
+  vec_2x64s edge_shifts_64;                                                    \
+  union { vec_2x64s full; vec_1x64s h[2]; } edges_dx_dy_64;                    \
+  vec_1x64s left_x_hi, right_x_hi;                                             \
+                                                                               \
+  gvmovl_s32(edge_shifts_64, edge_shifts);                                     \
+  gvshlq_s64(edges_xy.full, edges_xy.full, edge_shifts_64);                    \
+                                                                               \
+  gvmovl_s32(edges_dx_dy_64.full, edges_dx_dy);                                \
+  gvshlq_s64(edges_dx_dy_64.full, edges_dx_dy_64.full, edge_shifts_64);        \
+                                                                               \
+  gvdupq_l_s64(left_x, edges_xy.h[left_index], 0);                             \
+  gvdupq_l_s64(right_x, edges_xy.h[right_index], 0);                           \
+                                                                               \
+  gvdupq_l_s64(left_dx_dy, edges_dx_dy_64.h[left_index], 0);                   \
+  gvdupq_l_s64(right_dx_dy, edges_dx_dy_64.h[right_index], 0);                 \
+                                                                               \
+  gvadd_s64(left_x_hi, gvlo(left_x), gvlo(left_dx_dy));                        \
+  gvadd_s64(right_x_hi, gvlo(right_x), gvlo(right_dx_dy));                     \
+                                                                               \
+  gvset_hi(left_x, left_x_hi);                                                 \
+  gvset_hi(right_x, right_x_hi);                                               \
+                                                                               \
+  gvaddq_s64(left_dx_dy, left_dx_dy, left_dx_dy);                              \
+  gvaddq_s64(right_dx_dy, right_dx_dy, right_dx_dy);                           \
+}                                                                              \
+
+#define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
+{                                                                              \
+  setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
+  s64 edge_dx_dy_alt_64;                                                       \
+  vec_1x64s alternate_x_hi;                                                    \
+                                                                               \
+  gvdup_n_u16(y_mid_point, y_b);                                               \
+                                                                               \
+  edge_alt <<= edge_shift_alt;                                                 \
+  edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt;                   \
+                                                                               \
+  gvdupq_n_s64(alternate_x, edge_alt);                                         \
+  gvdupq_n_s64(alternate_dx_dy, edge_dx_dy_alt_64);                            \
+                                                                               \
+  gvadd_s64(alternate_x_hi, gvlo(alternate_x), gvlo(alternate_dx_dy));         \
+  gvaddq_s64(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy);               \
+  gvset_hi(alternate_x, alternate_x_hi);                                       \
+}                                                                              \
+
+
+#define setup_spans_y_select_up()                                              \
+  gvclt_s16(alternate_select, y_x4, y_mid_point)                               \
+
+#define setup_spans_y_select_down()                                            \
+  gvcgt_s16(alternate_select, y_x4, y_mid_point)                               \
+
+#define setup_spans_y_select_alternate_yes(direction)                          \
+  setup_spans_y_select_##direction()                                           \
+
+#define setup_spans_y_select_alternate_no(direction)                           \
+
+#define setup_spans_alternate_select_left()                                    \
+  gvbit(left_right_x_16_lo, alternate_x_16, alternate_select);                 \
+
+#define setup_spans_alternate_select_right()                                   \
+  gvbit(left_right_x_16_hi, alternate_x_16, alternate_select);                 \
+
+#define setup_spans_alternate_select_none()                                    \
+
+#define setup_spans_increment_alternate_yes()                                  \
+{                                                                              \
+  vec_2x32s alternate_x_32_lo, alternate_x_32_hi;                              \
+  gvshrn_n_s64(alternate_x_32_lo, alternate_x, 32);                            \
+  gvaddq_s64(alternate_x, alternate_x, alternate_dx_dy);                       \
+  gvshrn_n_s64(alternate_x_32_hi, alternate_x, 32);                            \
+  gvaddq_s64(alternate_x, alternate_x, alternate_dx_dy);                       \
+  gvcombine_u32(alternate_x_32, alternate_x_32_lo, alternate_x_32_hi);         \
+  gvmovn_u32(alternate_x_16, alternate_x_32);                                  \
+}                                                                              \
+
+#define setup_spans_increment_alternate_no()                                   \
+
+#define setup_spans_set_x4(alternate, direction, alternate_active)             \
+{                                                                              \
+  gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
+  *span_b_offset++ = b;                                                        \
+  setup_spans_adjust_interpolants_##direction();                               \
+                                                                               \
+  gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
+  *span_b_offset++ = b;                                                        \
+  setup_spans_adjust_interpolants_##direction();                               \
+                                                                               \
+  gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
+  *span_b_offset++ = b;                                                        \
+  setup_spans_adjust_interpolants_##direction();                               \
+                                                                               \
+  gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
+  *span_b_offset++ = b;                                                        \
+  setup_spans_adjust_interpolants_##direction();                               \
+                                                                               \
+  gvshrn_n_s64(left_x_32_lo, left_x, 32);                                      \
+  gvshrn_n_s64(right_x_32_lo, right_x, 32);                                    \
+                                                                               \
+  gvaddq_s64(left_x, left_x, left_dx_dy);                                      \
+  gvaddq_s64(right_x, right_x, right_dx_dy);                                   \
+                                                                               \
+  gvshrn_n_s64(left_x_32_hi, left_x, 32);                                      \
+  gvshrn_n_s64(right_x_32_hi, right_x, 32);                                    \
+                                                                               \
+  gvaddq_s64(left_x, left_x, left_dx_dy);                                      \
+  gvaddq_s64(right_x, right_x, right_dx_dy);                                   \
+                                                                               \
+  gvcombine_s64(left_x_32, left_x_32_lo, left_x_32_hi);                        \
+  gvcombine_s64(right_x_32, right_x_32_lo, right_x_32_hi);                     \
+                                                                               \
+  gvmovn_u32(left_right_x_16_lo, left_x_32);                                   \
+  gvmovn_u32(left_right_x_16_hi, right_x_32);                                  \
+                                                                               \
+  setup_spans_increment_alternate_##alternate_active();                        \
+  setup_spans_y_select_alternate_##alternate_active(direction);                \
+  setup_spans_alternate_select_##alternate();                                  \
+                                                                               \
+  gvmax_s16(left_right_x_16_lo, left_right_x_16_lo, gvlo(left_edge));          \
+  gvmax_s16(left_right_x_16_hi, left_right_x_16_hi, gvhi(left_edge));          \
+  gvmin_s16(left_right_x_16_lo, left_right_x_16_lo, gvlo(right_edge));         \
+  gvmin_s16(left_right_x_16_hi, left_right_x_16_hi, gvhi(right_edge));         \
+                                                                               \
+  gvsub_u16(left_right_x_16_hi, left_right_x_16_hi, left_right_x_16_lo);       \
+  gvadd_u16(left_right_x_16_hi, left_right_x_16_hi, c_0x07);                   \
+  gvand(span_shift, left_right_x_16_hi, c_0x07);                               \
+  gvshl_u16(span_shift, c_0xFFFE, span_shift);                                 \
+  gvshr_n_u16(left_right_x_16_hi, left_right_x_16_hi, 3);                      \
+                                                                               \
+  gvst4_pi_u16(left_right_x_16_lo, left_right_x_16_hi, span_shift, y_x4,       \
+    span_edge_data);                                                           \
+                                                                               \
+  setup_spans_adjust_y_##direction();                                          \
+}                                                                              \
+
+
+#define setup_spans_alternate_adjust_yes()                                     \
+  edge_alt -= edge_dx_dy_alt * (s64)height_minor_a                             \
+
+#define setup_spans_alternate_adjust_no()                                      \
+
+
+#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
+  setup_spans_alternate_adjust_##alternate_active();                           \
+  if(y_c > psx_gpu->viewport_end_y)                                            \
+    height -= y_c - psx_gpu->viewport_end_y - 1;                               \
+                                                                               \
+  clip = psx_gpu->viewport_start_y - y_a;                                      \
+  if(clip > 0)                                                                 \
+  {                                                                            \
+    height -= clip;                                                            \
+    y_a += clip;                                                               \
+    setup_spans_clip(increment, alternate_active);                             \
+  }                                                                            \
+                                                                               \
+  setup_spans_prologue_b();                                                    \
+                                                                               \
+  if(height > 0)                                                               \
+  {                                                                            \
+    u64 y_x4_ = ((u64)(y_a + 3) << 48) | ((u64)(u16)(y_a + 2) << 32)           \
+              | (u32)((y_a + 1) << 16) | (u16)y_a;                             \
+    gvcreate_u64(y_x4, y_x4_);                                                 \
+    setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
+     right_index);                                                             \
+                                                                               \
+    psx_gpu->num_spans = height;                                               \
+    do                                                                         \
+    {                                                                          \
+      setup_spans_set_x4(alternate, down, alternate_active);                   \
+      height -= 4;                                                             \
+    } while(height > 0);                                                       \
+  }                                                                            \
+
+
+#define setup_spans_alternate_pre_increment_yes()                              \
+  edge_alt += edge_dx_dy_alt                                                   \
+
+#define setup_spans_alternate_pre_increment_no()                               \
+
+#define setup_spans_up_decrement_height_yes()                                  \
+  height--                                                                     \
+
+#define setup_spans_up_decrement_height_no()                                   \
+  {}                                                                           \
+
+#define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
+  setup_spans_alternate_adjust_##alternate_active();                           \
+  y_a--;                                                                       \
+                                                                               \
+  if(y_c < psx_gpu->viewport_start_y)                                          \
+    height -= psx_gpu->viewport_start_y - y_c;                                 \
+  else                                                                         \
+    setup_spans_up_decrement_height_##alternate_active();                      \
+                                                                               \
+  clip = y_a - psx_gpu->viewport_end_y;                                        \
+  if(clip > 0)                                                                 \
+  {                                                                            \
+    height -= clip;                                                            \
+    y_a -= clip;                                                               \
+    setup_spans_clip(decrement, alternate_active);                             \
+  }                                                                            \
+                                                                               \
+  setup_spans_prologue_b();                                                    \
+                                                                               \
+  if(height > 0)                                                               \
+  {                                                                            \
+    u64 y_x4_ = ((u64)(y_a - 3) << 48) | ((u64)(u16)(y_a - 2) << 32)           \
+              | (u32)((y_a - 1) << 16) | (u16)y_a;                             \
+    gvcreate_u64(y_x4, y_x4_);                                                 \
+    gvaddw_s32(edges_xy.full, edges_xy.full, edges_dx_dy);                     \
+    setup_spans_alternate_pre_increment_##alternate_active();                  \
+    setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
+     right_index);                                                             \
+    setup_spans_adjust_interpolants_up();                                      \
+                                                                               \
+    psx_gpu->num_spans = height;                                               \
+    while(height > 0)                                                          \
+    {                                                                          \
+      setup_spans_set_x4(alternate, up, alternate_active);                     \
+      height -= 4;                                                             \
+    }                                                                          \
+  }                                                                            \
+
+#define index_left  0
+#define index_right 1
+
+#define setup_spans_up_up(minor, major)                                        \
+  setup_spans_prologue(yes);                                                   \
+  s32 height_minor_a = y_a - y_b;                                              \
+  s32 height_minor_b = y_b - y_c;                                              \
+  s32 height = y_a - y_c;                                                      \
+                                                                               \
+  gvdup_n_u32(x_starts, x_a);                                                  \
+  gvcreate_u32(x_ends, x_c, x_b);                                              \
+                                                                               \
+  compute_edge_delta_x3(x_b, height, height_minor_a);                          \
+  setup_spans_up(index_##major, index_##minor, minor, yes)                     \
+
+void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
+ vertex_struct *v_b, vertex_struct *v_c)
+{
+#if 0
+  setup_spans_up_left_(psx_gpu, v_a, v_b, v_c);
+  return;
+#endif
+  setup_spans_up_up(left, right)
+}
+
+void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
+ vertex_struct *v_b, vertex_struct *v_c)
+{
+#if 0
+  setup_spans_up_right_(psx_gpu, v_a, v_b, v_c);
+  return;
+#endif
+  setup_spans_up_up(right, left)
+}
+
+#define setup_spans_down_down(minor, major)                                    \
+  setup_spans_prologue(yes);                                                   \
+  s32 height_minor_a = y_b - y_a;                                              \
+  s32 height_minor_b = y_c - y_b;                                              \
+  s32 height = y_c - y_a;                                                      \
+                                                                               \
+  gvdup_n_u32(x_starts, x_a);                                                  \
+  gvcreate_u32(x_ends, x_c, x_b);                                              \
+                                                                               \
+  compute_edge_delta_x3(x_b, height, height_minor_a);                          \
+  setup_spans_down(index_##major, index_##minor, minor, yes)                   \
+
+void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
+ vertex_struct *v_b, vertex_struct *v_c)
+{
+#if 0
+  setup_spans_down_left_(psx_gpu, v_a, v_b, v_c);
+  return;
+#endif
+  setup_spans_down_down(left, right)
+}
+
+void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
+ vertex_struct *v_b, vertex_struct *v_c)
+{
+#if 0
+  setup_spans_down_right_(psx_gpu, v_a, v_b, v_c);
+  return;
+#endif
+  setup_spans_down_down(right, left)
+}
+
+#define setup_spans_up_flat()                                                  \
+  s32 height = y_a - y_c;                                                      \
+                                                                               \
+  compute_edge_delta_x2();                                                     \
+  setup_spans_up(index_left, index_right, none, no)                            \
+
+void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
+ vertex_struct *v_b, vertex_struct *v_c)
+{
+#if 0
+  setup_spans_up_a_(psx_gpu, v_a, v_b, v_c);
+  return;
+#endif
+  setup_spans_prologue(no);
+
+  gvcreate_u32(x_starts, x_a, x_b);
+  gvdup_n_u32(x_ends, x_c);
+
+  setup_spans_up_flat()
+}
+
+void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
+ vertex_struct *v_b, vertex_struct *v_c)
+{
+#if 0
+  setup_spans_up_b_(psx_gpu, v_a, v_b, v_c);
+  return;
+#endif
+  setup_spans_prologue(no);
+
+  gvdup_n_u32(x_starts, x_a);
+  gvcreate_u32(x_ends, x_b, x_c);
+
+  setup_spans_up_flat()
+}
+
+#define setup_spans_down_flat()                                                \
+  s32 height = y_c - y_a;                                                      \
+                                                                               \
+  compute_edge_delta_x2();                                                     \
+  setup_spans_down(index_left, index_right, none, no)                          \
+
+void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
+ vertex_struct *v_b, vertex_struct *v_c)
+{
+#if 0
+  setup_spans_down_a_(psx_gpu, v_a, v_b, v_c);
+  return;
+#endif
+  setup_spans_prologue(no);
+
+  gvcreate_u32(x_starts, x_a, x_b);
+  gvdup_n_u32(x_ends, x_c);
+
+  setup_spans_down_flat()
+}
+
+void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
+ vertex_struct *v_b, vertex_struct *v_c)
+{
+#if 0
+  setup_spans_down_b_(psx_gpu, v_a, v_b, v_c);
+  return;
+#endif
+  setup_spans_prologue(no)
+
+  gvdup_n_u32(x_starts, x_a);
+  gvcreate_u32(x_ends, x_b, x_c);
+
+  setup_spans_down_flat()
+}
+
+void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
+ vertex_struct *v_b, vertex_struct *v_c)
+{
+#if 0
+  setup_spans_up_down_(psx_gpu, v_a, v_b, v_c);
+  return;
+#endif
+  setup_spans_prologue(no);
+
+  s32 y_b = v_b->y;
+  s64 edge_alt;
+  s32 edge_dx_dy_alt;
+  u32 edge_shift_alt;
+
+  s32 middle_y = y_a;
+  s32 height_minor_a = y_a - y_b;
+  s32 height_minor_b = y_c - y_a;
+  s32 height_major = y_c - y_b;
+
+  vec_2x64s edges_xy_b;
+  vec_1x64s edges_xy_b_left;
+  vec_2x32s edges_dx_dy_b;
+  vec_2x32u edge_shifts_b;
+
+  vec_2x32s height_increment;
+
+  gvcreate_u32(x_starts, x_a, x_c);
+  gvdup_n_u32(x_ends, x_b);
+
+  compute_edge_delta_x3(x_a, height_minor_a, height_major);
+
+  gvcreate_s32(height_increment, 0, height_minor_b);
+
+  gvmlal_s32(edges_xy.full, edges_dx_dy, height_increment);
+
+  gvcreate_s64(edges_xy_b_left, edge_alt);
+  gvcombine_s64(edges_xy_b, edges_xy_b_left, gvhi(edges_xy.full));
+
+  edge_shifts_b = edge_shifts;
+  gvmov_l_u32(edge_shifts_b, edge_shift_alt, 0);
+
+  gvneg_s32(edges_dx_dy_b, edges_dx_dy);
+  gvmov_l_s32(edges_dx_dy_b, edge_dx_dy_alt, 0);
+
+  y_a--;
+
+  if(y_b < psx_gpu->viewport_start_y)
+    height_minor_a -= psx_gpu->viewport_start_y - y_b;
+
+  clip = y_a - psx_gpu->viewport_end_y;
+  if(clip > 0)
+  {
+    height_minor_a -= clip;
+    y_a -= clip;
+    setup_spans_clip(decrement, no);
+  }
+
+  setup_spans_prologue_b();
+
+  if(height_minor_a > 0)
+  {
+    u64 y_x4_ = ((u64)(y_a - 3) << 48) | ((u64)(u16)(y_a - 2) << 32)
+              | (u32)((y_a - 1) << 16) | (u16)y_a;
+    gvcreate_u64(y_x4, y_x4_);
+    gvaddw_s32(edges_xy.full, edges_xy.full, edges_dx_dy);
+    setup_spans_adjust_edges_alternate_no(index_left, index_right);
+    setup_spans_adjust_interpolants_up();
+
+    psx_gpu->num_spans = height_minor_a;
+    while(height_minor_a > 0)
+    {
+      setup_spans_set_x4(none, up, no);
+      height_minor_a -= 4;
+    }
+
+    span_edge_data += height_minor_a;
+    span_uvrg_offset += height_minor_a;
+    span_b_offset += height_minor_a;
+  }
+
+  edges_xy.full = edges_xy_b;
+  edges_dx_dy = edges_dx_dy_b;
+  edge_shifts = edge_shifts_b;
+
+  gvld1q_u32(uvrg, psx_gpu->uvrg.e);
+  b = psx_gpu->b;
+
+  y_a = middle_y;
+
+  if(y_c > psx_gpu->viewport_end_y)
+    height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
+
+  clip = psx_gpu->viewport_start_y - y_a;
+  if(clip > 0)
+  {
+    height_minor_b -= clip;
+    y_a += clip;
+    setup_spans_clip(increment, no);
+  }
+
+  if(height_minor_b > 0)
+  {
+    u64 y_x4_ = ((u64)(y_a + 3) << 48) | ((u64)(u16)(y_a + 2) << 32)
+              | (u32)((y_a + 1) << 16) | (u16)y_a;
+    gvcreate_u64(y_x4, y_x4_);
+    setup_spans_adjust_edges_alternate_no(index_left, index_right);
+
+    // FIXME: overflow corner case
+    if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
+      height_minor_b &= ~3;
+
+    psx_gpu->num_spans += height_minor_b;
+    while(height_minor_b > 0)
+    {
+      setup_spans_set_x4(none, down, no);
+      height_minor_b -= 4;
+    }
+  }
+}
+
+
+#define dither_table_entry_normal(value)                                       \
+  (value)                                                                      \
+
+#define setup_blocks_load_msb_mask_indirect()                                  \
+
+#define setup_blocks_load_msb_mask_direct()                                    \
+  vec_8x16u msb_mask;                                                          \
+  gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
+
+#define setup_blocks_variables_shaded_textured(target)                         \
+  vec_4x32u u_block;                                                           \
+  vec_4x32u v_block;                                                           \
+  vec_4x32u r_block;                                                           \
+  vec_4x32u g_block;                                                           \
+  vec_4x32u b_block;                                                           \
+  vec_4x32u uvrg_dx;                                                           \
+  vec_4x32u uvrg_dx4;                                                          \
+  vec_4x32u uvrg_dx8;                                                          \
+  vec_4x32u uvrg;                                                              \
+  vec_16x8u texture_mask;                                                      \
+  vec_8x8u texture_mask_lo, texture_mask_hi;                                   \
+  u32 b_dx = psx_gpu->b_block_span.e[1];                                       \
+  u32 b_dx4 = b_dx << 2;                                                       \
+  u32 b_dx8 = b_dx << 3;                                                       \
+  u32 b;                                                                       \
+                                                                               \
+  gvld1q_u32(uvrg_dx, psx_gpu->uvrg_dx.e);                                     \
+  gvshlq_n_u32(uvrg_dx4, uvrg_dx, 2);                                          \
+  gvshlq_n_u32(uvrg_dx8, uvrg_dx, 3);                                          \
+  gvld2_dup(texture_mask_lo, texture_mask_hi, &psx_gpu->texture_mask_width);   \
+  gvcombine_u16(texture_mask, texture_mask_lo, texture_mask_hi)                \
+
+#define setup_blocks_variables_shaded_untextured(target)                       \
+  vec_4x32u r_block;                                                           \
+  vec_4x32u g_block;                                                           \
+  vec_4x32u b_block;                                                           \
+  vec_4x32u rgb_dx;                                                            \
+  vec_2x32u rgb_dx_lo, rgb_dx_hi;                                              \
+  vec_4x32u rgb_dx4;                                                           \
+  vec_4x32u rgb_dx8;                                                           \
+  vec_4x32u rgb;                                                               \
+  vec_2x32u rgb_lo, rgb_hi;                                                    \
+                                                                               \
+  vec_8x8u d64_0x07;                                                           \
+  vec_8x8u d64_1;                                                              \
+  vec_8x8u d64_4;                                                              \
+  vec_8x8u d64_128;                                                            \
+                                                                               \
+  gvdup_n_u8(d64_0x07, 0x07);                                                  \
+  gvdup_n_u8(d64_1, 1);                                                        \
+  gvdup_n_u8(d64_4, 4);                                                        \
+  gvdup_n_u8(d64_128, 128);                                                    \
+                                                                               \
+  gvld1_u32(rgb_dx_lo, &psx_gpu->uvrg_dx.e[2]);                                \
+  gvcreate_u32(rgb_dx_hi, psx_gpu->b_block_span.e[1], 0);                      \
+  gvcombine_u32(rgb_dx, rgb_dx_lo, rgb_dx_hi);                                 \
+  gvshlq_n_u32(rgb_dx4, rgb_dx, 2);                                            \
+  gvshlq_n_u32(rgb_dx8, rgb_dx, 3)                                             \
+
+#define setup_blocks_variables_unshaded_textured(target)                       \
+  vec_4x32u u_block;                                                           \
+  vec_4x32u v_block;                                                           \
+  vec_2x32u uv_dx;                                                             \
+  vec_2x32u uv_dx4;                                                            \
+  vec_2x32u uv_dx8;                                                            \
+  vec_2x32u uv;                                                                \
+  vec_16x8u texture_mask;                                                      \
+  vec_8x8u texture_mask_lo, texture_mask_hi;                                   \
+                                                                               \
+  gvld1_u32(uv_dx, psx_gpu->uvrg_dx.e);                                        \
+  gvld1_u32(uv, psx_gpu->uvrg.e);                                              \
+  gvshl_n_u32(uv_dx4, uv_dx, 2);                                               \
+  gvshl_n_u32(uv_dx8, uv_dx, 3);                                               \
+  gvld2_dup(texture_mask_lo, texture_mask_hi, &psx_gpu->texture_mask_width);   \
+  gvcombine_u16(texture_mask, texture_mask_lo, texture_mask_hi)                \
+
+#define setup_blocks_variables_unshaded_untextured_direct()                    \
+  gvorrq(colors, colors, msb_mask)                                             \
+
+#define setup_blocks_variables_unshaded_untextured_indirect()                  \
+
+#define setup_blocks_variables_unshaded_untextured(target)                     \
+  u32 color = psx_gpu->triangle_color;                                         \
+  vec_8x16u colors;                                                            \
+                                                                               \
+  u32 color_r = color & 0xFF;                                                  \
+  u32 color_g = (color >> 8) & 0xFF;                                           \
+  u32 color_b = (color >> 16) & 0xFF;                                          \
+                                                                               \
+  color = (color_r >> 3) | ((color_g >> 3) << 5) |                             \
+   ((color_b >> 3) << 10);                                                     \
+  gvdupq_n_u16(colors, color);                                                 \
+  setup_blocks_variables_unshaded_untextured_##target()                        \
+
+#define setup_blocks_span_initialize_dithered_textured()                       \
+  vec_8x16u dither_offsets;                                                    \
+  gvshll_n_s8(dither_offsets, dither_offsets_short, 4)                         \
+
+#define setup_blocks_span_initialize_dithered_untextured()                     \
+  vec_8x8u dither_offsets;                                                     \
+  gvadd_u8(dither_offsets, dither_offsets_short, d64_4)                        \
+
+#define setup_blocks_span_initialize_dithered(texturing)                       \
+  u32 dither_row = psx_gpu->dither_table[y & 0x3];                             \
+  u32 dither_shift = (span_edge_data->left_x & 0x3) * 8;                       \
+  vec_8x8s dither_offsets_short;                                               \
+                                                                               \
+  dither_row =                                                                 \
+   (dither_row >> dither_shift) | (dither_row << (32 - dither_shift));         \
+  gvdup_n_u32(dither_offsets_short, dither_row);                               \
+  setup_blocks_span_initialize_dithered_##texturing()                          \
+
+#define setup_blocks_span_initialize_undithered(texturing)                     \
+
+#define setup_blocks_span_initialize_shaded_textured()                         \
+{                                                                              \
+  u32 left_x = span_edge_data->left_x;                                         \
+  vec_4x32u block_span;                                                        \
+  vec_4x32u v_left_x;                                                          \
+                                                                               \
+  gvld1q_u32(uvrg, span_uvrg_offset);                                          \
+  gvdupq_n_u32(v_left_x, left_x);                                              \
+  gvmlaq_u32(uvrg, uvrg_dx, v_left_x);                                         \
+  b = *span_b_offset;                                                          \
+  b += b_dx * left_x;                                                          \
+                                                                               \
+  gvdupq_l_u32(u_block, gvlo(uvrg), 0);                                        \
+  gvdupq_l_u32(v_block, gvlo(uvrg), 1);                                        \
+  gvdupq_l_u32(r_block, gvhi(uvrg), 0);                                        \
+  gvdupq_l_u32(g_block, gvhi(uvrg), 1);                                        \
+  gvdupq_n_u32(b_block, b);                                                    \
+                                                                               \
+  gvld1q_u32(block_span, psx_gpu->u_block_span.e);                             \
+  gvaddq_u32(u_block, u_block, block_span);                                    \
+  gvld1q_u32(block_span, psx_gpu->v_block_span.e);                             \
+  gvaddq_u32(v_block, v_block, block_span);                                    \
+  gvld1q_u32(block_span, psx_gpu->r_block_span.e);                             \
+  gvaddq_u32(r_block, r_block, block_span);                                    \
+  gvld1q_u32(block_span, psx_gpu->g_block_span.e);                             \
+  gvaddq_u32(g_block, g_block, block_span);                                    \
+  gvld1q_u32(block_span, psx_gpu->b_block_span.e);                             \
+  gvaddq_u32(b_block, b_block, block_span);                                    \
+}
+
+#define setup_blocks_span_initialize_shaded_untextured()                       \
+{                                                                              \
+  u32 left_x = span_edge_data->left_x;                                         \
+  u32 *span_uvrg_offset_high = (u32 *)span_uvrg_offset + 2;                    \
+  vec_4x32u block_span;                                                        \
+  vec_4x32u v_left_x;                                                          \
+                                                                               \
+  gvld1_u32(rgb_lo, span_uvrg_offset_high);                                    \
+  gvcreate_u32(rgb_hi, *span_b_offset, 0);                                     \
+  gvcombine_u32(rgb, rgb_lo, rgb_hi);                                          \
+  gvdupq_n_u32(v_left_x, left_x);                                              \
+  gvmlaq_u32(rgb, rgb_dx, v_left_x);                                           \
+                                                                               \
+  gvdupq_l_u32(r_block, gvlo(rgb), 0);                                         \
+  gvdupq_l_u32(g_block, gvlo(rgb), 1);                                         \
+  gvdupq_l_u32(b_block, gvhi(rgb), 0);                                         \
+                                                                               \
+  gvld1q_u32(block_span, psx_gpu->r_block_span.e);                             \
+  gvaddq_u32(r_block, r_block, block_span);                                    \
+  gvld1q_u32(block_span, psx_gpu->g_block_span.e);                             \
+  gvaddq_u32(g_block, g_block, block_span);                                    \
+  gvld1q_u32(block_span, psx_gpu->b_block_span.e);                             \
+  gvaddq_u32(b_block, b_block, block_span);                                    \
+}                                                                              \
+
+#define setup_blocks_span_initialize_unshaded_textured()                       \
+{                                                                              \
+  u32 left_x = span_edge_data->left_x;                                         \
+  vec_4x32u block_span;                                                        \
+  vec_2x32u v_left_x;                                                          \
+                                                                               \
+  gvld1_u32(uv, span_uvrg_offset);                                             \
+  gvdup_n_u32(v_left_x, left_x);                                               \
+  gvmla_u32(uv, uv_dx, v_left_x);                                              \
+                                                                               \
+  gvdupq_l_u32(u_block, uv, 0);                                                \
+  gvdupq_l_u32(v_block, uv, 1);                                                \
+                                                                               \
+  gvld1q_u32(block_span, psx_gpu->u_block_span.e);                             \
+  gvaddq_u32(u_block, u_block, block_span);                                    \
+  gvld1q_u32(block_span, psx_gpu->v_block_span.e);                             \
+  gvaddq_u32(v_block, v_block, block_span);                                    \
+}                                                                              \
+
+#define setup_blocks_span_initialize_unshaded_untextured()                     \
+
+#define setup_blocks_texture_swizzled()                                        \
+{                                                                              \
+  vec_8x8u u_saved = u;                                                        \
+  gvsli_n_u8(u, v, 4);                                                         \
+  gvsri_n_u8(v, u_saved, 4);                                                   \
+}                                                                              \
+
+#define setup_blocks_texture_unswizzled()                                      \
+
+#define setup_blocks_store_shaded_textured(swizzling, dithering, target,       \
+ edge_type)                                                                    \
+{                                                                              \
+  vec_8x16u u_whole;                                                           \
+  vec_8x16u v_whole;                                                           \
+  vec_8x16u r_whole;                                                           \
+  vec_8x16u g_whole;                                                           \
+  vec_8x16u b_whole;                                                           \
+  vec_4x16u u_whole_lo, u_whole_hi;                                            \
+  vec_4x16u v_whole_lo, v_whole_hi;                                            \
+  vec_4x16u r_whole_lo, r_whole_hi;                                            \
+  vec_4x16u g_whole_lo, g_whole_hi;                                            \
+  vec_4x16u b_whole_lo, b_whole_hi;                                            \
+                                                                               \
+  vec_8x8u u;                                                                  \
+  vec_8x8u v;                                                                  \
+  vec_8x8u r;                                                                  \
+  vec_8x8u g;                                                                  \
+  vec_8x8u b;                                                                  \
+                                                                               \
+  vec_4x32u dx4;                                                               \
+  vec_4x32u dx8;                                                               \
+                                                                               \
+  gvshrn_n_u32(u_whole_lo, u_block, 16);                                       \
+  gvshrn_n_u32(v_whole_lo, v_block, 16);                                       \
+  gvshrn_n_u32(r_whole_lo, r_block, 16);                                       \
+  gvshrn_n_u32(g_whole_lo, g_block, 16);                                       \
+  gvshrn_n_u32(b_whole_lo, b_block, 16);                                       \
+                                                                               \
+  gvdupq_l_u32(dx4, gvlo(uvrg_dx4), 0);                                        \
+  gvaddhn_u32(u_whole_hi, u_block, dx4);                                       \
+  gvdupq_l_u32(dx4, gvlo(uvrg_dx4), 1);                                        \
+  gvaddhn_u32(v_whole_hi, v_block, dx4);                                       \
+  gvdupq_l_u32(dx4, gvhi(uvrg_dx4), 0);                                        \
+  gvaddhn_u32(r_whole_hi, r_block, dx4);                                       \
+  gvdupq_l_u32(dx4, gvhi(uvrg_dx4), 1);                                        \
+  gvaddhn_u32(g_whole_hi, g_block, dx4);                                       \
+  gvdupq_n_u32(dx4, b_dx4);                                                    \
+  gvaddhn_u32(b_whole_hi, b_block, dx4);                                       \
+                                                                               \
+  gvcombine_u16(u_whole, u_whole_lo, u_whole_hi);                              \
+  gvcombine_u16(v_whole, v_whole_lo, v_whole_hi);                              \
+  gvcombine_u16(r_whole, r_whole_lo, r_whole_hi);                              \
+  gvcombine_u16(g_whole, g_whole_lo, g_whole_hi);                              \
+  gvcombine_u16(b_whole, b_whole_lo, b_whole_hi);                              \
+  gvmovn_u16(u, u_whole);                                                      \
+  gvmovn_u16(v, v_whole);                                                      \
+  gvmovn_u16(r, r_whole);                                                      \
+  gvmovn_u16(g, g_whole);                                                      \
+  gvmovn_u16(b, b_whole);                                                      \
+                                                                               \
+  gvdupq_l_u32(dx8, gvlo(uvrg_dx8), 0);                                        \
+  gvaddq_u32(u_block, u_block, dx8);                                           \
+  gvdupq_l_u32(dx8, gvlo(uvrg_dx8), 1);                                        \
+  gvaddq_u32(v_block, v_block, dx8);                                           \
+  gvdupq_l_u32(dx8, gvhi(uvrg_dx8), 0);                                        \
+  gvaddq_u32(r_block, r_block, dx8);                                           \
+  gvdupq_l_u32(dx8, gvhi(uvrg_dx8), 1);                                        \
+  gvaddq_u32(g_block, g_block, dx8);                                           \
+  gvdupq_n_u32(dx8, b_dx8);                                                    \
+  gvaddq_u32(b_block, b_block, dx8);                                           \
+                                                                               \
+  gvand(u, u, gvlo(texture_mask));                                             \
+  gvand(v, v, gvhi(texture_mask));                                             \
+  setup_blocks_texture_##swizzling();                                          \
+                                                                               \
+  gvst2_u8(u, v, (u8 *)block->uv.e);                                           \
+  gvst1_u8(r, block->r.e);                                                     \
+  gvst1_u8(g, block->g.e);                                                     \
+  gvst1_u8(b, block->b.e);                                                     \
+  gvst1q_u16(dither_offsets, (u16 *)block->dither_offsets.e);                  \
+  block->fb_ptr = fb_ptr;                                                      \
+}                                                                              \
+
+#define setup_blocks_store_unshaded_textured(swizzling, dithering, target,     \
+ edge_type)                                                                    \
+{                                                                              \
+  vec_8x16u u_whole;                                                           \
+  vec_8x16u v_whole;                                                           \
+  vec_4x16u u_whole_lo, u_whole_hi;                                            \
+  vec_4x16u v_whole_lo, v_whole_hi;                                            \
+                                                                               \
+  vec_8x8u u;                                                                  \
+  vec_8x8u v;                                                                  \
+                                                                               \
+  vec_4x32u dx4;                                                               \
+  vec_4x32u dx8;                                                               \
+                                                                               \
+  gvshrn_n_u32(u_whole_lo, u_block, 16);                                       \
+  gvshrn_n_u32(v_whole_lo, v_block, 16);                                       \
+                                                                               \
+  gvdupq_l_u32(dx4, uv_dx4, 0);                                                \
+  gvaddhn_u32(u_whole_hi, u_block, dx4);                                       \
+  gvdupq_l_u32(dx4, uv_dx4, 1);                                                \
+  gvaddhn_u32(v_whole_hi, v_block, dx4);                                       \
+                                                                               \
+  gvcombine_u16(u_whole, u_whole_lo, u_whole_hi);                              \
+  gvcombine_u16(v_whole, v_whole_lo, v_whole_hi);                              \
+  gvmovn_u16(u, u_whole);                                                      \
+  gvmovn_u16(v, v_whole);                                                      \
+                                                                               \
+  gvdupq_l_u32(dx8, uv_dx8, 0);                                                \
+  gvaddq_u32(u_block, u_block, dx8);                                           \
+  gvdupq_l_u32(dx8, uv_dx8, 1);                                                \
+  gvaddq_u32(v_block, v_block, dx8);                                           \
+                                                                               \
+  gvand(u, u, gvlo(texture_mask));                                             \
+  gvand(v, v, gvhi(texture_mask));                                             \
+  setup_blocks_texture_##swizzling();                                          \
+                                                                               \
+  gvst2_u8(u, v, (u8 *)block->uv.e);                                           \
+  gvst1q_u16(dither_offsets, (u16 *)block->dither_offsets.e);                  \
+  block->fb_ptr = fb_ptr;                                                      \
+}                                                                              \
+
+#define setup_blocks_store_shaded_untextured_dithered()                        \
+  gvqadd_u8(r, r, dither_offsets);                                             \
+  gvqadd_u8(g, g, dither_offsets);                                             \
+  gvqadd_u8(b, b, dither_offsets);                                             \
+                                                                               \
+  gvqsub_u8(r, r, d64_4);                                                      \
+  gvqsub_u8(g, g, d64_4);                                                      \
+  gvqsub_u8(b, b, d64_4)                                                       \
+
+#define setup_blocks_store_shaded_untextured_undithered()                      \
+
+#define setup_blocks_store_untextured_pixels_indirect_full(_pixels)            \
+  gvst1q_u16(_pixels, block->pixels.e);                                        \
+  block->fb_ptr = fb_ptr                                                       \
+
+#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels)            \
+  gvst1q_u16(_pixels, block->pixels.e);                                        \
+  block->fb_ptr = fb_ptr                                                       \
+
+#define setup_blocks_store_shaded_untextured_seed_pixels_indirect()            \
+  gvmull_u8(pixels, r, d64_1)                                                  \
+
+#define setup_blocks_store_untextured_pixels_direct_full(_pixels)              \
+  gvst1q_u16(_pixels, fb_ptr)                                                  \
+
+#define setup_blocks_store_untextured_pixels_direct_edge(_pixels)              \
+{                                                                              \
+  vec_8x16u fb_pixels;                                                         \
+  vec_8x16u draw_mask;                                                         \
+  vec_8x16u test_mask;                                                         \
+                                                                               \
+  gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
+  gvld1q_u16(fb_pixels, fb_ptr);                                               \
+  gvdupq_n_u16(draw_mask, span_edge_data->right_mask);                         \
+  gvtstq_u16(draw_mask, draw_mask, test_mask);                                 \
+  gvbifq(fb_pixels, _pixels, draw_mask);                                       \
+  gvst1q_u16(fb_pixels, fb_ptr);                                               \
+}                                                                              \
+
+#define setup_blocks_store_shaded_untextured_seed_pixels_direct()              \
+  pixels = msb_mask;                                                           \
+  gvmlal_u8(pixels, r, d64_1)                                                  \
+
+#define setup_blocks_store_shaded_untextured(swizzling, dithering, target,     \
+ edge_type)                                                                    \
+{                                                                              \
+  vec_8x16u r_whole;                                                           \
+  vec_8x16u g_whole;                                                           \
+  vec_8x16u b_whole;                                                           \
+  vec_4x16u r_whole_lo, r_whole_hi;                                            \
+  vec_4x16u g_whole_lo, g_whole_hi;                                            \
+  vec_4x16u b_whole_lo, b_whole_hi;                                            \
+                                                                               \
+  vec_8x8u r;                                                                  \
+  vec_8x8u g;                                                                  \
+  vec_8x8u b;                                                                  \
+                                                                               \
+  vec_4x32u dx4;                                                               \
+  vec_4x32u dx8;                                                               \
+                                                                               \
+  vec_8x16u pixels;                                                            \
+                                                                               \
+  gvshrn_n_u32(r_whole_lo, r_block, 16);                                       \
+  gvshrn_n_u32(g_whole_lo, g_block, 16);                                       \
+  gvshrn_n_u32(b_whole_lo, b_block, 16);                                       \
+                                                                               \
+  gvdupq_l_u32(dx4, gvlo(rgb_dx4), 0);                                         \
+  gvaddhn_u32(r_whole_hi, r_block, dx4);                                       \
+  gvdupq_l_u32(dx4, gvlo(rgb_dx4), 1);                                         \
+  gvaddhn_u32(g_whole_hi, g_block, dx4);                                       \
+  gvdupq_l_u32(dx4, gvhi(rgb_dx4), 0);                                         \
+  gvaddhn_u32(b_whole_hi, b_block, dx4);                                       \
+                                                                               \
+  gvcombine_u16(r_whole, r_whole_lo, r_whole_hi);                              \
+  gvcombine_u16(g_whole, g_whole_lo, g_whole_hi);                              \
+  gvcombine_u16(b_whole, b_whole_lo, b_whole_hi);                              \
+  gvmovn_u16(r, r_whole);                                                      \
+  gvmovn_u16(g, g_whole);                                                      \
+  gvmovn_u16(b, b_whole);                                                      \
+                                                                               \
+  gvdupq_l_u32(dx8, gvlo(rgb_dx8), 0);                                         \
+  gvaddq_u32(r_block, r_block, dx8);                                           \
+  gvdupq_l_u32(dx8, gvlo(rgb_dx8), 1);                                         \
+  gvaddq_u32(g_block, g_block, dx8);                                           \
+  gvdupq_l_u32(dx8, gvhi(rgb_dx8), 0);                                         \
+  gvaddq_u32(b_block, b_block, dx8);                                           \
+                                                                               \
+  setup_blocks_store_shaded_untextured_##dithering();                          \
+                                                                               \
+  gvshr_n_u8(r, r, 3);                                                         \
+  gvbic(g, g, d64_0x07);                                                       \
+  gvbic(b, b, d64_0x07);                                                       \
+                                                                               \
+  setup_blocks_store_shaded_untextured_seed_pixels_##target();                 \
+  gvmlal_u8(pixels, g, d64_4);                                                 \
+  gvmlal_u8(pixels, b, d64_128);                                               \
+                                                                               \
+  setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels);         \
+}                                                                              \
+
+#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target,   \
+ edge_type)                                                                    \
+  setup_blocks_store_untextured_pixels_##target##_##edge_type(colors)          \
+
+#define setup_blocks_store_draw_mask_textured_indirect(_block, bits)           \
+  (_block)->draw_mask_bits = bits                                              \
+
+#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits)         \
+{                                                                              \
+  vec_8x16u bits_mask;                                                         \
+  vec_8x16u test_mask;                                                         \
+                                                                               \
+  gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
+  gvdupq_n_u16(bits_mask, bits);                                               \
+  gvtstq_u16(bits_mask, bits_mask, test_mask);                                 \
+  gvst1q_u16(bits_mask, (_block)->draw_mask.e);                                \
+}                                                                              \
+
+#define setup_blocks_store_draw_mask_untextured_direct(_block, bits)           \
+
+#define setup_blocks_add_blocks_indirect()                                     \
+  num_blocks += span_num_blocks;                                               \
+                                                                               \
+  if(num_blocks > MAX_BLOCKS)                                                  \
+  {                                                                            \
+    psx_gpu->num_blocks = num_blocks - span_num_blocks;                        \
+    flush_render_block_buffer(psx_gpu);                                        \
+    num_blocks = span_num_blocks;                                              \
+    block = psx_gpu->blocks;                                                   \
+  }                                                                            \
+
+#define setup_blocks_add_blocks_direct()                                       \
+
+#define setup_blocks_do(shading, texturing, dithering, sw, target)             \
+  setup_blocks_load_msb_mask_##target();                                       \
+  setup_blocks_variables_##shading##_##texturing(target);                      \
+                                                                               \
+  edge_data_struct *span_edge_data = psx_gpu->span_edge_data;                  \
+  vec_4x32u *span_uvrg_offset = (vec_4x32u *)psx_gpu->span_uvrg_offset;        \
+  u32 *span_b_offset = psx_gpu->span_b_offset;                                 \
+                                                                               \
+  block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks;                 \
+                                                                               \
+  u32 num_spans = psx_gpu->num_spans;                                          \
+                                                                               \
+  u16 *fb_ptr;                                                                 \
+  u32 y;                                                                       \
+                                                                               \
+  u32 num_blocks = psx_gpu->num_blocks;                                        \
+  u32 span_num_blocks;                                                         \
+                                                                               \
+  while(num_spans)                                                             \
+  {                                                                            \
+    span_num_blocks = span_edge_data->num_blocks;                              \
+    if(span_num_blocks)                                                        \
+    {                                                                          \
+      y = span_edge_data->y;                                                   \
+      fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024);    \
+                                                                               \
+      setup_blocks_span_initialize_##shading##_##texturing();                  \
+      setup_blocks_span_initialize_##dithering(texturing);                     \
+                                                                               \
+      setup_blocks_add_blocks_##target();                                      \
+                                                                               \
+      s32 pixel_span = span_num_blocks * 8;                                    \
+      pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF);     \
+                                                                               \
+      span_num_blocks--;                                                       \
+      while(span_num_blocks)                                                   \
+      {                                                                        \
+        setup_blocks_store_##shading##_##texturing(sw, dithering, target,      \
+         full);                                                                \
+        setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00);      \
+                                                                               \
+        fb_ptr += 8;                                                           \
+        block++;                                                               \
+        span_num_blocks--;                                                     \
+      }                                                                        \
+                                                                               \
+      setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
+      setup_blocks_store_draw_mask_##texturing##_##target(block,               \
+       span_edge_data->right_mask);                                            \
+                                                                               \
+      block++;                                                                 \
+    }                                                                          \
+                                                                               \
+    num_spans--;                                                               \
+    span_edge_data++;                                                          \
+    span_uvrg_offset++;                                                        \
+    span_b_offset++;                                                           \
+  }                                                                            \
+                                                                               \
+  psx_gpu->num_blocks = num_blocks                                             \
+
+void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  setup_blocks_shaded_textured_dithered_swizzled_indirect_(psx_gpu);
+  return;
+#endif
+  setup_blocks_do(shaded, textured, dithered, swizzled, indirect);
+}
+
+void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  setup_blocks_shaded_textured_dithered_unswizzled_indirect_(psx_gpu);
+  return;
+#endif
+  setup_blocks_do(shaded, textured, dithered, unswizzled, indirect);
+}
+
+void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  setup_blocks_unshaded_textured_dithered_swizzled_indirect_(psx_gpu);
+  return;
+#endif
+  setup_blocks_do(unshaded, textured, dithered, swizzled, indirect);
+}
+
+void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  setup_blocks_unshaded_textured_dithered_unswizzled_indirect_(psx_gpu);
+  return;
+#endif
+  setup_blocks_do(unshaded, textured, dithered, unswizzled, indirect);
+}
+
+void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
+ psx_gpu_struct *psx_gpu)
+{
+#if 0
+  setup_blocks_unshaded_untextured_undithered_unswizzled_indirect_(psx_gpu);
+  return;
+#endif
+  setup_blocks_do(unshaded, untextured, undithered, unswizzled, indirect);
+}
+
+void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
+ psx_gpu_struct *psx_gpu)
+{
+#if 0
+  setup_blocks_unshaded_untextured_undithered_unswizzled_direct_(psx_gpu);
+  return;
+#endif
+  setup_blocks_do(unshaded, untextured, undithered, unswizzled, direct);
+}
+
+void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  setup_blocks_shaded_untextured_undithered_unswizzled_indirect_(psx_gpu);
+  return;
+#endif
+  setup_blocks_do(shaded, untextured, undithered, unswizzled, indirect);
+}
+
+void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  setup_blocks_shaded_untextured_dithered_unswizzled_indirect_(psx_gpu);
+  return;
+#endif
+  setup_blocks_do(shaded, untextured, dithered, unswizzled, indirect);
+}
+
+void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
+ psx_gpu_struct *psx_gpu)
+{
+#if 0
+  setup_blocks_shaded_untextured_undithered_unswizzled_direct_(psx_gpu);
+  return;
+#endif
+  setup_blocks_do(shaded, untextured, undithered, unswizzled, direct);
+}
+
+void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  setup_blocks_shaded_untextured_dithered_unswizzled_direct_(psx_gpu);
+  return;
+#endif
+  setup_blocks_do(shaded, untextured, dithered, unswizzled, direct);
+}
+
+static void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
+{
+  u32 current_texture_page = psx_gpu->current_texture_page;
+  u8 *texture_page_ptr = psx_gpu->texture_page_base;
+  const u16 *vram_ptr = psx_gpu->vram_ptr;
+  u32 tile_x, tile_y;
+  u32 sub_y;
+  vec_8x16u c_0x00f0;
+
+  vram_ptr += (current_texture_page >> 4) * 256 * 1024;
+  vram_ptr += (current_texture_page & 0xF) * 64;
+
+  gvdupq_n_u16(c_0x00f0, 0x00f0);
+
+  psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
+
+  for (tile_y = 16; tile_y; tile_y--)
+  {
+    for (tile_x = 16; tile_x; tile_x--)
+    {
+      for (sub_y = 8; sub_y; sub_y--)
+      {
+        vec_8x8u texel_block_a, texel_block_b;
+        vec_8x16u texel_block_expanded_a, texel_block_expanded_b;
+        vec_8x16u texel_block_expanded_c, texel_block_expanded_d;
+        vec_8x16u texel_block_expanded_ab, texel_block_expanded_cd;
+
+        gvld1_u8(texel_block_a, (u8 *)vram_ptr); vram_ptr += 1024;
+        gvld1_u8(texel_block_b, (u8 *)vram_ptr); vram_ptr += 1024;
+
+        gvmovl_u8(texel_block_expanded_a, texel_block_a);
+        gvshll_n_u8(texel_block_expanded_b, texel_block_a, 4);
+        gvmovl_u8(texel_block_expanded_c, texel_block_b);
+        gvshll_n_u8(texel_block_expanded_d, texel_block_b, 4);
+
+        gvbicq(texel_block_expanded_a, texel_block_expanded_a, c_0x00f0);
+        gvbicq(texel_block_expanded_b, texel_block_expanded_b, c_0x00f0);
+        gvbicq(texel_block_expanded_c, texel_block_expanded_c, c_0x00f0);
+        gvbicq(texel_block_expanded_d, texel_block_expanded_d, c_0x00f0);
+
+        gvorrq(texel_block_expanded_ab, texel_block_expanded_a, texel_block_expanded_b);
+        gvorrq(texel_block_expanded_cd, texel_block_expanded_c, texel_block_expanded_d);
+
+        gvst1q_2_pi_u32(texel_block_expanded_ab, texel_block_expanded_cd, texture_page_ptr);
+      }
+
+      vram_ptr -= (1024 * 16) - 4;
+    }
+
+    vram_ptr += (16 * 1024) - (4 * 16);
+  }
+}
+
+void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
+ u32 texture_page)
+{
+#if 0
+  update_texture_8bpp_cache_slice_(psx_gpu, texture_page);
+  return;
+#endif
+  u16 *texture_page_ptr = psx_gpu->texture_page_base;
+  u16 *vram_ptr = psx_gpu->vram_ptr;
+
+  u32 tile_x, tile_y;
+  u32 sub_y;
+
+  vram_ptr += (texture_page >> 4) * 256 * 1024;
+  vram_ptr += (texture_page & 0xF) * 64;
+
+  if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
+    texture_page_ptr += (8 * 16) * 8;
+
+  for (tile_y = 16; tile_y; tile_y--)
+  {
+    for (tile_x = 8; tile_x; tile_x--)
+    {
+      for (sub_y = 4; sub_y; sub_y--)
+      {
+        vec_4x32u texels_a, texels_b, texels_c, texels_d = {};
+        gvld1q_u32(texels_a, vram_ptr); vram_ptr += 1024;
+        gvld1q_u32(texels_b, vram_ptr); vram_ptr += 1024;
+        gvld1q_u32(texels_c, vram_ptr); vram_ptr += 1024;
+        gvld1q_u32(texels_d, vram_ptr); vram_ptr += 1024;
+
+        gvst1q_2_pi_u32(texels_a, texels_b, texture_page_ptr);
+        gvst1q_2_pi_u32(texels_c, texels_d, texture_page_ptr);
+      }
+
+      vram_ptr -= (1024 * 16) - 8;
+    }
+
+    vram_ptr -= (8 * 8);
+    vram_ptr += (16 * 1024);
+
+    texture_page_ptr += (8 * 16) * 8;
+  }
+}
+
+void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
+{
+}
+
+void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  texture_blocks_4bpp_(psx_gpu);
+  return;
+#endif
+  block_struct *block = psx_gpu->blocks;
+  u32 num_blocks = psx_gpu->num_blocks;
+
+  vec_8x8u texels_low;
+  vec_8x8u texels_high;
+
+  vec_16x8u clut_low;
+  vec_16x8u clut_high;
+
+  const u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
+
+  gvld2q_u8(clut_low, clut_high, (u8 *)psx_gpu->clut_ptr);
+
+  if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
+    update_texture_4bpp_cache(psx_gpu);
+
+  while(num_blocks)
+  {
+    vec_8x8u texels =
+    {
+      .u8 =
+      {
+        texture_ptr_8bpp[block->uv.e[0]],
+        texture_ptr_8bpp[block->uv.e[1]],
+        texture_ptr_8bpp[block->uv.e[2]],
+        texture_ptr_8bpp[block->uv.e[3]],
+        texture_ptr_8bpp[block->uv.e[4]],
+        texture_ptr_8bpp[block->uv.e[5]],
+        texture_ptr_8bpp[block->uv.e[6]],
+        texture_ptr_8bpp[block->uv.e[7]]
+      }
+    };
+
+    gvtbl2_u8(texels_low, clut_low, texels);
+    gvtbl2_u8(texels_high, clut_high, texels);
+
+    gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);
+
+    num_blocks--;
+    block++;
+  }
+}
+
+void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  texture_blocks_8bpp_(psx_gpu);
+  return;
+#endif
+  u32 num_blocks = psx_gpu->num_blocks;
+
+  if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
+    update_texture_8bpp_cache(psx_gpu);
+
+  const u8 * __restrict__ texture_ptr_8bpp = psx_gpu->texture_page_ptr;
+  const u16 * __restrict__ clut_ptr = psx_gpu->clut_ptr;
+  block_struct * __restrict__ block = psx_gpu->blocks;
+
+  while(num_blocks)
+  {
+    u16 offset;
+    #define load_one(i_) \
+      offset = block->uv.e[i_]; u16 texel##i_ = texture_ptr_8bpp[offset]
+    #define store_one(i_) \
+      block->texels.e[i_] = clut_ptr[texel##i_]
+    load_one(0); load_one(1); load_one(2); load_one(3);
+    load_one(4); load_one(5); load_one(6); load_one(7);
+    store_one(0); store_one(1); store_one(2); store_one(3);
+    store_one(4); store_one(5); store_one(6); store_one(7);
+    #undef load_one
+    #undef store_one
+
+    num_blocks--;
+    block++;
+  }
+}
+
+void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  texture_blocks_16bpp_(psx_gpu);
+  return;
+#endif
+  u32 num_blocks = psx_gpu->num_blocks;
+  const u16 * __restrict__ texture_ptr_16bpp = psx_gpu->texture_page_ptr;
+  block_struct * __restrict__ block = psx_gpu->blocks;
+
+  while(num_blocks)
+  {
+    u32 offset;
+    #define load_one(i_) \
+      offset = block->uv.e[i_]; \
+      offset += ((offset & 0xFF00) * 3); \
+      u16 texel##i_ = texture_ptr_16bpp[offset]
+    #define store_one(i_) \
+      block->texels.e[i_] = texel##i_
+    load_one(0); load_one(1); load_one(2); load_one(3);
+    load_one(4); load_one(5); load_one(6); load_one(7);
+    store_one(0); store_one(1); store_one(2); store_one(3);
+    store_one(4); store_one(5); store_one(6); store_one(7);
+    #undef load_one
+    #undef store_one
+
+    num_blocks--;
+    block++;
+  }
+}
+
+#define shade_blocks_load_msb_mask_indirect()                                  \
+
+#define shade_blocks_load_msb_mask_direct()                                    \
+  vec_8x16u msb_mask;                                                          \
+  gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
+
+#define shade_blocks_store_indirect(_draw_mask, _pixels)                       \
+  gvst1q_u16(_draw_mask, block->draw_mask.e);                                  \
+  gvst1q_u16(_pixels, block->pixels.e);                                        \
+
+#define shade_blocks_store_direct(_draw_mask, _pixels)                         \
+{                                                                              \
+  vec_8x16u fb_pixels;                                                         \
+  gvorrq(_pixels, _pixels, msb_mask);                                          \
+  gvld1q_u16(fb_pixels, block->fb_ptr);                                        \
+  gvbifq(fb_pixels, _pixels, _draw_mask);                                      \
+  gvst1q_u16(fb_pixels, block->fb_ptr);                                        \
+}                                                                              \
+
+#define shade_blocks_textured_false_modulated_check_dithered(target)           \
+
+#define shade_blocks_textured_false_modulated_check_undithered(target)         \
+  if(psx_gpu->triangle_color == 0x808080)                                      \
+  {                                                                            \
+    shade_blocks_textured_unmodulated_##target(psx_gpu);                       \
+    return;                                                                    \
+  }                                                                            \
+
+#define shade_blocks_textured_modulated_shaded_primitive_load(dithering,       \
+ target)                                                                       \
+
+#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering,     \
+ target)                                                                       \
+{                                                                              \
+  u32 color = psx_gpu->triangle_color;                                         \
+  gvdup_n_u8(colors_r, color);                                                 \
+  gvdup_n_u8(colors_g, color >> 8);                                            \
+  gvdup_n_u8(colors_b, color >> 16);                                           \
+  shade_blocks_textured_false_modulated_check_##dithering(target);             \
+}                                                                              \
+
+#define shade_blocks_textured_modulated_shaded_block_load()                    \
+  gvld1_u8(colors_r, block->r.e);                                              \
+  gvld1_u8(colors_g, block->g.e);                                              \
+  gvld1_u8(colors_b, block->b.e)                                               \
+
+#define shade_blocks_textured_modulated_unshaded_block_load()                  \
+
+#define shade_blocks_textured_modulate_dithered(component)                     \
+  gvld1q_u16(pixels_##component, block->dither_offsets.e);                     \
+  gvmlal_u8(pixels_##component, texels_##component, colors_##component)        \
+
+#define shade_blocks_textured_modulate_undithered(component)                   \
+  gvmull_u8(pixels_##component, texels_##component, colors_##component)        \
+
+#define shade_blocks_textured_modulated_do(shading, dithering, target)         \
+  block_struct *block = psx_gpu->blocks;                                       \
+  u32 num_blocks = psx_gpu->num_blocks;                                        \
+  vec_8x16u texels;                                                            \
+                                                                               \
+  vec_8x8u texels_r;                                                           \
+  vec_8x8u texels_g;                                                           \
+  vec_8x8u texels_b;                                                           \
+                                                                               \
+  vec_8x8u colors_r;                                                           \
+  vec_8x8u colors_g;                                                           \
+  vec_8x8u colors_b;                                                           \
+                                                                               \
+  vec_8x8u pixels_r_low;                                                       \
+  vec_8x8u pixels_g_low;                                                       \
+  vec_8x8u pixels_b_low;                                                       \
+  vec_8x16u pixels;                                                            \
+                                                                               \
+  vec_8x16u pixels_r;                                                          \
+  vec_8x16u pixels_g;                                                          \
+  vec_8x16u pixels_b;                                                          \
+                                                                               \
+  vec_8x16u draw_mask;                                                         \
+  vec_8x16u zero_mask;                                                         \
+                                                                               \
+  vec_8x8u d64_0x07;                                                           \
+  vec_8x8u d64_0x1F;                                                           \
+  vec_8x8u d64_1;                                                              \
+  vec_8x8u d64_4;                                                              \
+  vec_8x8u d64_128;                                                            \
+                                                                               \
+  vec_8x16u d128_0x8000;                                                       \
+                                                                               \
+  vec_8x16u test_mask;                                                         \
+  u32 draw_mask_bits;                                                          \
+                                                                               \
+  gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
+  shade_blocks_load_msb_mask_##target();                                       \
+                                                                               \
+  gvdup_n_u8(d64_0x07, 0x07);                                                  \
+  gvdup_n_u8(d64_0x1F, 0x1F);                                                  \
+  gvdup_n_u8(d64_1, 1);                                                        \
+  gvdup_n_u8(d64_4, 4);                                                        \
+  gvdup_n_u8(d64_128, 128);                                                    \
+                                                                               \
+  gvdupq_n_u16(d128_0x8000, 0x8000);                                           \
+                                                                               \
+  shade_blocks_textured_modulated_##shading##_primitive_load(dithering,        \
+   target);                                                                    \
+                                                                               \
+  while(num_blocks)                                                            \
+  {                                                                            \
+    draw_mask_bits = block->draw_mask_bits;                                    \
+    gvdupq_n_u16(draw_mask, draw_mask_bits);                                   \
+    gvtstq_u16(draw_mask, draw_mask, test_mask);                               \
+                                                                               \
+    shade_blocks_textured_modulated_##shading##_block_load();                  \
+                                                                               \
+    gvld1q_u16(texels, block->texels.e);                                       \
+                                                                               \
+    gvmovn_u16(texels_r, texels);                                              \
+    gvshrn_n_u16(texels_g, texels, 5);                                         \
+    gvshrn_n_u16(texels_b, texels, 7);                                         \
+                                                                               \
+    gvand(texels_r, texels_r, d64_0x1F);                                       \
+    gvand(texels_g, texels_g, d64_0x1F);                                       \
+    gvshr_n_u8(texels_b, texels_b, 3);                                         \
+                                                                               \
+    shade_blocks_textured_modulate_##dithering(r);                             \
+    shade_blocks_textured_modulate_##dithering(g);                             \
+    shade_blocks_textured_modulate_##dithering(b);                             \
+                                                                               \
+    gvceqzq_u16(zero_mask, texels);                                            \
+    gvand(pixels, texels, d128_0x8000);                                        \
+                                                                               \
+    gvqshrun_n_s16(pixels_r_low, pixels_r, 4);                                 \
+    gvqshrun_n_s16(pixels_g_low, pixels_g, 4);                                 \
+    gvqshrun_n_s16(pixels_b_low, pixels_b, 4);                                 \
+                                                                               \
+    gvorrq(zero_mask, draw_mask, zero_mask);                                   \
+                                                                               \
+    gvshr_n_u8(pixels_r_low, pixels_r_low, 3);                                 \
+    gvbic(pixels_g_low, pixels_g_low, d64_0x07);                               \
+    gvbic(pixels_b_low, pixels_b_low, d64_0x07);                               \
+                                                                               \
+    gvmlal_u8(pixels, pixels_r_low, d64_1);                                    \
+    gvmlal_u8(pixels, pixels_g_low, d64_4);                                    \
+    gvmlal_u8(pixels, pixels_b_low, d64_128);                                  \
+                                                                               \
+    shade_blocks_store_##target(zero_mask, pixels);                            \
+                                                                               \
+    num_blocks--;                                                              \
+    block++;                                                                   \
+  }                                                                            \
+
+void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  shade_blocks_shaded_textured_modulated_dithered_direct_(psx_gpu);
+  return;
+#endif
+  shade_blocks_textured_modulated_do(shaded, dithered, direct);
+}
+
+void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  shade_blocks_shaded_textured_modulated_undithered_direct_(psx_gpu);
+  return;
+#endif
+  shade_blocks_textured_modulated_do(shaded, undithered, direct);
+}
+
+void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  shade_blocks_unshaded_textured_modulated_dithered_direct_(psx_gpu);
+  return;
+#endif
+  shade_blocks_textured_modulated_do(unshaded, dithered, direct);
+}
+
+void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  shade_blocks_unshaded_textured_modulated_undithered_direct_(psx_gpu);
+  return;
+#endif
+  shade_blocks_textured_modulated_do(unshaded, undithered, direct);
+}
+
+void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  shade_blocks_shaded_textured_modulated_dithered_indirect_(psx_gpu);
+  return;
+#endif
+  shade_blocks_textured_modulated_do(shaded, dithered, indirect);
+}
+
+void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  shade_blocks_shaded_textured_modulated_undithered_indirect_(psx_gpu);
+  return;
+#endif
+  shade_blocks_textured_modulated_do(shaded, undithered, indirect);
+}
+
+void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  shade_blocks_unshaded_textured_modulated_dithered_indirect_(psx_gpu);
+  return;
+#endif
+  shade_blocks_textured_modulated_do(unshaded, dithered, indirect);
+}
+
+void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
+ *psx_gpu)
+{
+#if 0
+  shade_blocks_unshaded_textured_modulated_undithered_indirect_(psx_gpu);
+  return;
+#endif
+  shade_blocks_textured_modulated_do(unshaded, undithered, indirect);
+}
+
+#define shade_blocks_textured_unmodulated_do(target)                           \
+  block_struct *block = psx_gpu->blocks;                                       \
+  u32 num_blocks = psx_gpu->num_blocks;                                        \
+  vec_8x16u draw_mask;                                                         \
+  vec_8x16u test_mask;                                                         \
+  u32 draw_mask_bits;                                                          \
+                                                                               \
+  vec_8x16u pixels;                                                            \
+                                                                               \
+  gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
+  shade_blocks_load_msb_mask_##target();                                       \
+                                                                               \
+  while(num_blocks)                                                            \
+  {                                                                            \
+    vec_8x16u zero_mask;                                                       \
+                                                                               \
+    draw_mask_bits = block->draw_mask_bits;                                    \
+    gvdupq_n_u16(draw_mask, draw_mask_bits);                                   \
+    gvtstq_u16(draw_mask, draw_mask, test_mask);                               \
+                                                                               \
+    gvld1q_u16(pixels, block->texels.e);                                       \
+                                                                               \
+    gvceqzq_u16(zero_mask, pixels);                                            \
+    gvorrq(zero_mask, draw_mask, zero_mask);                                   \
+                                                                               \
+    shade_blocks_store_##target(zero_mask, pixels);                            \
+                                                                               \
+    num_blocks--;                                                              \
+    block++;                                                                   \
+  }                                                                            \
+
+void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  shade_blocks_textured_unmodulated_indirect_(psx_gpu);
+  return;
+#endif
+  shade_blocks_textured_unmodulated_do(indirect)
+}
+
+void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  shade_blocks_textured_unmodulated_direct_(psx_gpu);
+  return;
+#endif
+  shade_blocks_textured_unmodulated_do(direct)
+}
+
+void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
+{
+}
+
+void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  shade_blocks_unshaded_untextured_direct_(psx_gpu);
+  return;
+#endif
+  block_struct *block = psx_gpu->blocks;
+  u32 num_blocks = psx_gpu->num_blocks;
+
+  vec_8x16u pixels;
+  gvld1q_u16(pixels, block->texels.e);
+  shade_blocks_load_msb_mask_direct();
+
+  while(num_blocks)
+  {
+    vec_8x16u draw_mask;
+    gvld1q_u16(draw_mask, block->draw_mask.e);
+    shade_blocks_store_direct(draw_mask, pixels);
+
+    num_blocks--;
+    block++;
+  }
+}
+
+#define blend_blocks_mask_evaluate_on()                                        \
+  vec_8x16u mask_pixels;                                                       \
+  gvcltzq_s16(mask_pixels, framebuffer_pixels);                                \
+  gvorrq(draw_mask, draw_mask, mask_pixels)                                    \
+
+#define blend_blocks_mask_evaluate_off()                                       \
+
+#define blend_blocks_average()                                                 \
+{                                                                              \
+  vec_8x16u pixels_no_msb;                                                     \
+  vec_8x16u fb_pixels_no_msb;                                                  \
+                                                                               \
+  vec_8x16u d128_0x0421;                                                       \
+                                                                               \
+  gvdupq_n_u16(d128_0x0421, 0x0421);                                           \
+                                                                               \
+  gveorq(blend_pixels, pixels, framebuffer_pixels);                            \
+  gvbicq(pixels_no_msb, pixels, d128_0x8000);                                  \
+  gvand(blend_pixels, blend_pixels, d128_0x0421);                              \
+  gvsubq_u16(blend_pixels, pixels_no_msb, blend_pixels);                       \
+  gvbicq(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000);                   \
+  gvhaddq_u16(blend_pixels, fb_pixels_no_msb, blend_pixels);                   \
+}                                                                              \
+
+#define blend_blocks_add()                                                     \
+{                                                                              \
+  vec_8x16u pixels_rb, pixels_g;                                               \
+  vec_8x16u fb_rb, fb_g;                                                       \
+                                                                               \
+  vec_8x16u d128_0x7C1F;                                                       \
+  vec_8x16u d128_0x03E0;                                                       \
+                                                                               \
+  gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
+  gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
+                                                                               \
+  gvand(pixels_rb, pixels, d128_0x7C1F);                                       \
+  gvand(pixels_g, pixels, d128_0x03E0);                                        \
+                                                                               \
+  gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
+  gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
+                                                                               \
+  gvaddq_u16(fb_rb, fb_rb, pixels_rb);                                         \
+  gvaddq_u16(fb_g, fb_g, pixels_g);                                            \
+                                                                               \
+  gvminq_u8(fb_rb, fb_rb, d128_0x7C1F);                                        \
+  gvminq_u16(fb_g, fb_g, d128_0x03E0);                                         \
+                                                                               \
+  gvorrq(blend_pixels, fb_rb, fb_g);                                           \
+}                                                                              \
+
+#define blend_blocks_subtract()                                                \
+{                                                                              \
+  vec_8x16u pixels_rb, pixels_g;                                               \
+  vec_8x16u fb_rb, fb_g;                                                       \
+                                                                               \
+  vec_8x16u d128_0x7C1F;                                                       \
+  vec_8x16u d128_0x03E0;                                                       \
+                                                                               \
+  gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
+  gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
+                                                                               \
+  gvand(pixels_rb, pixels, d128_0x7C1F);                                       \
+  gvand(pixels_g, pixels, d128_0x03E0);                                        \
+                                                                               \
+  gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
+  gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
+                                                                               \
+  gvqsubq_u8(fb_rb, fb_rb, pixels_rb);                                         \
+  gvqsubq_u16(fb_g, fb_g, pixels_g);                                           \
+                                                                               \
+  gvorrq(blend_pixels, fb_rb, fb_g);                                           \
+}                                                                              \
+
+#define blend_blocks_add_fourth()                                              \
+{                                                                              \
+  vec_8x16u pixels_rb, pixels_g;                                               \
+  vec_8x16u pixels_fourth;                                                     \
+  vec_8x16u fb_rb, fb_g;                                                       \
+                                                                               \
+  vec_8x16u d128_0x7C1F;                                                       \
+  vec_8x16u d128_0x1C07;                                                       \
+  vec_8x16u d128_0x03E0;                                                       \
+  vec_8x16u d128_0x00E0;                                                       \
+                                                                               \
+  gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
+  gvdupq_n_u16(d128_0x1C07, 0x1C07);                                           \
+  gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
+  gvdupq_n_u16(d128_0x00E0, 0x00E0);                                           \
+                                                                               \
+  gvshrq_n_u16(pixels_fourth, pixels, 2);                                      \
+                                                                               \
+  gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
+  gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
+                                                                               \
+  gvand(pixels_rb, pixels_fourth, d128_0x1C07);                                \
+  gvand(pixels_g, pixels_fourth, d128_0x00E0);                                 \
+                                                                               \
+  gvaddq_u16(fb_rb, fb_rb, pixels_rb);                                         \
+  gvaddq_u16(fb_g, fb_g, pixels_g);                                            \
+                                                                               \
+  gvminq_u8(fb_rb, fb_rb, d128_0x7C1F);                                        \
+  gvminq_u16(fb_g, fb_g, d128_0x03E0);                                         \
+                                                                               \
+  gvorrq(blend_pixels, fb_rb, fb_g);                                           \
+}                                                                              \
+
+#define blend_blocks_blended_combine_textured()                                \
+{                                                                              \
+  vec_8x16u blend_mask;                                                        \
+  gvcltzq_s16(blend_mask, pixels);                                             \
+                                                                               \
+  gvorrq(blend_pixels, blend_pixels, d128_0x8000);                             \
+  gvbifq(blend_pixels, pixels, blend_mask);                                    \
+}                                                                              \
+
+#define blend_blocks_blended_combine_untextured()                              \
+
+#define blend_blocks_body_blend(blend_mode, texturing)                         \
+{                                                                              \
+  blend_blocks_##blend_mode();                                                 \
+  blend_blocks_blended_combine_##texturing();                                  \
+}                                                                              \
+
+#define blend_blocks_body_average(texturing)                                   \
+  blend_blocks_body_blend(average, texturing)                                  \
+
+#define blend_blocks_body_add(texturing)                                       \
+  blend_blocks_body_blend(add, texturing)                                      \
+
+#define blend_blocks_body_subtract(texturing)                                  \
+  blend_blocks_body_blend(subtract, texturing)                                 \
+
+#define blend_blocks_body_add_fourth(texturing)                                \
+  blend_blocks_body_blend(add_fourth, texturing)                               \
+
+#define blend_blocks_body_unblended(texturing)                                 \
+  blend_pixels = pixels                                                        \
+
+#define blend_blocks_do(texturing, blend_mode, mask_evaluate)                  \
+  block_struct *block = psx_gpu->blocks;                                       \
+  u32 num_blocks = psx_gpu->num_blocks;                                        \
+  vec_8x16u draw_mask;                                                         \
+  vec_8x16u pixels;                                                            \
+  vec_8x16u blend_pixels;                                                      \
+  vec_8x16u framebuffer_pixels;                                                \
+  vec_8x16u msb_mask;                                                          \
+  vec_8x16u d128_0x8000;                                                       \
+                                                                               \
+  u16 *fb_ptr;                                                                 \
+                                                                               \
+  gvdupq_n_u16(d128_0x8000, 0x8000);                                           \
+  gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
+  (void)d128_0x8000; /* sometimes unused */                                    \
+                                                                               \
+  while(num_blocks)                                                            \
+  {                                                                            \
+    gvld1q_u16(pixels, block->pixels.e);                                       \
+    gvld1q_u16(draw_mask, block->draw_mask.e);                                 \
+    fb_ptr = block->fb_ptr;                                                    \
+                                                                               \
+    gvld1q_u16(framebuffer_pixels, fb_ptr);                                    \
+                                                                               \
+    blend_blocks_mask_evaluate_##mask_evaluate();                              \
+    blend_blocks_body_##blend_mode(texturing);                                 \
+                                                                               \
+    gvorrq(blend_pixels, blend_pixels, msb_mask);                              \
+    gvbifq(framebuffer_pixels, blend_pixels, draw_mask);                       \
+    gvst1q_u16(framebuffer_pixels, fb_ptr);                                    \
+                                                                               \
+    num_blocks--;                                                              \
+    block++;                                                                   \
+  }                                                                            \
+
+
+void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_textured_average_off_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(textured, average, off);
+}
+
+void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_untextured_average_off_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(untextured, average, off);
+}
+
+void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_textured_average_on_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(textured, average, on);
+}
+
+void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_untextured_average_on_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(untextured, average, on);
+}
+
+void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_textured_add_off_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(textured, add, off);
+}
+
+void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_textured_add_on_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(textured, add, on);
+}
+
+void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_untextured_add_off_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(untextured, add, off);
+}
+
+void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_untextured_add_on_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(untextured, add, on);
+}
+
+void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_textured_subtract_off_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(textured, subtract, off);
+}
+
+void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_textured_subtract_on_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(textured, subtract, on);
+}
+
+void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_untextured_subtract_off_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(untextured, subtract, off);
+}
+
+void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_untextured_subtract_on_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(untextured, subtract, on);
+}
+
+void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_textured_add_fourth_off_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(textured, add_fourth, off);
+}
+
+void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_textured_add_fourth_on_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(textured, add_fourth, on);
+}
+
+void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_untextured_add_fourth_off_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(untextured, add_fourth, off);
+}
+
+void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_untextured_add_fourth_on_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(untextured, add_fourth, on);
+}
+
+void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu)
+{
+#if 0
+  blend_blocks_textured_unblended_on_(psx_gpu);
+  return;
+#endif
+  blend_blocks_do(textured, unblended, on);
+}
+
+void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
+{
+}
+
+void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
+ s32 v, s32 width, s32 height, u32 color)
+{
+  if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
+   RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
+   (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
+  {
+    setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
+    return;
+  }
+
+#if 0
+  setup_sprite_untextured_(psx_gpu, x, y, u, v, width, height, color);
+  return;
+#endif
+  u32 right_width = ((width - 1) & 0x7) + 1;
+  u32 right_mask_bits = (0xFF << right_width);
+  u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
+  u32 block_width = (width + 7) / 8;
+  u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
+  u32 blocks_remaining;
+  u32 num_blocks = psx_gpu->num_blocks;
+  block_struct *block = psx_gpu->blocks + num_blocks;
+
+  u32 color_r = color & 0xFF;
+  u32 color_g = (color >> 8) & 0xFF;
+  u32 color_b = (color >> 16) & 0xFF;
+  vec_8x16u colors;
+  vec_8x16u right_mask;
+  vec_8x16u test_mask;
+  vec_8x16u zero_mask;
+
+  gvld1q_u16(test_mask, psx_gpu->test_mask.e);
+  color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
+
+  gvdupq_n_u16(colors, color);
+  gvdupq_n_u16(zero_mask, 0x00);
+  gvdupq_n_u16(right_mask, right_mask_bits);
+  gvtstq_u16(right_mask, right_mask, test_mask);
+
+  while(height)
+  {
+    blocks_remaining = block_width - 1;
+    num_blocks += block_width;
+
+    if(num_blocks > MAX_BLOCKS)
+    {
+      flush_render_block_buffer(psx_gpu);
+      num_blocks = block_width;
+      block = psx_gpu->blocks;
+    }
+
+    while(blocks_remaining)
+    {
+      gvst1q_u16(colors, block->pixels.e);
+      gvst1q_u16(zero_mask, block->draw_mask.e);
+      block->fb_ptr = fb_ptr;
+
+      fb_ptr += 8;
+      block++;
+      blocks_remaining--;
+    }
+
+    gvst1q_u16(colors, block->pixels.e);
+    gvst1q_u16(right_mask, block->draw_mask.e);
+    block->fb_ptr = fb_ptr;
+
+    block++;
+    fb_ptr += fb_ptr_pitch;
+
+    height--;
+    psx_gpu->num_blocks = num_blocks;
+  }
+}
+
+#define setup_sprite_tiled_initialize_4bpp_clut()                              \
+  vec_16x8u clut_low, clut_high;                                               \
+                                                                               \
+  gvld2q_u8(clut_low, clut_high, (u8 *)psx_gpu->clut_ptr)                      \
+
+#define setup_sprite_tiled_initialize_4bpp()                                   \
+  setup_sprite_tiled_initialize_4bpp_clut();                                   \
+                                                                               \
+  if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)        \
+    update_texture_4bpp_cache(psx_gpu)                                         \
+
+#define setup_sprite_tiled_initialize_8bpp()                                   \
+  if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)        \
+    update_texture_8bpp_cache(psx_gpu)                                         \
+
+#define setup_sprite_tile_fetch_texel_block_8bpp(offset)                       \
+  texture_block_ptr = psx_gpu->texture_page_ptr +                              \
+   ((texture_offset + offset) & texture_mask);                                 \
+                                                                               \
+  gvld1_u8(texels, (u8 *)texture_block_ptr)                                    \
+
+#define setup_sprite_tile_add_blocks(tile_num_blocks)                          \
+  num_blocks += tile_num_blocks;                                               \
+                                                                               \
+  if(num_blocks > MAX_BLOCKS)                                                  \
+  {                                                                            \
+    flush_render_block_buffer(psx_gpu);                                        \
+    num_blocks = tile_num_blocks;                                              \
+    block = psx_gpu->blocks;                                                   \
+  }                                                                            \
+
+#define setup_sprite_tile_full_4bpp(edge)                                      \
+{                                                                              \
+  vec_8x8u texels_low, texels_high;                                            \
+  setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
+                                                                               \
+  while(sub_tile_height)                                                       \
+  {                                                                            \
+    setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
+    gvtbl2_u8(texels_low, clut_low, texels);                                   \
+    gvtbl2_u8(texels_high, clut_high, texels);                                 \
+                                                                               \
+    gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
+    block->draw_mask_bits = left_mask_bits;                                    \
+    block->fb_ptr = fb_ptr;                                                    \
+    block++;                                                                   \
+                                                                               \
+    setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
+    gvtbl2_u8(texels_low, clut_low, texels);                                   \
+    gvtbl2_u8(texels_high, clut_high, texels);                                 \
+                                                                               \
+    gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
+    block->draw_mask_bits = right_mask_bits;                                   \
+    block->fb_ptr = fb_ptr + 8;                                                \
+    block++;                                                                   \
+                                                                               \
+    fb_ptr += 1024;                                                            \
+    texture_offset += 0x10;                                                    \
+    sub_tile_height--;                                                         \
+  }                                                                            \
+  texture_offset += 0xF00;                                                     \
+  psx_gpu->num_blocks = num_blocks;                                            \
+}                                                                              \
+
+#define setup_sprite_tile_half_4bpp(edge)                                      \
+{                                                                              \
+  vec_8x8u texels_low, texels_high;                                            \
+  setup_sprite_tile_add_blocks(sub_tile_height);                               \
+                                                                               \
+  while(sub_tile_height)                                                       \
+  {                                                                            \
+    setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
+    gvtbl2_u8(texels_low, clut_low, texels);                                   \
+    gvtbl2_u8(texels_high, clut_high, texels);                                 \
+                                                                               \
+    gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
+    block->draw_mask_bits = edge##_mask_bits;                                  \
+    block->fb_ptr = fb_ptr;                                                    \
+    block++;                                                                   \
+                                                                               \
+    fb_ptr += 1024;                                                            \
+    texture_offset += 0x10;                                                    \
+    sub_tile_height--;                                                         \
+  }                                                                            \
+  texture_offset += 0xF00;                                                     \
+  psx_gpu->num_blocks = num_blocks;                                            \
+}                                                                              \
+
+#define setup_sprite_tile_full_8bpp(edge)                                      \
+{                                                                              \
+  setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
+                                                                               \
+  while(sub_tile_height)                                                       \
+  {                                                                            \
+    setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
+    gvst1_u8(texels, block->r.e);                                              \
+    block->draw_mask_bits = left_mask_bits;                                    \
+    block->fb_ptr = fb_ptr;                                                    \
+    block++;                                                                   \
+                                                                               \
+    setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
+    gvst1_u8(texels, block->r.e);                                              \
+    block->draw_mask_bits = right_mask_bits;                                   \
+    block->fb_ptr = fb_ptr + 8;                                                \
+    block++;                                                                   \
+                                                                               \
+    fb_ptr += 1024;                                                            \
+    texture_offset += 0x10;                                                    \
+    sub_tile_height--;                                                         \
+  }                                                                            \
+  texture_offset += 0xF00;                                                     \
+  psx_gpu->num_blocks = num_blocks;                                            \
+}                                                                              \
+
+#define setup_sprite_tile_half_8bpp(edge)                                      \
+{                                                                              \
+  setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
+                                                                               \
+  while(sub_tile_height)                                                       \
+  {                                                                            \
+    setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
+    gvst1_u8(texels, block->r.e);                                              \
+    block->draw_mask_bits = edge##_mask_bits;                                  \
+    block->fb_ptr = fb_ptr;                                                    \
+    block++;                                                                   \
+                                                                               \
+    fb_ptr += 1024;                                                            \
+    texture_offset += 0x10;                                                    \
+    sub_tile_height--;                                                         \
+  }                                                                            \
+  texture_offset += 0xF00;                                                     \
+  psx_gpu->num_blocks = num_blocks;                                            \
+}                                                                              \
+
+#define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
+  texture_offset = texture_offset_base + 8;                                    \
+  fb_ptr += 8                                                                  \
+
+#define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
+  texture_offset = texture_offset_base                                         \
+
+#define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
+  setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
+
+#define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
+  texture_offset = texture_offset_base                                         \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
+  fb_ptr -= 8                                                                  \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
+
+#define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
+  setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
+
+#define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
+
+
+#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode,  \
+ x4mode)                                                                       \
+do                                                                             \
+{                                                                              \
+  sub_tile_height = column_data;                                               \
+  setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
+  setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
+  setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
+} while(0)                                                                     \
+
+#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode,   \
+ x4mode)                                                                       \
+do                                                                             \
+{                                                                              \
+  u32 tiles_remaining = column_data >> 16;                                     \
+  sub_tile_height = column_data & 0xFF;                                        \
+  setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
+  setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
+  tiles_remaining -= 1;                                                        \
+                                                                               \
+  while(tiles_remaining)                                                       \
+  {                                                                            \
+    sub_tile_height = 16;                                                      \
+    setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);              \
+    tiles_remaining--;                                                         \
+  }                                                                            \
+                                                                               \
+  sub_tile_height = (column_data >> 8) & 0xFF;                                 \
+  setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
+  setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
+} while(0)                                                                     \
+
+
+#define setup_sprite_column_data_single()                                      \
+  column_data = height                                                         \
+
+#define setup_sprite_column_data_multi()                                       \
+  column_data = 16 - offset_v;                                                 \
+  column_data |= ((height_rounded & 0xF) + 1) << 8;                            \
+  column_data |= (tile_height - 1) << 16                                       \
+
+#define RIGHT_MASK_BIT_SHIFT 8
+#define RIGHT_MASK_BIT_SHIFT_4x 16
+
+#define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
+ edge_mode, edge, x4mode)                                                      \
+{                                                                              \
+  setup_sprite_column_data_##multi_height();                                   \
+  left_mask_bits = left_block_mask | right_block_mask;                         \
+  right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
+                                                                               \
+  setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
+   texture_mode, x4mode);                                                      \
+}                                                                              \
+
+#define setup_sprite_tiled_advance_column()                                    \
+  texture_offset_base += 0x100;                                                \
+  if((texture_offset_base & 0xF00) == 0)                                       \
+    texture_offset_base -= (0x100 + 0xF00)                                     \
+
+#define FB_PTR_MULTIPLIER 1
+#define FB_PTR_MULTIPLIER_4x 2
+
+#define setup_sprite_tile_column_width_multi(texture_mode, multi_height,       \
+ left_mode, right_mode, x4mode)                                                \
+{                                                                              \
+  setup_sprite_column_data_##multi_height();                                   \
+  s32 fb_ptr_advance_column = (16 - (1024 * height))                           \
+    * FB_PTR_MULTIPLIER##x4mode;                                               \
+                                                                               \
+  tile_width -= 2;                                                             \
+  left_mask_bits = left_block_mask;                                            \
+  right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
+                                                                               \
+  setup_sprite_tile_column_height_##multi_height(left_mode, right,             \
+   texture_mode, x4mode);                                                      \
+  fb_ptr += fb_ptr_advance_column;                                             \
+                                                                               \
+  left_mask_bits = 0x00;                                                       \
+  right_mask_bits = 0x00;                                                      \
+                                                                               \
+  while(tile_width)                                                            \
+  {                                                                            \
+    setup_sprite_tiled_advance_column();                                       \
+    setup_sprite_tile_column_height_##multi_height(full, none,                 \
+     texture_mode, x4mode);                                                    \
+    fb_ptr += fb_ptr_advance_column;                                           \
+    tile_width--;                                                              \
+  }                                                                            \
+                                                                               \
+  left_mask_bits = right_block_mask;                                           \
+  right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
+                                                                               \
+  setup_sprite_tiled_advance_column();                                         \
+  setup_sprite_tile_column_height_##multi_height(right_mode, left,             \
+   texture_mode, x4mode);                                                      \
+}                                                                              \
+
+
+/* 4x stuff */
+#define setup_sprite_tiled_initialize_4bpp_4x()                                \
+  setup_sprite_tiled_initialize_4bpp_clut()                                    \
+
+#define setup_sprite_tiled_initialize_8bpp_4x()                                \
+
+#define setup_sprite_tile_full_4bpp_4x(edge)                                   \
+{                                                                              \
+  vec_8x8u texels_low, texels_high;                                            \
+  vec_8x16u pixels;                                                            \
+  vec_4x16u pixels_half;                                                       \
+  setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
+  u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
+  u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
+  u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
+  u32 right_mask_bits_b = right_mask_bits >> 8;                                \
+                                                                               \
+  while(sub_tile_height)                                                       \
+  {                                                                            \
+    setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
+    gvtbl2_u8(texels_low, clut_low, texels);                                   \
+    gvtbl2_u8(texels_high, clut_high, texels);                                 \
+    gvzip_u8(pixels, texels_low, texels_high);                                 \
+                                                                               \
+    gvget_lo(pixels_half, pixels);                                             \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = left_mask_bits_a;                                  \
+    block->fb_ptr = fb_ptr;                                                    \
+    block++;                                                                   \
+                                                                               \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = left_mask_bits_a;                                  \
+    block->fb_ptr = fb_ptr + 1024;                                             \
+    block++;                                                                   \
+                                                                               \
+    gvget_hi(pixels_half, pixels);                                             \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = left_mask_bits_b;                                  \
+    block->fb_ptr = fb_ptr + 8;                                                \
+    block++;                                                                   \
+                                                                               \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = left_mask_bits_b;                                  \
+    block->fb_ptr = fb_ptr + 1024 + 8;                                         \
+    block++;                                                                   \
+                                                                               \
+    setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
+    gvtbl2_u8(texels_low, clut_low, texels);                                   \
+    gvtbl2_u8(texels_high, clut_high, texels);                                 \
+    gvzip_u8(pixels, texels_low, texels_high);                                 \
+                                                                               \
+    gvget_lo(pixels_half, pixels);                                             \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = right_mask_bits_a;                                 \
+    block->fb_ptr = fb_ptr + 16;                                               \
+    block++;                                                                   \
+                                                                               \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = right_mask_bits_a;                                 \
+    block->fb_ptr = fb_ptr + 1024 + 16;                                        \
+    block++;                                                                   \
+                                                                               \
+    gvget_hi(pixels_half, pixels);                                             \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = right_mask_bits_b;                                 \
+    block->fb_ptr = fb_ptr + 24;                                               \
+    block++;                                                                   \
+                                                                               \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = right_mask_bits_b;                                 \
+    block->fb_ptr = fb_ptr + 1024 + 24;                                        \
+    block++;                                                                   \
+                                                                               \
+    fb_ptr += 2048;                                                            \
+    texture_offset += 0x10;                                                    \
+    sub_tile_height--;                                                         \
+  }                                                                            \
+  texture_offset += 0xF00;                                                     \
+  psx_gpu->num_blocks = num_blocks;                                            \
+}                                                                              \
+
+#define setup_sprite_tile_half_4bpp_4x(edge)                                   \
+{                                                                              \
+  vec_8x8u texels_low, texels_high;                                            \
+  vec_8x16u pixels;                                                            \
+  vec_4x16u pixels_half;                                                       \
+  setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
+  u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
+  u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
+                                                                               \
+  while(sub_tile_height)                                                       \
+  {                                                                            \
+    setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
+    gvtbl2_u8(texels_low, clut_low, texels);                                   \
+    gvtbl2_u8(texels_high, clut_high, texels);                                 \
+    gvzip_u8(pixels, texels_low, texels_high);                                 \
+                                                                               \
+    gvget_lo(pixels_half, pixels);                                             \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = edge##_mask_bits_a;                                \
+    block->fb_ptr = fb_ptr;                                                    \
+    block++;                                                                   \
+                                                                               \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = edge##_mask_bits_a;                                \
+    block->fb_ptr = fb_ptr + 1024;                                             \
+    block++;                                                                   \
+                                                                               \
+    gvget_hi(pixels_half, pixels);                                             \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = edge##_mask_bits_b;                                \
+    block->fb_ptr = fb_ptr + 8;                                                \
+    block++;                                                                   \
+                                                                               \
+    gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
+    block->draw_mask_bits = edge##_mask_bits_b;                                \
+    block->fb_ptr = fb_ptr + 1024 + 8;                                         \
+    block++;                                                                   \
+                                                                               \
+    fb_ptr += 2048;                                                            \
+    texture_offset += 0x10;                                                    \
+    sub_tile_height--;                                                         \
+  }                                                                            \
+  texture_offset += 0xF00;                                                     \
+  psx_gpu->num_blocks = num_blocks;                                            \
+}                                                                              \
+
+#define setup_sprite_tile_full_8bpp_4x(edge)                                   \
+{                                                                              \
+  setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
+  vec_8x16u texels_wide;                                                       \
+  vec_4x16u texels_half;                                                       \
+  u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
+  u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
+  u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
+  u32 right_mask_bits_b = right_mask_bits >> 8;                                \
+                                                                               \
+  while(sub_tile_height)                                                       \
+  {                                                                            \
+    setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
+    gvzip_u8(texels_wide, texels, texels);                                     \
+    gvget_lo(texels_half, texels_wide);                                        \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = left_mask_bits_a;                                  \
+    block->fb_ptr = fb_ptr;                                                    \
+    block++;                                                                   \
+                                                                               \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = left_mask_bits_a;                                  \
+    block->fb_ptr = fb_ptr + 1024;                                             \
+    block++;                                                                   \
+                                                                               \
+    gvget_hi(texels_half, texels_wide);                                        \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = left_mask_bits_b;                                  \
+    block->fb_ptr = fb_ptr + 8;                                                \
+    block++;                                                                   \
+                                                                               \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = left_mask_bits_b;                                  \
+    block->fb_ptr = fb_ptr + 1024 + 8;                                         \
+    block++;                                                                   \
+                                                                               \
+    setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
+    gvzip_u8(texels_wide, texels, texels);                                     \
+    gvget_lo(texels_half, texels_wide);                                        \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = right_mask_bits_a;                                 \
+    block->fb_ptr = fb_ptr + 16;                                               \
+    block++;                                                                   \
+                                                                               \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = right_mask_bits_a;                                 \
+    block->fb_ptr = fb_ptr + 1024 + 16;                                        \
+    block++;                                                                   \
+                                                                               \
+    gvget_hi(texels_half, texels_wide);                                        \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = right_mask_bits_b;                                 \
+    block->fb_ptr = fb_ptr + 24;                                               \
+    block++;                                                                   \
+                                                                               \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = right_mask_bits_b;                                 \
+    block->fb_ptr = fb_ptr + 24 + 1024;                                        \
+    block++;                                                                   \
+                                                                               \
+    fb_ptr += 2048;                                                            \
+    texture_offset += 0x10;                                                    \
+    sub_tile_height--;                                                         \
+  }                                                                            \
+  texture_offset += 0xF00;                                                     \
+  psx_gpu->num_blocks = num_blocks;                                            \
+}                                                                              \
+
+#define setup_sprite_tile_half_8bpp_4x(edge)                                   \
+{                                                                              \
+  setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
+  vec_8x16u texels_wide;                                                       \
+  vec_4x16u texels_half;                                                       \
+  u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
+  u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
+                                                                               \
+  while(sub_tile_height)                                                       \
+  {                                                                            \
+    setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
+    gvzip_u8(texels_wide, texels, texels);                                     \
+    gvget_lo(texels_half, texels_wide);                                        \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = edge##_mask_bits_a;                                \
+    block->fb_ptr = fb_ptr;                                                    \
+    block++;                                                                   \
+                                                                               \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = edge##_mask_bits_a;                                \
+    block->fb_ptr = fb_ptr + 1024;                                             \
+    block++;                                                                   \
+                                                                               \
+    gvget_hi(texels_half, texels_wide);                                        \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = edge##_mask_bits_b;                                \
+    block->fb_ptr = fb_ptr + 8;                                                \
+    block++;                                                                   \
+                                                                               \
+    gvst1_u8(texels_half, block->r.e);                                         \
+    block->draw_mask_bits = edge##_mask_bits_b;                                \
+    block->fb_ptr = fb_ptr + 8 + 1024;                                         \
+    block++;                                                                   \
+                                                                               \
+    fb_ptr += 2048;                                                            \
+    texture_offset += 0x10;                                                    \
+    sub_tile_height--;                                                         \
+  }                                                                            \
+  texture_offset += 0xF00;                                                     \
+  psx_gpu->num_blocks = num_blocks;                                            \
+}                                                                              \
+
+#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \
+  texture_offset = texture_offset_base + 8;                                    \
+  fb_ptr += 16                                                                 \
+
+#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \
+  texture_offset = texture_offset_base                                         \
+
+#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \
+  setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \
+
+#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \
+  texture_offset = texture_offset_base                                         \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \
+  fb_ptr -= 16                                                                 \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \
+
+#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \
+  setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \
+
+#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \
+
+#define setup_sprite_offset_u_adjust()                                         \
+
+#define setup_sprite_comapre_left_block_mask()                                 \
+  ((left_block_mask & 0xFF) == 0xFF)                                           \
+
+#define setup_sprite_comapre_right_block_mask()                                \
+  (((right_block_mask >> 8) & 0xFF) == 0xFF)                                   \
+
+#define setup_sprite_offset_u_adjust_4x()                                      \
+  offset_u *= 2;                                                               \
+  offset_u_right = offset_u_right * 2 + 1                                      \
+
+#define setup_sprite_comapre_left_block_mask_4x()                              \
+  ((left_block_mask & 0xFFFF) == 0xFFFF)                                       \
+
+#define setup_sprite_comapre_right_block_mask_4x()                             \
+  (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF)                              \
+
+
+#define setup_sprite_tiled_do(texture_mode, x4mode)                            \
+  s32 offset_u = u & 0xF;                                                      \
+  s32 offset_v = v & 0xF;                                                      \
+                                                                               \
+  s32 width_rounded = offset_u + width + 15;                                   \
+  s32 height_rounded = offset_v + height + 15;                                 \
+  s32 tile_height = height_rounded / 16;                                       \
+  s32 tile_width = width_rounded / 16;                                         \
+  u32 offset_u_right = width_rounded & 0xF;                                    \
+                                                                               \
+  setup_sprite_offset_u_adjust##x4mode();                                      \
+                                                                               \
+  u32 left_block_mask = ~(0xFFFFFFFF << offset_u);                             \
+  u32 right_block_mask = 0xFFFFFFFE << offset_u_right;                         \
+                                                                               \
+  u32 left_mask_bits;                                                          \
+  u32 right_mask_bits;                                                         \
+                                                                               \
+  u32 sub_tile_height;                                                         \
+  u32 column_data;                                                             \
+                                                                               \
+  u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \
+   ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \
+   ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \
+   ((psx_gpu->texture_mask_height >> 4) << 12);                                \
+  u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \
+   ((v & 0xF0) << 8);                                                          \
+  u32 texture_offset_base = texture_offset;                                    \
+  u32 control_mask;                                                            \
+                                                                               \
+  u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u);           \
+  u32 num_blocks = psx_gpu->num_blocks;                                        \
+  block_struct *block = psx_gpu->blocks + num_blocks;                          \
+                                                                               \
+  u16 *texture_block_ptr;                                                      \
+  vec_8x8u texels;                                                             \
+                                                                               \
+  setup_sprite_tiled_initialize_##texture_mode##x4mode();                      \
+                                                                               \
+  control_mask = tile_width == 1;                                              \
+  control_mask |= (tile_height == 1) << 1;                                     \
+  control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2;         \
+  control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3;        \
+                                                                               \
+  switch(control_mask)                                                         \
+  {                                                                            \
+    default:                                                                   \
+    case 0x0:                                                                  \
+      setup_sprite_tile_column_width_multi(texture_mode, multi, full, full,    \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0x1:                                                                  \
+      setup_sprite_tile_column_width_single(texture_mode, multi, full, none,   \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0x2:                                                                  \
+      setup_sprite_tile_column_width_multi(texture_mode, single, full, full,   \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0x3:                                                                  \
+      setup_sprite_tile_column_width_single(texture_mode, single, full, none,  \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0x4:                                                                  \
+      setup_sprite_tile_column_width_multi(texture_mode, multi, half, full,    \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0x5:                                                                  \
+      setup_sprite_tile_column_width_single(texture_mode, multi, half, right,  \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0x6:                                                                  \
+      setup_sprite_tile_column_width_multi(texture_mode, single, half, full,   \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0x7:                                                                  \
+      setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0x8:                                                                  \
+      setup_sprite_tile_column_width_multi(texture_mode, multi, full, half,    \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0x9:                                                                  \
+      setup_sprite_tile_column_width_single(texture_mode, multi, half, left,   \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0xA:                                                                  \
+      setup_sprite_tile_column_width_multi(texture_mode, single, full, half,   \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0xB:                                                                  \
+      setup_sprite_tile_column_width_single(texture_mode, single, half, left,  \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0xC:                                                                  \
+      setup_sprite_tile_column_width_multi(texture_mode, multi, half, half,    \
+       x4mode);                                                                \
+      break;                                                                   \
+                                                                               \
+    case 0xE:                                                                  \
+      setup_sprite_tile_column_width_multi(texture_mode, single, half, half,   \
+       x4mode);                                                                \
+      break;                                                                   \
+  }                                                                            \
+
+void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
+ s32 width, s32 height, u32 color)
+{
+#if 0
+  setup_sprite_4bpp_(psx_gpu, x, y, u, v, width, height, color);
+  return;
+#endif
+  setup_sprite_tiled_do(4bpp,)
+}
+
+void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
+ s32 width, s32 height, u32 color)
+{
+#if 0
+  setup_sprite_8bpp_(psx_gpu, x, y, u, v, width, height, color);
+  return;
+#endif
+  setup_sprite_tiled_do(8bpp,)
+}
+
+#undef draw_mask_fb_ptr_left
+#undef draw_mask_fb_ptr_right
+
+void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
+ s32 width, s32 height, u32 color)
+{
+#if 0
+  setup_sprite_4bpp_4x_(psx_gpu, x, y, u, v, width, height, color);
+  return;
+#endif
+  setup_sprite_tiled_do(4bpp, _4x)
+}
+
+void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
+ s32 width, s32 height, u32 color)
+{
+#if 0
+  setup_sprite_8bpp_4x_(psx_gpu, x, y, u, v, width, height, color);
+  return;
+#endif
+  setup_sprite_tiled_do(8bpp, _4x)
+}
+
+
+void scale2x_tiles8(void * __restrict__ dst_, const void * __restrict__ src_, int w8, int h)
+{
+#if 0
+  scale2x_tiles8_(dst, src_, w8, h);
+  return;
+#endif
+  const u16 * __restrict__ src = src_;
+  const u16 * __restrict__ src1;
+  u16 * __restrict__ dst = dst_;
+  u16 * __restrict__ dst1;
+  gvreg a, b;
+  int w;
+  for (; h > 0; h--, src += 1024, dst += 1024*2)
+  {
+    src1 = src;
+    dst1 = dst;
+    for (w = w8; w > 0; w--, src1 += 8, dst1 += 8*2)
+    {
+      gvld1q_u16(a, src1);
+      gvzipq_u16(a, b, a, a);
+      gvst1q_u16(a, dst1);
+      gvst1q_u16(b, dst1 + 8);
+      gvst1q_u16(a, dst1 + 1024);
+      gvst1q_u16(b, dst1 + 1024 + 8);
+    }
+  }
+}
+
+// vim:ts=2:sw=2:expandtab