From: Exophase Date: Sat, 13 Oct 2012 19:50:43 +0000 (+0300) Subject: psx_gpu: 2x sprite renderer X-Git-Tag: r16~15^2~11 X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?a=commitdiff_plain;h=05e2e0c6e20a335c9ce86d22a2ae1ba0f5bd2865;p=pcsx_rearmed.git psx_gpu: 2x sprite renderer --- diff --git a/plugins/gpu_neon/psx_gpu/psx_gpu_4x.c b/plugins/gpu_neon/psx_gpu/psx_gpu_4x.c new file mode 100644 index 00000000..5e87bea0 --- /dev/null +++ b/plugins/gpu_neon/psx_gpu/psx_gpu_4x.c @@ -0,0 +1,881 @@ +#define setup_sprite_tiled_initialize_4bpp_4x() \ + u16 *clut_ptr = psx_gpu->clut_ptr; \ + vec_8x16u clut_a, clut_b; \ + vec_16x8u clut_low, clut_high; \ + \ + load_8x16b(clut_a, clut_ptr); \ + load_8x16b(clut_b, clut_ptr + 8); \ + unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \ + + +#define setup_sprite_tiled_initialize_8bpp_4x() \ + + +#define setup_sprite_tile_fetch_texel_block_8bpp_4x(offset) \ + texture_block_ptr = psx_gpu->texture_page_ptr + \ + ((texture_offset + offset) & texture_mask); \ + \ + load_64b(texels, texture_block_ptr) \ + + +#define setup_sprite_tile_setup_block_yes_4x(side, offset, texture_mode) \ + +#define setup_sprite_tile_setup_block_no_4x(side, offset, texture_mode) \ + +#define setup_sprite_tile_add_blocks_4x(tile_num_blocks) \ + num_blocks += tile_num_blocks * 4; \ + sprite_blocks += tile_num_blocks * 4; \ + \ + if(num_blocks > MAX_BLOCKS) \ + { \ + flush_render_block_buffer(psx_gpu); \ + num_blocks = tile_num_blocks * 4; \ + block = psx_gpu->blocks; \ + } \ + +#define setup_sprite_tile_full_4bpp_4x(edge) \ +{ \ + vec_8x8u texels_low, texels_high; \ + vec_8x16u pixels, pixels_wide; \ + setup_sprite_tile_add_blocks_4x(sub_tile_height * 2); \ + 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_4x(0); \ + tbl_16(texels_low, texels, clut_low); \ + tbl_16(texels_high, texels, clut_high); \ + zip_8x16b(pixels, texels_low, texels_high); \ + \ + zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \ + block->texels = pixels_wide; \ + block->draw_mask_bits = left_mask_bits_a; \ + block->fb_ptr = fb_ptr; \ + block++; \ + \ + block->texels = pixels_wide; \ + block->draw_mask_bits = left_mask_bits_a; \ + block->fb_ptr = fb_ptr + 1024; \ + block++; \ + \ + zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \ + block->texels = pixels_wide; \ + block->draw_mask_bits = left_mask_bits_b; \ + block->fb_ptr = fb_ptr + 8; \ + block++; \ + \ + block->texels = pixels_wide; \ + block->draw_mask_bits = left_mask_bits_b; \ + block->fb_ptr = fb_ptr + 1024 + 8; \ + block++; \ + \ + setup_sprite_tile_fetch_texel_block_8bpp_4x(8); \ + tbl_16(texels_low, texels, clut_low); \ + tbl_16(texels_high, texels, clut_high); \ + zip_8x16b(pixels, texels_low, texels_high); \ + \ + zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \ + block->texels = pixels_wide; \ + block->draw_mask_bits = right_mask_bits_a; \ + block->fb_ptr = fb_ptr + 16; \ + block++; \ + \ + block->texels = pixels_wide; \ + block->draw_mask_bits = right_mask_bits_a; \ + block->fb_ptr = fb_ptr + 1024 + 16; \ + block++; \ + \ + zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \ + block->texels = pixels_wide; \ + block->draw_mask_bits = right_mask_bits_b; \ + block->fb_ptr = fb_ptr + 24; \ + block++; \ + \ + block->texels = pixels_wide; \ + 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, pixels_wide; \ + setup_sprite_tile_add_blocks(sub_tile_height); \ + 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_4x(0); \ + tbl_16(texels_low, texels, clut_low); \ + tbl_16(texels_high, texels, clut_high); \ + zip_8x16b(pixels, texels_low, texels_high); \ + \ + zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \ + block->texels = pixels_wide; \ + block->draw_mask_bits = edge##_mask_bits_a; \ + block->fb_ptr = fb_ptr; \ + block++; \ + \ + block->texels = pixels_wide; \ + block->draw_mask_bits = edge##_mask_bits_a; \ + block->fb_ptr = fb_ptr + 1024; \ + block++; \ + \ + zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \ + block->texels = pixels_wide; \ + block->draw_mask_bits = edge##_mask_bits_b; \ + block->fb_ptr = fb_ptr + 8; \ + block++; \ + \ + block->texels = pixels_wide; \ + 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_4x(sub_tile_height * 2); \ + vec_16x8u texels_wide; \ + 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_4x(0); \ + zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \ + block->r = texels_wide.low; \ + block->draw_mask_bits = left_mask_bits_a; \ + block->fb_ptr = fb_ptr; \ + block++; \ + \ + block->r = texels_wide.low; \ + block->draw_mask_bits = left_mask_bits_a; \ + block->fb_ptr = fb_ptr + 1024; \ + block++; \ + \ + block->r = texels_wide.high; \ + block->draw_mask_bits = left_mask_bits_b; \ + block->fb_ptr = fb_ptr + 8; \ + block++; \ + \ + block->r = texels_wide.high; \ + block->draw_mask_bits = left_mask_bits_b; \ + block->fb_ptr = fb_ptr + 1024 + 8; \ + block++; \ + \ + setup_sprite_tile_fetch_texel_block_8bpp_4x(8); \ + zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \ + block->r = texels_wide.low; \ + block->draw_mask_bits = right_mask_bits_a; \ + block->fb_ptr = fb_ptr + 16; \ + block++; \ + \ + block->r = texels_wide.low; \ + block->draw_mask_bits = right_mask_bits_a; \ + block->fb_ptr = fb_ptr + 1024; \ + block++; \ + \ + block->r = texels_wide.high; \ + block->draw_mask_bits = right_mask_bits_b; \ + block->fb_ptr = fb_ptr + 24 + 1024; \ + block++; \ + \ + block->r = texels_wide.high; \ + 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_4x(sub_tile_height * 2); \ + vec_16x8u texels_wide; \ + 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_4x(0); \ + zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \ + block->r = texels_wide.low; \ + block->draw_mask_bits = edge##_mask_bits_a; \ + block->fb_ptr = fb_ptr; \ + block++; \ + \ + block->r = texels_wide.low; \ + block->draw_mask_bits = edge##_mask_bits_a; \ + block->fb_ptr = fb_ptr + 1024; \ + block++; \ + \ + block->r = texels_wide.high; \ + block->draw_mask_bits = edge##_mask_bits_b; \ + block->fb_ptr = fb_ptr + 8; \ + block++; \ + \ + block->r = texels_wide.high; \ + 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_tile_column_height_single_4x(edge_mode, edge, \ + texture_mode) \ +do \ +{ \ + sub_tile_height = column_data; \ + setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge); \ + setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \ + setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge); \ +} while(0) \ + +#define setup_sprite_tile_column_height_multi_4x(edge_mode, edge, \ + texture_mode) \ +do \ +{ \ + u32 tiles_remaining = column_data >> 16; \ + sub_tile_height = column_data & 0xFF; \ + setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge); \ + setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \ + tiles_remaining -= 1; \ + \ + while(tiles_remaining) \ + { \ + sub_tile_height = 16; \ + setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \ + tiles_remaining--; \ + } \ + \ + sub_tile_height = (column_data >> 8) & 0xFF; \ + setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge); \ + setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge); \ +} while(0) \ + + +#define setup_sprite_column_data_single_4x() \ + column_data = height \ + +#define setup_sprite_column_data_multi_4x() \ + column_data = 16 - offset_v; \ + column_data |= ((height_rounded & 0xF) + 1) << 8; \ + column_data |= (tile_height - 1) << 16 \ + + +#define setup_sprite_tile_column_width_single_4x(texture_mode, multi_height, \ + edge_mode, edge) \ +{ \ + setup_sprite_column_data_##multi_height##_4x(); \ + left_mask_bits = left_block_mask | right_block_mask; \ + right_mask_bits = left_mask_bits >> 16; \ + \ + setup_sprite_tile_column_height_##multi_height##_4x(edge_mode, edge, \ + texture_mode); \ +} \ + +#define setup_sprite_tiled_advance_column_4x() \ + texture_offset_base += 0x100; \ + if((texture_offset_base & 0xF00) == 0) \ + texture_offset_base -= (0x100 + 0xF00) \ + +#define setup_sprite_tile_column_width_multi_4x(texture_mode, multi_height, \ + left_mode, right_mode) \ +{ \ + setup_sprite_column_data_##multi_height##_4x(); \ + s32 fb_ptr_advance_column = 32 - (2048 * height); \ + \ + tile_width -= 2; \ + left_mask_bits = left_block_mask; \ + right_mask_bits = left_mask_bits >> 16; \ + \ + setup_sprite_tile_column_height_##multi_height##_4x(left_mode, right, \ + texture_mode); \ + fb_ptr += fb_ptr_advance_column; \ + \ + left_mask_bits = 0x00; \ + right_mask_bits = 0x00; \ + \ + while(tile_width) \ + { \ + setup_sprite_tiled_advance_column_4x(); \ + setup_sprite_tile_column_height_##multi_height##_4x(full, none, \ + texture_mode); \ + fb_ptr += fb_ptr_advance_column; \ + tile_width--; \ + } \ + \ + left_mask_bits = right_block_mask; \ + right_mask_bits = left_mask_bits >> 16; \ + \ + setup_sprite_tiled_advance_column(); \ + setup_sprite_tile_column_height_##multi_height##_4x(right_mode, left, \ + texture_mode); \ +} \ + + +#define setup_sprite_tiled_builder_4x(texture_mode) \ +void setup_sprite_##texture_mode##_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, \ + s32 u, s32 v, s32 width, s32 height, u32 color) \ +{ \ + 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; \ + \ + u32 left_block_mask = ~(0xFFFFFFFF << (offset_u * 2)); \ + u32 right_block_mask = 0xFFFFFFFE << (offset_u_right * 2); \ + \ + 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_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##_4x(); \ + \ + control_mask = tile_width == 1; \ + control_mask |= (tile_height == 1) << 1; \ + control_mask |= ((left_block_mask & 0xFFFF) == 0xFFFF) << 2; \ + control_mask |= (((right_block_mask >> 8) & 0xFFFF) == 0xFFFF) << 3; \ + \ + sprites_##texture_mode++; \ + \ + switch(control_mask) \ + { \ + default: \ + case 0x0: \ + setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full, \ + full); \ + break; \ + \ + case 0x1: \ + setup_sprite_tile_column_width_single_4x(texture_mode, multi, full, \ + none); \ + break; \ + \ + case 0x2: \ + setup_sprite_tile_column_width_multi_4x(texture_mode, single, full, \ + full); \ + break; \ + \ + case 0x3: \ + setup_sprite_tile_column_width_single_4x(texture_mode, single, full, \ + none); \ + break; \ + \ + case 0x4: \ + setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half, \ + full); \ + break; \ + \ + case 0x5: \ + setup_sprite_tile_column_width_single_4x(texture_mode, multi, half, \ + right); \ + break; \ + \ + case 0x6: \ + setup_sprite_tile_column_width_multi_4x(texture_mode, single, half, \ + full); \ + break; \ + \ + case 0x7: \ + setup_sprite_tile_column_width_single_4x(texture_mode, single, half, \ + right); \ + break; \ + \ + case 0x8: \ + setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full, \ + half); \ + break; \ + \ + case 0x9: \ + setup_sprite_tile_column_width_single_4x(texture_mode, multi, half, \ + left); \ + break; \ + \ + case 0xA: \ + setup_sprite_tile_column_width_multi_4x(texture_mode, single, full, \ + half); \ + break; \ + \ + case 0xB: \ + setup_sprite_tile_column_width_single_4x(texture_mode, single, half, \ + left); \ + break; \ + \ + case 0xC: \ + setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half, \ + half); \ + break; \ + \ + case 0xE: \ + setup_sprite_tile_column_width_multi_4x(texture_mode, single, half, \ + half); \ + break; \ + } \ +} \ + + +void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, + s32 width, s32 height, u32 color); +void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, + s32 width, s32 height, u32 color); +void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v, + s32 width, s32 height, u32 color); + +//#ifndef NEON_BUILD +#if 1 +setup_sprite_tiled_builder_4x(4bpp); +setup_sprite_tiled_builder_4x(8bpp); + +void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, + s32 v, s32 width, s32 height, u32 color) +{ + u32 left_offset = u & 0x7; + u32 width_rounded = width + left_offset + 7; + + u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset); + u32 right_width = width_rounded & 0x7; + u32 block_width = width_rounded / 8; + u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8); + + u32 left_mask_bits = ~(0xFFFF << (left_offset * 2)); + u32 right_mask_bits = 0xFE << (right_width * 2); + + u32 texture_offset_base = u + (v * 1024); + u32 texture_mask = + psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024); + + u32 blocks_remaining; + u32 num_blocks = psx_gpu->num_blocks; + block_struct *block = psx_gpu->blocks + num_blocks; + + u16 *texture_page_ptr = psx_gpu->texture_page_ptr; + u16 *texture_block_ptr; + + texture_offset_base &= ~0x7; + + sprites_16bpp++; + + if(block_width == 1) + { + u32 mask_bits = left_mask_bits | right_mask_bits; + u32 mask_bits_a = mask_bits & 0xFF; + u32 mask_bits_b = mask_bits >> 8; + + vec_8x16u texels; + vec_8x16u texels_wide; + + while(height) + { + num_blocks += 4; + sprite_blocks += 4; + + if(num_blocks > MAX_BLOCKS) + { + flush_render_block_buffer(psx_gpu); + num_blocks = 4; + block = psx_gpu->blocks; + } + + texture_block_ptr = + texture_page_ptr + (texture_offset_base & texture_mask); + + load_128b(texels, texture_block_ptr); + + zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low); + block->texels = texels_wide; + block->draw_mask_bits = mask_bits_a; + block->fb_ptr = fb_ptr; + block++; + + block->texels = texels_wide; + block->draw_mask_bits = mask_bits_a; + block->fb_ptr = fb_ptr + 1024; + block++; + + zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high); + block->texels = texels_wide; + block->draw_mask_bits = mask_bits_b; + block->fb_ptr = fb_ptr + 8; + block++; + + block->texels = texels_wide; + block->draw_mask_bits = mask_bits_b; + block->fb_ptr = fb_ptr + 8 + 1024; + block++; + + texture_offset_base += 1024; + fb_ptr += 2048; + + height--; + psx_gpu->num_blocks = num_blocks; + } + } + else + { + u32 texture_offset; + + 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; + + vec_8x16u texels; + vec_8x16u texels_wide; + + while(height) + { + blocks_remaining = block_width - 2; + num_blocks += block_width * 4; + sprite_blocks += block_width * 4; + + if(num_blocks > MAX_BLOCKS) + { + flush_render_block_buffer(psx_gpu); + num_blocks = block_width; + block = psx_gpu->blocks; + } + + texture_offset = texture_offset_base; + texture_offset_base += 1024; + + texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask); + + load_128b(texels, texture_block_ptr); + + zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low); + block->texels = texels_wide; + block->draw_mask_bits = left_mask_bits_a; + block->fb_ptr = fb_ptr; + block++; + + block->texels = texels_wide; + block->draw_mask_bits = left_mask_bits_a; + block->fb_ptr = fb_ptr + 1024; + block++; + + zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high); + block->texels = texels_wide; + block->draw_mask_bits = left_mask_bits_b; + block->fb_ptr = fb_ptr + 8; + block++; + + block->texels = texels_wide; + block->draw_mask_bits = left_mask_bits_b; + block->fb_ptr = fb_ptr + 8 + 1024; + block++; + + texture_offset += 8; + fb_ptr += 16; + + while(blocks_remaining) + { + texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask); + load_128b(texels, texture_block_ptr); + + zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low); + block->texels = texels_wide; + block->draw_mask_bits = 0; + block->fb_ptr = fb_ptr; + block++; + + block->texels = texels_wide; + block->draw_mask_bits = 0; + block->fb_ptr = fb_ptr + 1024; + block++; + + zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high); + block->texels = texels_wide; + block->draw_mask_bits = 0; + block->fb_ptr = fb_ptr + 8; + block++; + + block->texels = texels_wide; + block->draw_mask_bits = 0; + block->fb_ptr = fb_ptr + 8 + 1024; + block++; + + texture_offset += 8; + fb_ptr += 8; + + blocks_remaining--; + } + + texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask); + load_128b(texels, texture_block_ptr); + + zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low); + block->texels = texels_wide; + block->draw_mask_bits = right_mask_bits_a; + block->fb_ptr = fb_ptr; + block++; + + block->texels = texels_wide; + block->draw_mask_bits = right_mask_bits_a; + block->fb_ptr = fb_ptr + 1024; + block++; + + zip4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high); + block->texels = texels_wide; + block->draw_mask_bits = right_mask_bits_b; + block->fb_ptr = fb_ptr + 8; + block++; + + block->texels = texels_wide; + block->draw_mask_bits = right_mask_bits_b; + block->fb_ptr = fb_ptr + 8 + 1024; + block++; + + fb_ptr += fb_ptr_pitch; + + height--; + psx_gpu->num_blocks = num_blocks; + } + } +} + +#endif + +#define setup_sprite_blocks_switch_textured_4x(texture_mode) \ + setup_sprite_##texture_mode##_4x \ + +#define setup_sprite_blocks_switch_untextured_4x(texture_mode) \ + setup_sprite_untextured \ + +#define setup_sprite_blocks_switch_4x(texturing, texture_mode) \ + setup_sprite_blocks_switch_##texturing##_4x(texture_mode) \ + + +#define render_sprite_blocks_switch_block_modulation_4x(texture_mode, \ + blend_mode, mask_evaluate, shading, dithering, texturing, blending, \ + modulation) \ +{ \ + setup_sprite_blocks_switch_4x(texturing, texture_mode), \ + texture_sprite_blocks_switch_##texturing(texture_mode), \ + shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \ + mask_evaluate), \ + blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \ +} \ + +#define render_sprite_blocks_switch_block_blending_4x(texture_mode, \ + blend_mode, mask_evaluate, shading, dithering, texturing, blending) \ + render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending, modulated), \ + render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blending, unmodulated) \ + +#define render_sprite_blocks_switch_block_texturing_4x(texture_mode, \ + blend_mode, mask_evaluate, shading, dithering, texturing) \ + render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, unblended), \ + render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, texturing, blended) \ + +#define render_sprite_blocks_switch_block_dithering_4x(texture_mode, \ + blend_mode, mask_evaluate, shading, dithering) \ + render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, untextured), \ + render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode, \ + mask_evaluate, shading, dithering, textured) \ + +#define render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \ + mask_evaluate, shading) \ + render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode, \ + mask_evaluate, shading, undithered), \ + render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode, \ + mask_evaluate, shading, dithered) \ + +#define render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, \ + blend_mode, mask_evaluate) \ + render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \ + mask_evaluate, unshaded), \ + render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \ + mask_evaluate, shaded) \ + +#define render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, \ + blend_mode) \ + render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \ + off), \ + render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \ + on) \ + +#define render_sprite_blocks_switch_block_texture_mode_4x(texture_mode) \ + render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, average), \ + render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add), \ + render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, subtract), \ + render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add_fourth) \ + +#define render_sprite_blocks_switch_block_4x() \ + render_sprite_blocks_switch_block_texture_mode_4x(4bpp), \ + render_sprite_blocks_switch_block_texture_mode_4x(8bpp), \ + render_sprite_blocks_switch_block_texture_mode_4x(16bpp), \ + render_sprite_blocks_switch_block_texture_mode_4x(4bpp) \ + + +render_block_handler_struct render_sprite_block_handlers_4x[] = +{ + render_sprite_blocks_switch_block_4x() +}; + + +void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v, + s32 width, s32 height, u32 flags, u32 color) +{ + x *= 2; + y *= 2; + + s32 x_right = x + width - 1; + s32 y_bottom = y + height - 1; + +#ifdef PROFILE + sprites++; +#endif + + if(x < psx_gpu->viewport_start_x) + { + u32 clip = psx_gpu->viewport_start_x - x; + x += clip; + u += clip; + width -= clip; + } + + if(y < psx_gpu->viewport_start_y) + { + s32 clip = psx_gpu->viewport_start_y - y; + y += clip; + v += clip; + height -= clip; + } + + if(x_right > psx_gpu->viewport_end_x) + width -= x_right - psx_gpu->viewport_end_x; + + if(y_bottom > psx_gpu->viewport_end_y) + height -= y_bottom - psx_gpu->viewport_end_y; + + if((width <= 0) || (height <= 0)) + return; + +#ifdef PROFILE + span_pixels += width * height; + spans += height; +#endif + + u32 render_state = flags & + (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND | + RENDER_FLAGS_TEXTURE_MAP); + render_state |= + (psx_gpu->render_state_base & ~RENDER_STATE_DITHER); + + if((psx_gpu->render_state != render_state) || + (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)) + { + psx_gpu->render_state = render_state; + flush_render_block_buffer(psx_gpu); +#ifdef PROFILE + state_changes++; +#endif + } + + psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE; + + color &= 0xFFFFFF; + + if(psx_gpu->triangle_color != color) + { + flush_render_block_buffer(psx_gpu); + psx_gpu->triangle_color = color; + } + + if(color == 0x808080) + render_state |= RENDER_FLAGS_MODULATE_TEXELS; + + render_block_handler_struct *render_block_handler = + &(render_sprite_block_handlers_4x[render_state]); + psx_gpu->render_block_handler = render_block_handler; + + ((setup_sprite_function_type *)render_block_handler->setup_blocks) + (psx_gpu, x, y, u, v, width, height, color); +} + diff --git a/plugins/gpu_neon/psx_gpu/vector_ops.h b/plugins/gpu_neon/psx_gpu/vector_ops.h index c11955d0..b58b1908 100644 --- a/plugins/gpu_neon/psx_gpu/vector_ops.h +++ b/plugins/gpu_neon/psx_gpu/vector_ops.h @@ -394,6 +394,10 @@ build_vector_types(s); foreach_element(8, (dest).e[_i] = \ (u8)(source_a).e[_i] | ((u8)(source_b).e[_i] << 8)) \ +#define zip_4x32b(dest, source_a, source_b) \ + foreach_element(4, (dest).e[_i] = \ + (u8)(source_a).e[_i] | ((u8)(source_b).e[_i] << 16)) \ + #define zip_2x64b(dest, source_a, source_b) \ foreach_element(2, (dest).e[_i] = \ (u64)(source_a).e[_i] | ((u64)(source_b).e[_i] << 32)) \