cdrom: change pause timing again
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
CommitLineData
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#include <stdio.h>
16#include <stdlib.h>
77e1e479 17#include <stdint.h>
2da2fc76 18#include <stddef.h>
75e28f62 19#include <string.h>
2d658c89 20#include <assert.h>
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21
22#include "common.h"
a4021361 23#ifndef NEON_BUILD
24#include "vector_ops.h"
25#endif
37725e8c 26#include "psx_gpu_simd.h"
2da2fc76 27#include "psx_gpu_offsets.h"
75e28f62 28
aafce833 29#if 0
30void dump_r_d(const char *name, void *dump);
31void dump_r_q(const char *name, void *dump);
32#define dumprd(n) dump_r_d(#n, n.e)
33#define dumprq(n) dump_r_q(#n, n.e)
34#endif
35
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36u32 span_pixels = 0;
37u32 span_pixel_blocks = 0;
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38u32 spans = 0;
39u32 triangles = 0;
40u32 sprites = 0;
41u32 sprites_4bpp = 0;
42u32 sprites_8bpp = 0;
43u32 sprites_16bpp = 0;
44u32 sprite_blocks = 0;
45u32 sprites_untextured = 0;
46u32 lines = 0;
47u32 trivial_rejects = 0;
48u32 texels_4bpp = 0;
49u32 texels_8bpp = 0;
50u32 texels_16bpp = 0;
51u32 texel_blocks_4bpp = 0;
52u32 texel_blocks_8bpp = 0;
53u32 texel_blocks_16bpp = 0;
54u32 texel_blocks_untextured = 0;
55u32 blend_blocks = 0;
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56u32 render_buffer_flushes = 0;
57u32 state_changes = 0;
58u32 left_split_triangles = 0;
59u32 flat_triangles = 0;
60u32 clipped_triangles = 0;
61u32 zero_block_spans = 0;
62u32 texture_cache_loads = 0;
3867c6ef 63u32 false_modulated_blocks = 0;
75e28f62 64
a2cb152a 65#define stats_add(stat, count) // stat += count
66
c1817bd9 67/* double size for enhancement */
68u32 reciprocal_table[512 * 2];
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69
70
71typedef s32 fixed_type;
72
73#define EDGE_STEP_BITS 32
74#define FIXED_BITS 12
75
76#define fixed_center(value) \
77 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
78
79#define int_to_fixed(value) \
80 (((fixed_type)(value)) << FIXED_BITS) \
81
82#define fixed_to_int(value) \
83 ((value) >> FIXED_BITS) \
84
85#define fixed_to_double(value) \
86 ((value) / (double)(1 << FIXED_BITS)) \
87
88#define double_to_fixed(value) \
89 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
90
91typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
92typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
93typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
94typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
95
96typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
97 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
98
99struct render_block_handler_struct
100{
101 void *setup_blocks;
102 texture_blocks_function_type *texture_blocks;
103 shade_blocks_function_type *shade_blocks;
104 blend_blocks_function_type *blend_blocks;
105};
106
2bbbb7af 107#ifndef NEON_BUILD
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108
109u32 fixed_reciprocal(u32 denominator, u32 *_shift)
110{
111 u32 shift = __builtin_clz(denominator);
112 u32 denominator_normalized = denominator << shift;
113
114 double numerator = (1ULL << 62) + denominator_normalized;
115 double numerator_b;
116
117 double denominator_normalized_dp_b;
118 u64 denominator_normalized_dp_u64;
119
120 u32 reciprocal;
121 double reciprocal_dp;
122
123 u64 numerator_u64 = (denominator_normalized >> 10) |
124 ((u64)(62 + 1023) << 52);
125 *((u64 *)(&numerator_b)) = numerator_u64;
126
127 denominator_normalized_dp_u64 =
128 (u64)(denominator_normalized << 21) |
129 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
130 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
131
132 // Implement with a DP divide
133 reciprocal_dp = numerator / denominator_normalized_dp_b;
134 reciprocal = reciprocal_dp;
135
136 if(reciprocal == 0x80000001)
137 reciprocal = 0x80000000;
138
139 *_shift = 62 - shift;
140 return reciprocal;
141}
142
143double reciprocal_estimate(double a)
144{
145 int q, s;
146 double r;
147
148 q = (int)(a * 512.0);
149 /* a in units of 1/512 rounded down */
150 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
151 s = (int)(256.0 * r + 0.5);
152
153 /* r in units of 1/256 rounded to nearest */
154
155 return (double)s / 256.0;
156}
157
158u32 reciprocal_estimate_u32(u32 value)
159{
160 u64 dp_value_u64;
161 volatile double dp_value;
162 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
163
164 if((value >> 31) == 0)
165 return 0xFFFFFFFF;
166
167 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
168
169 *dp_value_ptr = dp_value_u64;
170
171 dp_value = reciprocal_estimate(dp_value);
172 dp_value_u64 = *dp_value_ptr;
173
174 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
175}
176
177u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
178{
179 u32 shift = __builtin_clz(value);
180 u32 value_normalized = value << shift;
181
182 *_shift = 62 - shift;
183
184 value_normalized -= 2;
185
186 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
187
188 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
189 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
190 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
191 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
192 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
193 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
194
195 return reciprocal_normalized;
196}
197
198#endif
199
200
201s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
202{
203 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
204}
205
206u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
207{
208 s32 coverage_x, coverage_y;
209
210 u32 mask_up_left;
211 u32 mask_down_right;
212
213 coverage_x = x2 >> 6;
214 coverage_y = y2 >> 8;
215
216 if(coverage_x < 0)
217 coverage_x = 0;
218
219 if(coverage_x > 31)
220 coverage_x = 31;
221
222 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
223
224 if(coverage_y >= 1)
225 mask_down_right |= mask_down_right << 16;
226
227 coverage_x = x1 >> 6;
228
229 mask_up_left = 0xFFFF0000 << coverage_x;
230 if(coverage_x < 0)
231 mask_up_left = 0xFFFF0000;
232
233 coverage_y = y1 >> 8;
234 if(coverage_y <= 0)
235 mask_up_left |= mask_up_left >> 16;
236
237 return mask_up_left & mask_down_right;
238}
239
240u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
241 u32 x2, u32 y2)
242{
243 u32 mask = texture_region_mask(x1, y1, x2, y2);
244
245 psx_gpu->dirty_textures_4bpp_mask |= mask;
246 psx_gpu->dirty_textures_8bpp_mask |= mask;
247 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
248
249 return mask;
250}
251
252u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
253 u32 y1, u32 x2, u32 y2)
254{
255 u32 mask = texture_region_mask(x1, y1, x2, y2) &
256 psx_gpu->viewport_mask;
3867c6ef 257
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258 psx_gpu->dirty_textures_4bpp_mask |= mask;
259 psx_gpu->dirty_textures_8bpp_mask |= mask;
260 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
261
262 return mask;
263}
264
47c15995 265static void update_texture_cache_region_(psx_gpu_struct *psx_gpu,
266 u32 x1, u32 y1, u32 x2, u32 y2)
05740673 267{
268 u32 mask = texture_region_mask(x1, y1, x2, y2);
269 u32 texture_page;
270 u8 *texture_page_ptr;
271 u16 *vram_ptr;
272 u32 texel_block;
273 u32 sub_x, sub_y;
274
275 psx_gpu->dirty_textures_8bpp_mask |= mask;
276 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
277
278 if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
279 (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
280 {
281 texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
282 texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
283 texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
284 vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
285 sub_x = 4;
286 sub_y = 16;
287
288 while(sub_y)
289 {
290 while(sub_x)
291 {
292 texel_block = *vram_ptr;
293
294 texture_page_ptr[0] = texel_block & 0xF;
295 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
296 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
297 texture_page_ptr[3] = texel_block >> 12;
298
299 vram_ptr++;
300 texture_page_ptr += 4;
301
302 sub_x--;
303 }
304
305 vram_ptr -= 4;
306 sub_x = 4;
307
308 sub_y--;
309 vram_ptr += 1024;
310 }
311 }
312 else
313 {
314 psx_gpu->dirty_textures_4bpp_mask |= mask;
315 }
316}
75e28f62 317
47c15995 318void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
319 u32 x2, u32 y2)
320{
321 s32 w = x2 - x1;
322 do
323 {
324 x2 = x1 + w;
325 if (x2 > 1023)
326 x2 = 1023;
327 update_texture_cache_region_(psx_gpu, x1, y1, x2, y2);
328 w -= x2 - x1;
329 x1 = 0;
330 }
331 while (unlikely(w > 0));
332}
333
2bbbb7af 334#ifndef NEON_BUILD
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335
336void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
337{
338 u32 current_texture_page = psx_gpu->current_texture_page;
3867c6ef 339 u8 *texture_page_ptr = psx_gpu->texture_page_base;
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340 u16 *vram_ptr = psx_gpu->vram_ptr;
341
342 u32 texel_block;
343 u32 tile_x, tile_y;
344 u32 sub_x, sub_y;
345
346 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
347 vram_ptr += (current_texture_page & 0xF) * 64;
348
349 texture_cache_loads++;
350
351 tile_y = 16;
352 tile_x = 16;
353 sub_x = 4;
354 sub_y = 16;
355
356 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
357
358 while(tile_y)
359 {
360 while(tile_x)
361 {
362 while(sub_y)
363 {
364 while(sub_x)
365 {
366 texel_block = *vram_ptr;
b7ed0632 367
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368 texture_page_ptr[0] = texel_block & 0xF;
369 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
370 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
371 texture_page_ptr[3] = texel_block >> 12;
372
373 vram_ptr++;
374 texture_page_ptr += 4;
375
376 sub_x--;
377 }
378
379 vram_ptr -= 4;
380 sub_x = 4;
381
382 sub_y--;
383 vram_ptr += 1024;
384 }
385
386 sub_y = 16;
387
388 vram_ptr -= (1024 * 16) - 4;
389 tile_x--;
390 }
391
392 tile_x = 16;
393
394 vram_ptr += (16 * 1024) - (4 * 16);
395 tile_y--;
396 }
397}
398
399void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
400 u32 texture_page)
401{
3867c6ef 402 u16 *texture_page_ptr = psx_gpu->texture_page_base;
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403 u16 *vram_ptr = psx_gpu->vram_ptr;
404
405 u32 tile_x, tile_y;
406 u32 sub_y;
407
408 vec_8x16u texels;
409
410 texture_cache_loads++;
411
412 vram_ptr += (texture_page >> 4) * 256 * 1024;
413 vram_ptr += (texture_page & 0xF) * 64;
414
415 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
416 texture_page_ptr += (8 * 16) * 8;
417
418 tile_x = 8;
419 tile_y = 16;
420
421 sub_y = 16;
422
423 while(tile_y)
424 {
425 while(tile_x)
426 {
427 while(sub_y)
428 {
429 load_128b(texels, vram_ptr);
430 store_128b(texels, texture_page_ptr);
431
432 texture_page_ptr += 8;
433 vram_ptr += 1024;
434
435 sub_y--;
436 }
437
438 sub_y = 16;
439
440 vram_ptr -= (1024 * 16);
441 vram_ptr += 8;
442
443 tile_x--;
444 }
445
446 tile_x = 8;
447
448 vram_ptr -= (8 * 8);
449 vram_ptr += (16 * 1024);
450
451 texture_page_ptr += (8 * 16) * 8;
452 tile_y--;
453 }
454}
455
456#endif
457
458
459void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
460{
461 u32 current_texture_page = psx_gpu->current_texture_page;
462 u32 update_textures =
463 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
464
465 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
466
467 if(update_textures & (1 << current_texture_page))
468 {
469 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
470 update_textures &= ~(1 << current_texture_page);
471 }
472
473 if(update_textures)
474 {
475 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
476 (current_texture_page & 0x10);
477
478 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
479 }
480}
481
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482void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
483{
f1359c57 484 if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
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485 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
486 {
487 u32 num_blocks_dest = 0;
488 block_struct *block_src = psx_gpu->blocks;
489 block_struct *block_dest = psx_gpu->blocks;
490
491 u16 *vram_ptr = psx_gpu->vram_ptr;
492 u32 i;
493
f1359c57 494 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
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495 {
496 for(i = 0; i < psx_gpu->num_blocks; i++)
497 {
498 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
499 if(fb_offset & (1 << 11))
500 {
501 *block_dest = *block_src;
502 num_blocks_dest++;
503 block_dest++;
504 }
505 block_src++;
506 }
507 }
508 else
509 {
510 for(i = 0; i < psx_gpu->num_blocks; i++)
511 {
512 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
513 if((fb_offset & (1 << 11)) == 0)
514 {
515 *block_dest = *block_src;
516 num_blocks_dest++;
517 block_dest++;
518 }
519 block_src++;
520 }
521 }
522
523 psx_gpu->num_blocks = num_blocks_dest;
524 }
525
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526 if(psx_gpu->num_blocks)
527 {
528 render_block_handler_struct *render_block_handler =
529 psx_gpu->render_block_handler;
530
531 render_block_handler->texture_blocks(psx_gpu);
532 render_block_handler->shade_blocks(psx_gpu);
533 render_block_handler->blend_blocks(psx_gpu);
534
3867c6ef 535#ifdef PROFILE
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536 span_pixel_blocks += psx_gpu->num_blocks;
537 render_buffer_flushes++;
3867c6ef 538#endif
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539
540 psx_gpu->num_blocks = 0;
541 }
542}
543
544
2bbbb7af 545#ifndef NEON_BUILD
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546
547#define setup_gradient_calculation_input(set, vertex) \
548 /* First type is: uvrg bxxx xxxx */\
549 /* Second type is: yyyy ybyy uvrg */\
550 /* Since x_a and y_c are the same the same variable is used for both. */\
551 x##set##_a_y##set##_c.e[0] = vertex->u; \
552 x##set##_a_y##set##_c.e[1] = vertex->v; \
553 x##set##_a_y##set##_c.e[2] = vertex->r; \
554 x##set##_a_y##set##_c.e[3] = vertex->g; \
555 dup_4x16b(x##set##_b, vertex->x); \
556 dup_4x16b(x##set##_c, vertex->x); \
557 dup_4x16b(y##set##_a, vertex->y); \
558 dup_4x16b(y##set##_b, vertex->y); \
559 x##set##_b.e[0] = vertex->b; \
560 y##set##_b.e[1] = vertex->b \
561
562
563void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
564 vertex_struct *b, vertex_struct *c)
565{
566 u32 triangle_area = psx_gpu->triangle_area;
567 u32 winding_mask_scalar;
568
569 u32 triangle_area_shift;
570 u64 triangle_area_reciprocal =
571 fixed_reciprocal(triangle_area, &triangle_area_shift);
572 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
573
574 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
575 // ( d0 * d1 ) - ( d2 * d3 ) =
576 // ( m0 ) - ( m1 ) = gradient
577
578 // This is split to do 12 elements at a time over three sets: a, b, and c.
579 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
580 // two of the slots are unused.
581
582 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
583 // is g.
584
585 vec_4x16s x0_a_y0_c, x0_b, x0_c;
586 vec_4x16s y0_a, y0_b;
587 vec_4x16s x1_a_y1_c, x1_b, x1_c;
588 vec_4x16s y1_a, y1_b;
589 vec_4x16s x2_a_y2_c, x2_b, x2_c;
590 vec_4x16s y2_a, y2_b;
591
592 vec_4x32u uvrg_base;
593 vec_4x32u b_base;
c6063f89 594 vec_4x32u uvrgb_phase;
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595
596 vec_4x16s d0_a_d3_c, d0_b, d0_c;
597 vec_4x16s d1_a, d1_b, d1_c_d2_a;
598 vec_4x16s d2_b, d2_c;
599 vec_4x16s d3_a, d3_b;
600
601 vec_4x32s m0_a, m0_b, m0_c;
602 vec_4x32s m1_a, m1_b, m1_c;
603
604 vec_4x32u gradient_area_a, gradient_area_c;
605 vec_2x32u gradient_area_b;
606
607 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
608 vec_2x32u gradient_area_sign_b;
609 vec_4x32u winding_mask;
610
611 vec_2x64u gradient_wide_a0, gradient_wide_a1;
612 vec_2x64u gradient_wide_c0, gradient_wide_c1;
613 vec_2x64u gradient_wide_b;
614
615 vec_4x32u gradient_a, gradient_c;
616 vec_2x32u gradient_b;
617 vec_16x8s gradient_shift;
618
619 setup_gradient_calculation_input(0, a);
620 setup_gradient_calculation_input(1, b);
621 setup_gradient_calculation_input(2, c);
622
c6063f89 623 dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
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624 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
625 shl_long_4x16b(b_base, x0_b, 16);
626
c6063f89 627 add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
628 add_4x32b(b_base, b_base, uvrgb_phase);
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629
630 // Can probably pair these, but it'll require careful register allocation
631 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
632 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
633
634 sub_4x16b(d0_b, x1_b, x0_b);
635 sub_4x16b(d0_c, x1_c, x0_c);
636
637 sub_4x16b(d1_a, y2_a, y1_a);
638 sub_4x16b(d1_b, y2_b, y1_b);
639
640 sub_4x16b(d2_b, x2_b, x1_b);
641 sub_4x16b(d2_c, x2_c, x1_c);
642
643 sub_4x16b(d3_a, y1_a, y0_a);
644 sub_4x16b(d3_b, y1_b, y0_b);
645
646 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
647 mul_long_4x16b(m0_b, d0_b, d1_b);
648 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
649
650 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
651 mul_long_4x16b(m1_b, d2_b, d3_b);
652 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
653
654 sub_4x32b(gradient_area_a, m0_a, m1_a);
655 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
656 sub_4x32b(gradient_area_c, m0_c, m1_c);
657
658 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
659 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
660 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
661
662 abs_4x32b(gradient_area_a, gradient_area_a);
663 abs_2x32b(gradient_area_b, gradient_area_b);
664 abs_4x32b(gradient_area_c, gradient_area_c);
665
666 winding_mask_scalar = -psx_gpu->triangle_winding;
667
668 dup_4x32b(winding_mask, winding_mask_scalar);
669 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
670 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
671 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
672
673 mul_scalar_long_2x32b(gradient_wide_a0,
674 vector_cast(vec_2x32s, gradient_area_a.low),
675 (s64)triangle_area_reciprocal);
676 mul_scalar_long_2x32b(gradient_wide_a1,
677 vector_cast(vec_2x32s, gradient_area_a.high),
678 (s64)triangle_area_reciprocal);
679 mul_scalar_long_2x32b(gradient_wide_b,
680 vector_cast(vec_2x32s, gradient_area_b),
681 (s64)triangle_area_reciprocal);
682 mul_scalar_long_2x32b(gradient_wide_c0,
683 vector_cast(vec_2x32s, gradient_area_c.low),
684 (s64)triangle_area_reciprocal);
685 mul_scalar_long_2x32b(gradient_wide_c1,
686 vector_cast(vec_2x32s, gradient_area_c.high),
687 (s64)triangle_area_reciprocal);
688
689 dup_16x8b(gradient_shift, triangle_area_shift);
690 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
691 vector_cast(vec_2x64u, gradient_shift));
692 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
693 vector_cast(vec_2x64u, gradient_shift));
694 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
695 vector_cast(vec_2x64u, gradient_shift));
696 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
697 vector_cast(vec_2x64u, gradient_shift));
698 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
699 vector_cast(vec_2x64u, gradient_shift));
700
701 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
702 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
703 mov_narrow_2x64b(gradient_b, gradient_wide_b);
704 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
705 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
706
707 shl_4x32b(gradient_a, gradient_a, 4);
708 shl_2x32b(gradient_b, gradient_b, 4);
709 shl_4x32b(gradient_c, gradient_c, 4);
710
711 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
712 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
713 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
714
715 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
716 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
717 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
718
719 u32 left_adjust = a->x;
720 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
721 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
722
723 vec_4x32u uvrg_dx2;
724 vec_2x32u b_dx2;
725
726 vec_4x32u uvrg_dx3;
727 vec_2x32u b_dx3;
728
729 vec_4x32u zero;
730
731 eor_4x32b(zero, zero, zero);
732 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
733 add_2x32b(b_dx2, gradient_b, gradient_b);
734 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
735 add_2x32b(b_dx3, gradient_b, b_dx2);
736
737 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
738 // lined up properly
739 psx_gpu->u_block_span.e[0] = zero.e[0];
740 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
741 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
742 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
743
744 psx_gpu->v_block_span.e[0] = zero.e[1];
745 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
746 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
747 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
748
749 psx_gpu->r_block_span.e[0] = zero.e[2];
750 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
751 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
752 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
753
754 psx_gpu->g_block_span.e[0] = zero.e[3];
755 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
756 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
757 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
758
759 psx_gpu->b_block_span.e[0] = zero.e[0];
760 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
761 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
762 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
763
764 psx_gpu->uvrg = uvrg_base;
765 psx_gpu->b = b_base.e[0];
766
767 psx_gpu->uvrg_dx = gradient_a;
768 psx_gpu->uvrg_dy = gradient_c;
769 psx_gpu->b_dy = gradient_b.e[1];
770}
771#endif
772
773#define vector_check(_a, _b) \
774 if(memcmp(&_a, &_b, sizeof(_b))) \
775 { \
776 if(sizeof(_b) == 8) \
777 { \
778 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
779 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
780 } \
781 else \
782 { \
783 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
784 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
785 _b.e[2], _b.e[3]); \
786 } \
787 } \
788
789#define scalar_check(_a, _b) \
790 if(_a != _b) \
791 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
792
793
2d658c89 794#if !defined(NEON_BUILD) && !defined(NDEBUG)
795static void setup_spans_debug_check(psx_gpu_struct *psx_gpu,
796 edge_data_struct *span_edge_data_element)
797{
798 u32 _num_spans = span_edge_data_element - psx_gpu->span_edge_data;
799 if (_num_spans > MAX_SPANS)
800 *(volatile int *)0 = 1;
801 if (_num_spans < psx_gpu->num_spans)
802 {
803 if(span_edge_data_element->num_blocks > MAX_BLOCKS_PER_ROW)
804 *(volatile int *)0 = 2;
805 if(span_edge_data_element->y >= 2048)
806 *(volatile int *)0 = 3;
807 }
808}
c111e8f8 809#else
2d658c89 810#define setup_spans_debug_check(psx_gpu, span_edge_data_element)
c111e8f8 811#endif
812
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813#define setup_spans_prologue_alternate_yes() \
814 vec_2x64s alternate_x; \
815 vec_2x64s alternate_dx_dy; \
816 vec_4x32s alternate_x_32; \
aafce833 817 vec_4x16u alternate_x_16; \
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818 \
819 vec_4x16u alternate_select; \
820 vec_4x16s y_mid_point; \
821 \
822 s32 y_b = v_b->y; \
823 s64 edge_alt; \
824 s32 edge_dx_dy_alt; \
825 u32 edge_shift_alt \
826
827#define setup_spans_prologue_alternate_no() \
828
829#define setup_spans_prologue(alternate_active) \
830 edge_data_struct *span_edge_data; \
831 vec_4x32u *span_uvrg_offset; \
832 u32 *span_b_offset; \
833 \
834 s32 clip; \
835 \
836 vec_2x64s edges_xy; \
837 vec_2x32s edges_dx_dy; \
838 vec_2x32u edge_shifts; \
839 \
840 vec_2x64s left_x, right_x; \
841 vec_2x64s left_dx_dy, right_dx_dy; \
842 vec_4x32s left_x_32, right_x_32; \
843 vec_8x16s left_right_x_16; \
844 vec_4x16s y_x4; \
845 vec_8x16s left_edge; \
846 vec_8x16s right_edge; \
847 vec_4x16u span_shift; \
848 \
849 vec_2x32u c_0x01; \
850 vec_4x16u c_0x04; \
851 vec_4x16u c_0xFFFE; \
852 vec_4x16u c_0x07; \
853 \
854 vec_2x32s x_starts; \
855 vec_2x32s x_ends; \
856 \
857 s32 x_a = v_a->x; \
858 s32 x_b = v_b->x; \
859 s32 x_c = v_c->x; \
860 s32 y_a = v_a->y; \
861 s32 y_c = v_c->y; \
862 \
863 vec_4x32u uvrg = psx_gpu->uvrg; \
864 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
865 u32 b = psx_gpu->b; \
866 u32 b_dy = psx_gpu->b_dy; \
867 \
868 dup_2x32b(c_0x01, 0x01); \
869 setup_spans_prologue_alternate_##alternate_active() \
870
871#define setup_spans_prologue_b() \
872 span_edge_data = psx_gpu->span_edge_data; \
873 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
874 span_b_offset = psx_gpu->span_b_offset; \
875 \
876 vec_8x16u c_0x0001; \
2d658c89 877 vec_4x16u c_max_blocks_per_row; \
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878 \
879 dup_8x16b(c_0x0001, 0x0001); \
880 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
881 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
882 add_8x16b(right_edge, right_edge, c_0x0001); \
883 dup_4x16b(c_0x04, 0x04); \
884 dup_4x16b(c_0x07, 0x07); \
885 dup_4x16b(c_0xFFFE, 0xFFFE); \
2d658c89 886 dup_4x16b(c_max_blocks_per_row, MAX_BLOCKS_PER_ROW); \
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887
888
889#define compute_edge_delta_x2() \
890{ \
891 vec_2x32s heights; \
892 vec_2x32s height_reciprocals; \
893 vec_2x32s heights_b; \
894 vec_4x32u widths; \
895 \
896 u32 edge_shift = reciprocal_table[height]; \
897 \
898 dup_2x32b(heights, height); \
899 sub_2x32b(widths, x_ends, x_starts); \
900 \
901 dup_2x32b(edge_shifts, edge_shift); \
902 sub_2x32b(heights_b, heights, c_0x01); \
7d5140f5 903 shr_2x32b(height_reciprocals, edge_shifts, 10); \
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904 \
905 mla_2x32b(heights_b, x_starts, heights); \
906 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
907 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
908 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
909} \
910
911#define compute_edge_delta_x3(start_c, height_a, height_b) \
912{ \
913 vec_2x32s heights; \
914 vec_2x32s height_reciprocals; \
915 vec_2x32s heights_b; \
916 vec_2x32u widths; \
917 \
918 u32 width_alt; \
919 s32 height_b_alt; \
920 u32 height_reciprocal_alt; \
921 \
922 heights.e[0] = height_a; \
923 heights.e[1] = height_b; \
924 \
925 edge_shifts.e[0] = reciprocal_table[height_a]; \
926 edge_shifts.e[1] = reciprocal_table[height_b]; \
927 edge_shift_alt = reciprocal_table[height_minor_b]; \
928 \
929 sub_2x32b(widths, x_ends, x_starts); \
930 width_alt = x_c - start_c; \
931 \
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932 shr_2x32b(height_reciprocals, edge_shifts, 10); \
933 height_reciprocal_alt = edge_shift_alt >> 10; \
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934 \
935 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
936 edge_shift_alt &= 0x1F; \
937 \
938 sub_2x32b(heights_b, heights, c_0x01); \
939 height_b_alt = height_minor_b - 1; \
940 \
941 mla_2x32b(heights_b, x_starts, heights); \
942 height_b_alt += height_minor_b * start_c; \
943 \
944 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
945 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
946 \
947 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
948 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
949} \
950
951
952#define setup_spans_adjust_y_up() \
953 sub_4x32b(y_x4, y_x4, c_0x04) \
954
955#define setup_spans_adjust_y_down() \
956 add_4x32b(y_x4, y_x4, c_0x04) \
957
958#define setup_spans_adjust_interpolants_up() \
959 sub_4x32b(uvrg, uvrg, uvrg_dy); \
960 b -= b_dy \
961
962#define setup_spans_adjust_interpolants_down() \
963 add_4x32b(uvrg, uvrg, uvrg_dy); \
964 b += b_dy \
965
966
967#define setup_spans_clip_interpolants_increment() \
968 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
969 b += b_dy * clip \
970
971#define setup_spans_clip_interpolants_decrement() \
972 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
973 b -= b_dy * clip \
974
975#define setup_spans_clip_alternate_yes() \
976 edge_alt += edge_dx_dy_alt * (s64)(clip) \
977
978#define setup_spans_clip_alternate_no() \
979
980#define setup_spans_clip(direction, alternate_active) \
981{ \
982 clipped_triangles++; \
983 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
984 setup_spans_clip_alternate_##alternate_active(); \
985 setup_spans_clip_interpolants_##direction(); \
986} \
987
988
989#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
990{ \
991 vec_2x64u edge_shifts_64; \
992 vec_2x64s edges_dx_dy_64; \
993 \
994 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
995 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
996 \
997 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
998 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
999 \
1000 left_x.e[0] = edges_xy.e[left_index]; \
1001 right_x.e[0] = edges_xy.e[right_index]; \
1002 \
1003 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
1004 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
1005 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
1006 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
1007 \
1008 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
1009 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
1010 \
1011 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
1012 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
1013} \
1014
1015#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
1016{ \
1017 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
1018 s64 edge_dx_dy_alt_64; \
1019 \
1020 dup_4x16b(y_mid_point, y_b); \
1021 \
1022 edge_alt <<= edge_shift_alt; \
1023 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
1024 \
1025 alternate_x.e[0] = edge_alt; \
1026 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
1027 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
1028 \
1029 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
1030 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
1031} \
1032
1033
1034#define setup_spans_y_select_up() \
1035 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
1036
1037#define setup_spans_y_select_down() \
1038 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
1039
1040#define setup_spans_y_select_alternate_yes(direction) \
1041 setup_spans_y_select_##direction() \
1042
1043#define setup_spans_y_select_alternate_no(direction) \
1044
1045#define setup_spans_alternate_select_left() \
1046 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
1047
1048#define setup_spans_alternate_select_right() \
1049 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
1050
1051#define setup_spans_alternate_select_none() \
1052
1053#define setup_spans_increment_alternate_yes() \
1054 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
1055 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1056 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
1057 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1058 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
1059
1060#define setup_spans_increment_alternate_no() \
1061
1062#define setup_spans_set_x4(alternate, direction, alternate_active) \
1063{ \
1064 span_uvrg_offset[0] = uvrg; \
1065 span_b_offset[0] = b; \
1066 setup_spans_adjust_interpolants_##direction(); \
1067 \
1068 span_uvrg_offset[1] = uvrg; \
1069 span_b_offset[1] = b; \
1070 setup_spans_adjust_interpolants_##direction(); \
1071 \
1072 span_uvrg_offset[2] = uvrg; \
1073 span_b_offset[2] = b; \
1074 setup_spans_adjust_interpolants_##direction(); \
1075 \
1076 span_uvrg_offset[3] = uvrg; \
1077 span_b_offset[3] = b; \
1078 setup_spans_adjust_interpolants_##direction(); \
1079 \
1080 span_uvrg_offset += 4; \
1081 span_b_offset += 4; \
1082 \
1083 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
1084 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
1085 \
1086 add_2x64b(left_x, left_x, left_dx_dy); \
1087 add_2x64b(right_x, right_x, right_dx_dy); \
1088 \
1089 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
1090 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
1091 \
1092 add_2x64b(left_x, left_x, left_dx_dy); \
1093 add_2x64b(right_x, right_x, right_dx_dy); \
1094 \
1095 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
1096 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
1097 \
1098 setup_spans_increment_alternate_##alternate_active(); \
1099 setup_spans_y_select_alternate_##alternate_active(direction); \
1100 setup_spans_alternate_select_##alternate(); \
1101 \
1102 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
1103 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
1104 \
1105 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
1106 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
1107 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
1108 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
1109 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
2d658c89 1110 min_4x16b(left_right_x_16.high, left_right_x_16.high, c_max_blocks_per_row); \
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1111 \
1112 u32 i; \
1113 for(i = 0; i < 4; i++) \
1114 { \
1115 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
1116 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
1117 span_edge_data[i].right_mask = span_shift.e[i]; \
1118 span_edge_data[i].y = y_x4.e[i]; \
2d658c89 1119 setup_spans_debug_check(psx_gpu, &span_edge_data[i]); \
75e28f62
E
1120 } \
1121 \
1122 span_edge_data += 4; \
1123 \
1124 setup_spans_adjust_y_##direction(); \
1125} \
1126
1127
1128#define setup_spans_alternate_adjust_yes() \
1129 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1130
1131#define setup_spans_alternate_adjust_no() \
1132
1133
1134#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1135 setup_spans_alternate_adjust_##alternate_active(); \
1136 if(y_c > psx_gpu->viewport_end_y) \
1137 height -= y_c - psx_gpu->viewport_end_y - 1; \
1138 \
1139 clip = psx_gpu->viewport_start_y - y_a; \
1140 if(clip > 0) \
1141 { \
1142 height -= clip; \
1143 y_a += clip; \
1144 setup_spans_clip(increment, alternate_active); \
1145 } \
1146 \
1147 setup_spans_prologue_b(); \
1148 \
2d658c89 1149 if (height > 512) \
1150 height = 512; \
1151 if (height > 0) \
75e28f62
E
1152 { \
1153 y_x4.e[0] = y_a; \
1154 y_x4.e[1] = y_a + 1; \
1155 y_x4.e[2] = y_a + 2; \
1156 y_x4.e[3] = y_a + 3; \
1157 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1158 right_index); \
1159 \
1160 psx_gpu->num_spans = height; \
1161 do \
1162 { \
1163 setup_spans_set_x4(alternate, down, alternate_active); \
1164 height -= 4; \
1165 } while(height > 0); \
1166 } \
1167
1168
1169#define setup_spans_alternate_pre_increment_yes() \
1170 edge_alt += edge_dx_dy_alt \
1171
1172#define setup_spans_alternate_pre_increment_no() \
1173
1174#define setup_spans_up_decrement_height_yes() \
1175 height-- \
1176
1177#define setup_spans_up_decrement_height_no() \
1178 {} \
1179
1180#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1181 setup_spans_alternate_adjust_##alternate_active(); \
1182 y_a--; \
1183 \
1184 if(y_c < psx_gpu->viewport_start_y) \
1185 height -= psx_gpu->viewport_start_y - y_c; \
1186 else \
1187 setup_spans_up_decrement_height_##alternate_active(); \
1188 \
1189 clip = y_a - psx_gpu->viewport_end_y; \
1190 if(clip > 0) \
1191 { \
1192 height -= clip; \
1193 y_a -= clip; \
1194 setup_spans_clip(decrement, alternate_active); \
1195 } \
1196 \
1197 setup_spans_prologue_b(); \
1198 \
2d658c89 1199 if (height > 512) \
1200 height = 512; \
1201 if (height > 0) \
75e28f62
E
1202 { \
1203 y_x4.e[0] = y_a; \
1204 y_x4.e[1] = y_a - 1; \
1205 y_x4.e[2] = y_a - 2; \
1206 y_x4.e[3] = y_a - 3; \
1207 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1208 setup_spans_alternate_pre_increment_##alternate_active(); \
1209 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1210 right_index); \
1211 setup_spans_adjust_interpolants_up(); \
1212 \
1213 psx_gpu->num_spans = height; \
1214 while(height > 0) \
1215 { \
1216 setup_spans_set_x4(alternate, up, alternate_active); \
1217 height -= 4; \
1218 } \
1219 } \
1220
1221#define index_left 0
1222#define index_right 1
1223
1224#define setup_spans_up_up(minor, major) \
1225 setup_spans_prologue(yes); \
1226 s32 height_minor_a = y_a - y_b; \
1227 s32 height_minor_b = y_b - y_c; \
1228 s32 height = y_a - y_c; \
1229 \
1230 dup_2x32b(x_starts, x_a); \
1231 x_ends.e[0] = x_c; \
1232 x_ends.e[1] = x_b; \
1233 \
1234 compute_edge_delta_x3(x_b, height, height_minor_a); \
1235 setup_spans_up(index_##major, index_##minor, minor, yes) \
1236
1237
2bbbb7af 1238#ifndef NEON_BUILD
75e28f62
E
1239
1240void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1241 vertex_struct *v_b, vertex_struct *v_c)
1242{
1243 setup_spans_up_up(left, right);
1244}
1245
1246void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1247 vertex_struct *v_b, vertex_struct *v_c)
1248{
1249 setup_spans_up_up(right, left);
1250}
1251
1252#define setup_spans_down_down(minor, major) \
1253 setup_spans_prologue(yes); \
1254 s32 height_minor_a = y_b - y_a; \
1255 s32 height_minor_b = y_c - y_b; \
1256 s32 height = y_c - y_a; \
1257 \
1258 dup_2x32b(x_starts, x_a); \
1259 x_ends.e[0] = x_c; \
1260 x_ends.e[1] = x_b; \
1261 \
1262 compute_edge_delta_x3(x_b, height, height_minor_a); \
1263 setup_spans_down(index_##major, index_##minor, minor, yes) \
1264
1265void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1266 vertex_struct *v_b, vertex_struct *v_c)
1267{
1268 setup_spans_down_down(left, right);
1269}
1270
1271void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1272 vertex_struct *v_b, vertex_struct *v_c)
1273{
1274 setup_spans_down_down(right, left);
1275}
1276
1277#define setup_spans_up_flat() \
1278 s32 height = y_a - y_c; \
1279 \
1280 flat_triangles++; \
1281 compute_edge_delta_x2(); \
1282 setup_spans_up(index_left, index_right, none, no) \
1283
1284void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1285 vertex_struct *v_b, vertex_struct *v_c)
1286{
1287 setup_spans_prologue(no);
1288 x_starts.e[0] = x_a;
1289 x_starts.e[1] = x_b;
1290 dup_2x32b(x_ends, x_c);
1291
1292 setup_spans_up_flat();
1293}
1294
1295void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1296 vertex_struct *v_b, vertex_struct *v_c)
1297{
1298 setup_spans_prologue(no);
1299 dup_2x32b(x_starts, x_a);
1300 x_ends.e[0] = x_b;
1301 x_ends.e[1] = x_c;
1302
1303 setup_spans_up_flat();
1304}
1305
1306#define setup_spans_down_flat() \
1307 s32 height = y_c - y_a; \
1308 \
1309 flat_triangles++; \
1310 compute_edge_delta_x2(); \
1311 setup_spans_down(index_left, index_right, none, no) \
1312
1313void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1314 vertex_struct *v_b, vertex_struct *v_c)
1315{
1316 setup_spans_prologue(no);
1317 x_starts.e[0] = x_a;
1318 x_starts.e[1] = x_b;
1319 dup_2x32b(x_ends, x_c);
1320
1321 setup_spans_down_flat();
1322}
1323
1324void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1325 vertex_struct *v_b, vertex_struct *v_c)
1326{
1327 setup_spans_prologue(no);
1328 dup_2x32b(x_starts, x_a);
1329 x_ends.e[0] = x_b;
1330 x_ends.e[1] = x_c;
1331
1332 setup_spans_down_flat();
1333}
1334
1335void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1336 vertex_struct *v_b, vertex_struct *v_c)
1337{
1338 setup_spans_prologue(no);
1339
1340 s32 y_b = v_b->y;
1341 s64 edge_alt;
1342 s32 edge_dx_dy_alt;
1343 u32 edge_shift_alt;
1344
1345 s32 middle_y = y_a;
1346 s32 height_minor_a = y_a - y_b;
1347 s32 height_minor_b = y_c - y_a;
1348 s32 height_major = y_c - y_b;
1349
1350 vec_2x64s edges_xy_b;
1351 vec_2x32s edges_dx_dy_b;
1352 vec_2x32u edge_shifts_b;
1353
1354 vec_2x32s height_increment;
1355
1356 x_starts.e[0] = x_a;
1357 x_starts.e[1] = x_c;
1358 dup_2x32b(x_ends, x_b);
1359
1360 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1361
1362 height_increment.e[0] = 0;
1363 height_increment.e[1] = height_minor_b;
1364
1365 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1366
1367 edges_xy_b.e[0] = edge_alt;
1368 edges_xy_b.e[1] = edges_xy.e[1];
1369
1370 edge_shifts_b = edge_shifts;
1371 edge_shifts_b.e[0] = edge_shift_alt;
1372
1373 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1374 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1375
1376 y_a--;
1377
1378 if(y_b < psx_gpu->viewport_start_y)
1379 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1380
1381 clip = y_a - psx_gpu->viewport_end_y;
1382 if(clip > 0)
1383 {
1384 height_minor_a -= clip;
1385 y_a -= clip;
1386 setup_spans_clip(decrement, no);
1387 }
1388
1389 setup_spans_prologue_b();
1390
2d658c89 1391 if (height_minor_a > 512)
1392 height_minor_a = 512;
1393 if (height_minor_a > 0)
75e28f62
E
1394 {
1395 y_x4.e[0] = y_a;
1396 y_x4.e[1] = y_a - 1;
1397 y_x4.e[2] = y_a - 2;
1398 y_x4.e[3] = y_a - 3;
1399 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1400 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1401 setup_spans_adjust_interpolants_up();
1402
1403 psx_gpu->num_spans = height_minor_a;
1404 while(height_minor_a > 0)
1405 {
1406 setup_spans_set_x4(none, up, no);
1407 height_minor_a -= 4;
1408 }
1409
1410 span_edge_data += height_minor_a;
1411 span_uvrg_offset += height_minor_a;
1412 span_b_offset += height_minor_a;
1413 }
1414
1415 edges_xy = edges_xy_b;
1416 edges_dx_dy = edges_dx_dy_b;
1417 edge_shifts = edge_shifts_b;
1418
1419 uvrg = psx_gpu->uvrg;
1420 b = psx_gpu->b;
1421
1422 y_a = middle_y;
1423
1424 if(y_c > psx_gpu->viewport_end_y)
1425 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1426
1427 clip = psx_gpu->viewport_start_y - y_a;
1428 if(clip > 0)
1429 {
1430 height_minor_b -= clip;
1431 y_a += clip;
1432 setup_spans_clip(increment, no);
1433 }
1434
2d658c89 1435 if (height_minor_b > 512)
1436 height_minor_b = 512;
1437 if (height_minor_b > 0)
75e28f62
E
1438 {
1439 y_x4.e[0] = y_a;
1440 y_x4.e[1] = y_a + 1;
1441 y_x4.e[2] = y_a + 2;
1442 y_x4.e[3] = y_a + 3;
1443 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1444
b7569147 1445 // FIXME: overflow corner case
1446 if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1447 height_minor_b &= ~3;
1448
75e28f62 1449 psx_gpu->num_spans += height_minor_b;
b7569147 1450 while(height_minor_b > 0)
75e28f62
E
1451 {
1452 setup_spans_set_x4(none, down, no);
1453 height_minor_b -= 4;
b7569147 1454 }
75e28f62
E
1455 }
1456
1457 left_split_triangles++;
1458}
1459
1460#endif
1461
1462
1463#define dither_table_entry_normal(value) \
1464 (value) \
1465
1466
1467#define setup_blocks_load_msb_mask_indirect() \
1468
1469#define setup_blocks_load_msb_mask_direct() \
1470 vec_8x16u msb_mask; \
1471 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1472
1473
1474#define setup_blocks_variables_shaded_textured(target) \
1475 vec_4x32u u_block; \
1476 vec_4x32u v_block; \
1477 vec_4x32u r_block; \
1478 vec_4x32u g_block; \
1479 vec_4x32u b_block; \
1480 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1481 vec_4x32u uvrg_dx4; \
1482 vec_4x32u uvrg_dx8; \
1483 vec_4x32u uvrg; \
1484 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1485 u32 b_dx4 = b_dx << 2; \
1486 u32 b_dx8 = b_dx << 3; \
1487 u32 b; \
1488 \
1489 vec_16x8u texture_mask; \
1490 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1491 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1492 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1493 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1494
1495#define setup_blocks_variables_shaded_untextured(target) \
1496 vec_4x32u r_block; \
1497 vec_4x32u g_block; \
1498 vec_4x32u b_block; \
1499 vec_4x32u rgb_dx; \
1500 vec_4x32u rgb_dx4; \
1501 vec_4x32u rgb_dx8; \
1502 vec_4x32u rgb; \
1503 \
1504 vec_8x8u d64_0x07; \
1505 vec_8x8u d64_1; \
1506 vec_8x8u d64_4; \
1507 vec_8x8u d64_128; \
1508 \
1509 dup_8x8b(d64_0x07, 0x07); \
1510 dup_8x8b(d64_1, 1); \
1511 dup_8x8b(d64_4, 4); \
1512 dup_8x8b(d64_128, 128); \
1513 \
1514 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1515 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1516 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1517 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1518
1519#define setup_blocks_variables_unshaded_textured(target) \
1520 vec_4x32u u_block; \
1521 vec_4x32u v_block; \
1522 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1523 vec_2x32u uv_dx4; \
1524 vec_2x32u uv_dx8; \
1525 vec_2x32u uv = psx_gpu->uvrg.low; \
1526 \
1527 vec_16x8u texture_mask; \
1528 shl_2x32b(uv_dx4, uv_dx, 2); \
1529 shl_2x32b(uv_dx8, uv_dx, 3); \
1530 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1531 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1532
1533
1534#define setup_blocks_variables_unshaded_untextured_direct() \
1535 or_8x16b(colors, colors, msb_mask) \
1536
1537#define setup_blocks_variables_unshaded_untextured_indirect() \
1538
1539#define setup_blocks_variables_unshaded_untextured(target) \
1540 u32 color = psx_gpu->triangle_color; \
1541 vec_8x16u colors; \
1542 \
1543 u32 color_r = color & 0xFF; \
1544 u32 color_g = (color >> 8) & 0xFF; \
1545 u32 color_b = (color >> 16) & 0xFF; \
1546 \
1547 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1548 ((color_b >> 3) << 10); \
1549 dup_8x16b(colors, color); \
1550 setup_blocks_variables_unshaded_untextured_##target() \
1551
1552#define setup_blocks_span_initialize_dithered_textured() \
1553 vec_8x16u dither_offsets; \
1554 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1555
1556#define setup_blocks_span_initialize_dithered_untextured() \
1557 vec_8x8u dither_offsets; \
1558 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1559
1560#define setup_blocks_span_initialize_dithered(texturing) \
1561 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1562 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1563 vec_8x8s dither_offsets_short; \
1564 \
1565 dither_row = \
1566 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1567 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1568 setup_blocks_span_initialize_dithered_##texturing() \
1569
1570#define setup_blocks_span_initialize_undithered(texturing) \
1571
1572
1573#define setup_blocks_span_initialize_shaded_textured() \
1574{ \
1575 vec_4x32u block_span; \
1576 u32 offset = span_edge_data->left_x; \
1577 \
1578 uvrg = *span_uvrg_offset; \
1579 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1580 b = *span_b_offset; \
1581 b += b_dx * offset; \
1582 \
1583 dup_4x32b(u_block, uvrg.e[0]); \
1584 dup_4x32b(v_block, uvrg.e[1]); \
1585 dup_4x32b(r_block, uvrg.e[2]); \
1586 dup_4x32b(g_block, uvrg.e[3]); \
1587 dup_4x32b(b_block, b); \
1588 \
1589 block_span = psx_gpu->u_block_span; \
1590 add_4x32b(u_block, u_block, block_span); \
1591 block_span = psx_gpu->v_block_span; \
1592 add_4x32b(v_block, v_block, block_span); \
1593 block_span = psx_gpu->r_block_span; \
1594 add_4x32b(r_block, r_block, block_span); \
1595 block_span = psx_gpu->g_block_span; \
1596 add_4x32b(g_block, g_block, block_span); \
1597 block_span = psx_gpu->b_block_span; \
1598 add_4x32b(b_block, b_block, block_span); \
1599}
1600
1601#define setup_blocks_span_initialize_shaded_untextured() \
1602{ \
1603 vec_4x32u block_span; \
1604 u32 offset = span_edge_data->left_x; \
1605 \
1606 rgb.low = span_uvrg_offset->high; \
1607 rgb.high.e[0] = *span_b_offset; \
1608 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1609 \
1610 dup_4x32b(r_block, rgb.e[0]); \
1611 dup_4x32b(g_block, rgb.e[1]); \
1612 dup_4x32b(b_block, rgb.e[2]); \
1613 \
1614 block_span = psx_gpu->r_block_span; \
1615 add_4x32b(r_block, r_block, block_span); \
1616 block_span = psx_gpu->g_block_span; \
1617 add_4x32b(g_block, g_block, block_span); \
1618 block_span = psx_gpu->b_block_span; \
1619 add_4x32b(b_block, b_block, block_span); \
1620} \
1621
1622#define setup_blocks_span_initialize_unshaded_textured() \
1623{ \
1624 vec_4x32u block_span; \
1625 u32 offset = span_edge_data->left_x; \
1626 \
1627 uv = span_uvrg_offset->low; \
1628 mla_scalar_2x32b(uv, uv_dx, offset); \
1629 \
1630 dup_4x32b(u_block, uv.e[0]); \
1631 dup_4x32b(v_block, uv.e[1]); \
1632 \
1633 block_span = psx_gpu->u_block_span; \
1634 add_4x32b(u_block, u_block, block_span); \
1635 block_span = psx_gpu->v_block_span; \
1636 add_4x32b(v_block, v_block, block_span); \
1637} \
1638
1639#define setup_blocks_span_initialize_unshaded_untextured() \
1640
1641
1642#define setup_blocks_texture_swizzled() \
1643{ \
1644 vec_8x8u u_saved = u; \
1645 sli_8x8b(u, v, 4); \
1646 sri_8x8b(v, u_saved, 4); \
1647} \
1648
1649#define setup_blocks_texture_unswizzled() \
1650
1651#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1652 edge_type) \
1653{ \
1654 vec_8x16u u_whole; \
1655 vec_8x16u v_whole; \
1656 vec_8x16u r_whole; \
1657 vec_8x16u g_whole; \
1658 vec_8x16u b_whole; \
1659 \
1660 vec_8x8u u; \
1661 vec_8x8u v; \
1662 vec_8x8u r; \
1663 vec_8x8u g; \
1664 vec_8x8u b; \
1665 vec_8x16u uv; \
1666 \
1667 vec_4x32u dx4; \
1668 vec_4x32u dx8; \
1669 \
1670 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1671 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1672 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1673 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1674 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1675 \
1676 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1677 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1678 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1679 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1680 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1681 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1682 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1683 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1684 dup_4x32b(dx4, b_dx4); \
1685 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1686 \
1687 mov_narrow_8x16b(u, u_whole); \
1688 mov_narrow_8x16b(v, v_whole); \
1689 mov_narrow_8x16b(r, r_whole); \
1690 mov_narrow_8x16b(g, g_whole); \
1691 mov_narrow_8x16b(b, b_whole); \
1692 \
1693 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1694 add_4x32b(u_block, u_block, dx8); \
1695 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1696 add_4x32b(v_block, v_block, dx8); \
1697 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1698 add_4x32b(r_block, r_block, dx8); \
1699 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1700 add_4x32b(g_block, g_block, dx8); \
1701 dup_4x32b(dx8, b_dx8); \
1702 add_4x32b(b_block, b_block, dx8); \
1703 \
1704 and_8x8b(u, u, texture_mask.low); \
1705 and_8x8b(v, v, texture_mask.high); \
1706 setup_blocks_texture_##swizzling(); \
1707 \
1708 zip_8x16b(uv, u, v); \
1709 block->uv = uv; \
1710 block->r = r; \
1711 block->g = g; \
1712 block->b = b; \
1713 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1714 block->fb_ptr = fb_ptr; \
1715} \
1716
1717#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1718 edge_type) \
1719{ \
1720 vec_8x16u u_whole; \
1721 vec_8x16u v_whole; \
1722 \
1723 vec_8x8u u; \
1724 vec_8x8u v; \
1725 vec_8x16u uv; \
1726 \
1727 vec_4x32u dx4; \
1728 vec_4x32u dx8; \
1729 \
1730 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1731 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1732 \
1733 dup_4x32b(dx4, uv_dx4.e[0]); \
1734 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1735 dup_4x32b(dx4, uv_dx4.e[1]); \
1736 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1737 \
1738 mov_narrow_8x16b(u, u_whole); \
1739 mov_narrow_8x16b(v, v_whole); \
1740 \
1741 dup_4x32b(dx8, uv_dx8.e[0]); \
1742 add_4x32b(u_block, u_block, dx8); \
1743 dup_4x32b(dx8, uv_dx8.e[1]); \
1744 add_4x32b(v_block, v_block, dx8); \
1745 \
1746 and_8x8b(u, u, texture_mask.low); \
1747 and_8x8b(v, v, texture_mask.high); \
1748 setup_blocks_texture_##swizzling(); \
1749 \
1750 zip_8x16b(uv, u, v); \
1751 block->uv = uv; \
1752 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1753 block->fb_ptr = fb_ptr; \
1754} \
1755
1756#define setup_blocks_store_shaded_untextured_dithered() \
1757 addq_8x8b(r, r, dither_offsets); \
1758 addq_8x8b(g, g, dither_offsets); \
1759 addq_8x8b(b, b, dither_offsets); \
1760 \
1761 subq_8x8b(r, r, d64_4); \
1762 subq_8x8b(g, g, d64_4); \
1763 subq_8x8b(b, b, d64_4) \
1764
1765#define setup_blocks_store_shaded_untextured_undithered() \
1766
1767
1768#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1769 block->pixels = _pixels; \
1770 block->fb_ptr = fb_ptr \
1771
1772#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1773 block->pixels = _pixels; \
1774 block->fb_ptr = fb_ptr \
1775
1776#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1777 mul_long_8x8b(pixels, r, d64_1) \
1778
1779
1780#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1781 store_8x16b(_pixels, fb_ptr) \
1782
1783#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1784{ \
1785 vec_8x16u fb_pixels; \
1786 vec_8x16u draw_mask; \
1787 vec_8x16u test_mask = psx_gpu->test_mask; \
1788 \
1789 load_8x16b(fb_pixels, fb_ptr); \
1790 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1791 tst_8x16b(draw_mask, draw_mask, test_mask); \
1792 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1793 store_8x16b(fb_pixels, fb_ptr); \
1794} \
1795
1796#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1797 pixels = msb_mask; \
1798 mla_long_8x8b(pixels, r, d64_1) \
1799
1800
1801#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1802 edge_type) \
1803{ \
1804 vec_8x16u r_whole; \
1805 vec_8x16u g_whole; \
1806 vec_8x16u b_whole; \
1807 \
1808 vec_8x8u r; \
1809 vec_8x8u g; \
1810 vec_8x8u b; \
1811 \
1812 vec_4x32u dx4; \
1813 vec_4x32u dx8; \
1814 \
1815 vec_8x16u pixels; \
1816 \
1817 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1818 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1819 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1820 \
1821 dup_4x32b(dx4, rgb_dx4.e[0]); \
1822 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1823 dup_4x32b(dx4, rgb_dx4.e[1]); \
1824 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1825 dup_4x32b(dx4, rgb_dx4.e[2]); \
1826 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1827 \
1828 mov_narrow_8x16b(r, r_whole); \
1829 mov_narrow_8x16b(g, g_whole); \
1830 mov_narrow_8x16b(b, b_whole); \
1831 \
1832 dup_4x32b(dx8, rgb_dx8.e[0]); \
1833 add_4x32b(r_block, r_block, dx8); \
1834 dup_4x32b(dx8, rgb_dx8.e[1]); \
1835 add_4x32b(g_block, g_block, dx8); \
1836 dup_4x32b(dx8, rgb_dx8.e[2]); \
1837 add_4x32b(b_block, b_block, dx8); \
1838 \
1839 setup_blocks_store_shaded_untextured_##dithering(); \
1840 \
1841 shr_8x8b(r, r, 3); \
1842 bic_8x8b(g, g, d64_0x07); \
1843 bic_8x8b(b, b, d64_0x07); \
1844 \
1845 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1846 mla_long_8x8b(pixels, g, d64_4); \
1847 mla_long_8x8b(pixels, b, d64_128) \
1848 \
1849 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1850} \
1851
1852#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1853 edge_type) \
1854 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1855
1856
1857#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1858 (_block)->draw_mask_bits = bits \
1859
1860#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1861{ \
1862 vec_8x16u bits_mask; \
1863 vec_8x16u test_mask = psx_gpu->test_mask; \
1864 dup_8x16b(bits_mask, bits); \
1865 tst_8x16b(bits_mask, bits_mask, test_mask); \
1866 (_block)->draw_mask = bits_mask; \
1867} \
1868
1869#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1870
1871
1872#define setup_blocks_add_blocks_indirect() \
1873 num_blocks += span_num_blocks; \
1874 \
1875 if(num_blocks > MAX_BLOCKS) \
1876 { \
1877 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1878 flush_render_block_buffer(psx_gpu); \
1879 num_blocks = span_num_blocks; \
1880 block = psx_gpu->blocks; \
1881 } \
1882
1883#define setup_blocks_add_blocks_direct() \
a2cb152a 1884 stats_add(texel_blocks_untextured, span_num_blocks); \
3867c6ef 1885 span_pixel_blocks += span_num_blocks \
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1886
1887
1888#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1889void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1890 psx_gpu_struct *psx_gpu) \
1891{ \
1892 setup_blocks_load_msb_mask_##target(); \
1893 setup_blocks_variables_##shading##_##texturing(target); \
1894 \
1895 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1896 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1897 u32 *span_b_offset = psx_gpu->span_b_offset; \
1898 \
1899 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1900 \
1901 u32 num_spans = psx_gpu->num_spans; \
1902 \
1903 u16 *fb_ptr; \
1904 u32 y; \
1905 \
1906 u32 num_blocks = psx_gpu->num_blocks; \
1907 u32 span_num_blocks; \
1908 \
1909 while(num_spans) \
1910 { \
1911 span_num_blocks = span_edge_data->num_blocks; \
1912 if(span_num_blocks) \
1913 { \
1914 y = span_edge_data->y; \
c1817bd9 1915 fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024); \
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1916 \
1917 setup_blocks_span_initialize_##shading##_##texturing(); \
1918 setup_blocks_span_initialize_##dithering(texturing); \
1919 \
1920 setup_blocks_add_blocks_##target(); \
1921 \
1922 s32 pixel_span = span_num_blocks * 8; \
1923 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1924 span_pixels += pixel_span; \
75e28f62
E
1925 \
1926 span_num_blocks--; \
1927 while(span_num_blocks) \
1928 { \
1929 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1930 full); \
1931 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1932 \
1933 fb_ptr += 8; \
1934 block++; \
1935 span_num_blocks--; \
1936 } \
1937 \
1938 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1939 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1940 span_edge_data->right_mask); \
1941 \
1942 block++; \
1943 } \
1944 else \
1945 { \
1946 zero_block_spans++; \
1947 } \
1948 \
1949 num_spans--; \
1950 span_edge_data++; \
1951 span_uvrg_offset++; \
1952 span_b_offset++; \
1953 } \
1954 \
1955 psx_gpu->num_blocks = num_blocks; \
1956} \
1957
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1958
1959//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1960
2bbbb7af 1961#ifndef NEON_BUILD
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1962
1963setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1964setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1965
1966setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1967setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1968
1969setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1970setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1971setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1972setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1973
1974setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1975setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1976
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E
1977void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1978{
1979 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
a2cb152a 1980 stats_add(texel_blocks_untextured, psx_gpu->num_blocks);
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1981}
1982
1983void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1984{
1985 block_struct *block = psx_gpu->blocks;
1986 u32 num_blocks = psx_gpu->num_blocks;
a2cb152a 1987 stats_add(texel_blocks_4bpp, num_blocks);
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E
1988
1989 vec_8x8u texels_low;
1990 vec_8x8u texels_high;
1991 vec_8x8u texels;
1992 vec_8x16u pixels;
1993
1994 vec_8x16u clut_a;
1995 vec_8x16u clut_b;
1996 vec_16x8u clut_low;
1997 vec_16x8u clut_high;
1998
1999 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2000 u16 *clut_ptr = psx_gpu->clut_ptr;
2001
2002 // Can be done with one deinterleaving load on NEON
2003 load_8x16b(clut_a, clut_ptr);
2004 load_8x16b(clut_b, clut_ptr + 8);
2005 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
2006
2007 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
2008 update_texture_4bpp_cache(psx_gpu);
2009
2010 while(num_blocks)
2011 {
2012 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
2013 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
2014 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
2015 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
2016 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
2017 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
2018 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
2019 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
2020
2021 tbl_16(texels_low, texels, clut_low);
2022 tbl_16(texels_high, texels, clut_high);
2023
2024 // Can be done with an interleaving store on NEON
2025 zip_8x16b(pixels, texels_low, texels_high);
2026
2027 block->texels = pixels;
2028
2029 num_blocks--;
2030 block++;
2031 }
2032}
2033
2034void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2035{
2036 block_struct *block = psx_gpu->blocks;
2037 u32 num_blocks = psx_gpu->num_blocks;
2038
a2cb152a 2039 stats_add(texel_blocks_8bpp, num_blocks);
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E
2040
2041 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2042 update_texture_8bpp_cache(psx_gpu);
2043
2044 vec_8x16u texels;
2045 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2046
2047 u32 texel;
2048 u32 offset;
2049 u32 i;
2050
2051 while(num_blocks)
2052 {
2053 for(i = 0; i < 8; i++)
2054 {
2055 offset = block->uv.e[i];
2056
2057 texel = texture_ptr_8bpp[offset];
2058 texels.e[i] = psx_gpu->clut_ptr[texel];
2059 }
2060
2061 block->texels = texels;
2062
2063 num_blocks--;
2064 block++;
2065 }
2066}
2067
2068void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2069{
2070 block_struct *block = psx_gpu->blocks;
2071 u32 num_blocks = psx_gpu->num_blocks;
2072
a2cb152a 2073 stats_add(texel_blocks_16bpp, num_blocks);
75e28f62
E
2074
2075 vec_8x16u texels;
2076
2077 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2078 u32 offset;
2079 u32 i;
2080
2081 while(num_blocks)
2082 {
2083 for(i = 0; i < 8; i++)
2084 {
2085 offset = block->uv.e[i];
2086 offset += ((offset & 0xFF00) * 3);
2087
2088 texels.e[i] = texture_ptr_16bpp[offset];
2089 }
2090
2091 block->texels = texels;
2092
2093 num_blocks--;
2094 block++;
2095 }
2096}
2097
2098#endif
2099
2100
2101#define shade_blocks_load_msb_mask_indirect() \
2102
2103#define shade_blocks_load_msb_mask_direct() \
2104 vec_8x16u msb_mask; \
2105 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2106
2107#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2108 block->draw_mask = _draw_mask; \
2109 block->pixels = _pixels \
2110
2111#define shade_blocks_store_direct(_draw_mask, _pixels) \
2112{ \
2113 vec_8x16u fb_pixels; \
2114 or_8x16b(_pixels, _pixels, msb_mask); \
2115 load_8x16b(fb_pixels, block->fb_ptr); \
2116 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2117 store_8x16b(fb_pixels, block->fb_ptr); \
2118} \
2119
2120
3867c6ef 2121#define shade_blocks_textured_false_modulated_check_dithered(target) \
b7ed0632
E
2122 if(psx_gpu->triangle_color == 0x808080) \
2123 { \
2124 false_modulated_blocks += num_blocks; \
2125 } \
3867c6ef
E
2126
2127#define shade_blocks_textured_false_modulated_check_undithered(target) \
2128 if(psx_gpu->triangle_color == 0x808080) \
2129 { \
2130 \
2131 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2132 false_modulated_blocks += num_blocks; \
2133 return; \
2134 } \
2135
2136
2137#define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2138 target) \
75e28f62 2139
3867c6ef
E
2140#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2141 target) \
75e28f62
E
2142{ \
2143 u32 color = psx_gpu->triangle_color; \
2144 dup_8x8b(colors_r, color); \
2145 dup_8x8b(colors_g, color >> 8); \
2146 dup_8x8b(colors_b, color >> 16); \
3867c6ef 2147 shade_blocks_textured_false_modulated_check_##dithering(target); \
75e28f62
E
2148} \
2149
2150#define shade_blocks_textured_modulated_shaded_block_load() \
2151 colors_r = block->r; \
2152 colors_g = block->g; \
2153 colors_b = block->b \
2154
2155#define shade_blocks_textured_modulated_unshaded_block_load() \
2156
2157#define shade_blocks_textured_modulate_dithered(component) \
2158 pixels_##component = block->dither_offsets; \
2159 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2160
2161#define shade_blocks_textured_modulate_undithered(component) \
2162 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2163
2164#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2165void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2166 psx_gpu_struct *psx_gpu) \
2167{ \
2168 block_struct *block = psx_gpu->blocks; \
2169 u32 num_blocks = psx_gpu->num_blocks; \
2170 vec_8x16u texels; \
2171 \
2172 vec_8x8u texels_r; \
2173 vec_8x8u texels_g; \
2174 vec_8x8u texels_b; \
2175 \
2176 vec_8x8u colors_r; \
2177 vec_8x8u colors_g; \
2178 vec_8x8u colors_b; \
2179 \
2180 vec_8x8u pixels_r_low; \
2181 vec_8x8u pixels_g_low; \
2182 vec_8x8u pixels_b_low; \
2183 vec_8x16u pixels; \
2184 \
2185 vec_8x16u pixels_r; \
2186 vec_8x16u pixels_g; \
2187 vec_8x16u pixels_b; \
2188 \
2189 vec_8x16u draw_mask; \
2190 vec_8x16u zero_mask; \
2191 \
2192 vec_8x8u d64_0x07; \
2193 vec_8x8u d64_0x1F; \
2194 vec_8x8u d64_1; \
2195 vec_8x8u d64_4; \
2196 vec_8x8u d64_128; \
2197 \
2198 vec_8x16u d128_0x8000; \
2199 \
2200 vec_8x16u test_mask = psx_gpu->test_mask; \
2201 u32 draw_mask_bits; \
2202 shade_blocks_load_msb_mask_##target(); \
2203 \
2204 dup_8x8b(d64_0x07, 0x07); \
2205 dup_8x8b(d64_0x1F, 0x1F); \
2206 dup_8x8b(d64_1, 1); \
2207 dup_8x8b(d64_4, 4); \
2208 dup_8x8b(d64_128, 128); \
2209 \
2210 dup_8x16b(d128_0x8000, 0x8000); \
2211 \
3867c6ef
E
2212 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2213 target); \
75e28f62
E
2214 \
2215 while(num_blocks) \
2216 { \
2217 draw_mask_bits = block->draw_mask_bits; \
2218 dup_8x16b(draw_mask, draw_mask_bits); \
2219 tst_8x16b(draw_mask, draw_mask, test_mask); \
2220 \
2221 shade_blocks_textured_modulated_##shading##_block_load(); \
2222 \
2223 texels = block->texels; \
2224 \
2225 mov_narrow_8x16b(texels_r, texels); \
2226 shr_narrow_8x16b(texels_g, texels, 5); \
2227 shr_narrow_8x16b(texels_b, texels, 7); \
2228 \
2229 and_8x8b(texels_r, texels_r, d64_0x1F); \
2230 and_8x8b(texels_g, texels_g, d64_0x1F); \
2231 shr_8x8b(texels_b, texels_b, 3); \
2232 \
2233 shade_blocks_textured_modulate_##dithering(r); \
2234 shade_blocks_textured_modulate_##dithering(g); \
2235 shade_blocks_textured_modulate_##dithering(b); \
2236 \
2237 cmpeqz_8x16b(zero_mask, texels); \
2238 and_8x16b(pixels, texels, d128_0x8000); \
2239 \
2240 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2241 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2242 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2243 \
2244 or_8x16b(zero_mask, draw_mask, zero_mask); \
2245 \
2246 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2247 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2248 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2249 \
2250 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2251 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2252 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2253 \
2254 shade_blocks_store_##target(zero_mask, pixels); \
2255 \
2256 num_blocks--; \
2257 block++; \
2258 } \
2259} \
2260
2bbbb7af 2261#ifndef NEON_BUILD
75e28f62
E
2262
2263shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2264shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2265shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2266shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2267
2268shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2269shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2270shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2271shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2272
2273#endif
2274
2275
2276#define shade_blocks_textured_unmodulated_builder(target) \
2277void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2278{ \
2279 block_struct *block = psx_gpu->blocks; \
2280 u32 num_blocks = psx_gpu->num_blocks; \
2281 vec_8x16u draw_mask; \
2282 vec_8x16u test_mask = psx_gpu->test_mask; \
2283 u32 draw_mask_bits; \
2284 \
2285 vec_8x16u pixels; \
2286 shade_blocks_load_msb_mask_##target(); \
2287 \
2288 while(num_blocks) \
2289 { \
2290 vec_8x16u zero_mask; \
2291 \
2292 draw_mask_bits = block->draw_mask_bits; \
2293 dup_8x16b(draw_mask, draw_mask_bits); \
2294 tst_8x16b(draw_mask, draw_mask, test_mask); \
2295 \
2296 pixels = block->texels; \
2297 \
2298 cmpeqz_8x16b(zero_mask, pixels); \
2299 or_8x16b(zero_mask, draw_mask, zero_mask); \
2300 \
2301 shade_blocks_store_##target(zero_mask, pixels); \
2302 \
2303 num_blocks--; \
2304 block++; \
2305 } \
2306} \
2307
3867c6ef
E
2308#define shade_blocks_textured_unmodulated_dithered_builder(target) \
2309void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2310 *psx_gpu) \
2311{ \
2312 block_struct *block = psx_gpu->blocks; \
2313 u32 num_blocks = psx_gpu->num_blocks; \
2314 vec_8x16u draw_mask; \
2315 vec_8x16u test_mask = psx_gpu->test_mask; \
2316 u32 draw_mask_bits; \
2317 \
2318 vec_8x16u pixels; \
2319 shade_blocks_load_msb_mask_##target(); \
2320 \
2321 while(num_blocks) \
2322 { \
2323 vec_8x16u zero_mask; \
2324 \
2325 draw_mask_bits = block->draw_mask_bits; \
2326 dup_8x16b(draw_mask, draw_mask_bits); \
2327 tst_8x16b(draw_mask, draw_mask, test_mask); \
2328 \
2329 pixels = block->texels; \
2330 \
2331 cmpeqz_8x16b(zero_mask, pixels); \
2332 or_8x16b(zero_mask, draw_mask, zero_mask); \
2333 \
2334 shade_blocks_store_##target(zero_mask, pixels); \
2335 \
2336 num_blocks--; \
2337 block++; \
2338 } \
2339} \
75e28f62 2340
2bbbb7af 2341#ifndef NEON_BUILD
75e28f62
E
2342
2343shade_blocks_textured_unmodulated_builder(indirect)
2344shade_blocks_textured_unmodulated_builder(direct)
2345
75e28f62
E
2346void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2347{
2348}
2349
2350void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2351{
2352 block_struct *block = psx_gpu->blocks;
2353 u32 num_blocks = psx_gpu->num_blocks;
2354
2355 vec_8x16u pixels = block->pixels;
2356 shade_blocks_load_msb_mask_direct();
2357
2358 while(num_blocks)
2359 {
2360 shade_blocks_store_direct(block->draw_mask, pixels);
2361
2362 num_blocks--;
2363 block++;
2364 }
2365}
2366
2367#endif
2368
2369void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2370{
2371}
2372
2373
2374#define blend_blocks_mask_evaluate_on() \
2375 vec_8x16u mask_pixels; \
2376 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2377 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2378
2379#define blend_blocks_mask_evaluate_off() \
2380
2381#define blend_blocks_average() \
2382{ \
2383 vec_8x16u pixels_no_msb; \
2384 vec_8x16u fb_pixels_no_msb; \
2385 \
2386 vec_8x16u d128_0x0421; \
2387 vec_8x16u d128_0x8000; \
2388 \
2389 dup_8x16b(d128_0x0421, 0x0421); \
2390 dup_8x16b(d128_0x8000, 0x8000); \
2391 \
2392 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2393 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2394 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2395 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2396 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2397 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2398} \
2399
2400#define blend_blocks_add() \
2401{ \
2402 vec_8x16u pixels_rb, pixels_g; \
2403 vec_8x16u fb_rb, fb_g; \
2404 \
2405 vec_8x16u d128_0x7C1F; \
2406 vec_8x16u d128_0x03E0; \
2407 \
2408 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2409 dup_8x16b(d128_0x03E0, 0x03E0); \
2410 \
2411 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2412 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2413 \
2414 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2415 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2416 \
2417 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2418 add_8x16b(fb_g, fb_g, pixels_g); \
2419 \
2420 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2421 vector_cast(vec_16x8u, d128_0x7C1F)); \
2422 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2423 \
2424 or_8x16b(blend_pixels, fb_rb, fb_g); \
2425} \
2426
2427#define blend_blocks_subtract() \
2428{ \
2429 vec_8x16u pixels_rb, pixels_g; \
2430 vec_8x16u fb_rb, fb_g; \
2431 \
2432 vec_8x16u d128_0x7C1F; \
2433 vec_8x16u d128_0x03E0; \
2434 \
2435 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2436 dup_8x16b(d128_0x03E0, 0x03E0); \
2437 \
2438 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2439 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2440 \
2441 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2442 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2443 \
2444 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2445 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2446 subs_8x16b(fb_g, fb_g, pixels_g); \
2447 \
2448 or_8x16b(blend_pixels, fb_rb, fb_g); \
2449} \
2450
2451#define blend_blocks_add_fourth() \
2452{ \
2453 vec_8x16u pixels_rb, pixels_g; \
2454 vec_8x16u pixels_fourth; \
2455 vec_8x16u fb_rb, fb_g; \
2456 \
2457 vec_8x16u d128_0x7C1F; \
2458 vec_8x16u d128_0x1C07; \
2459 vec_8x16u d128_0x03E0; \
2460 vec_8x16u d128_0x00E0; \
2461 \
2462 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2463 dup_8x16b(d128_0x1C07, 0x1C07); \
2464 dup_8x16b(d128_0x03E0, 0x03E0); \
2465 dup_8x16b(d128_0x00E0, 0x00E0); \
2466 \
2467 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2468 \
2469 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2470 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2471 \
2472 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2473 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2474 \
2475 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2476 add_8x16b(fb_g, fb_g, pixels_g); \
2477 \
2478 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2479 vector_cast(vec_16x8u, d128_0x7C1F)); \
2480 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2481 \
2482 or_8x16b(blend_pixels, fb_rb, fb_g); \
2483} \
2484
2485#define blend_blocks_blended_combine_textured() \
2486{ \
2487 vec_8x16u blend_mask; \
2488 cmpltz_8x16b(blend_mask, pixels); \
2489 \
2490 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2491 bif_8x16b(blend_pixels, pixels, blend_mask); \
2492} \
2493
2494#define blend_blocks_blended_combine_untextured() \
2495
2496
2497#define blend_blocks_body_blend(blend_mode, texturing) \
2498{ \
2499 blend_blocks_##blend_mode(); \
2500 blend_blocks_blended_combine_##texturing(); \
2501} \
2502
2503#define blend_blocks_body_average(texturing) \
2504 blend_blocks_body_blend(average, texturing) \
2505
2506#define blend_blocks_body_add(texturing) \
2507 blend_blocks_body_blend(add, texturing) \
2508
2509#define blend_blocks_body_subtract(texturing) \
2510 blend_blocks_body_blend(subtract, texturing) \
2511
2512#define blend_blocks_body_add_fourth(texturing) \
2513 blend_blocks_body_blend(add_fourth, texturing) \
2514
2515#define blend_blocks_body_unblended(texturing) \
2516 blend_pixels = pixels \
2517
2518
2519#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2520void \
2521 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2522 *psx_gpu) \
2523{ \
2524 block_struct *block = psx_gpu->blocks; \
2525 u32 num_blocks = psx_gpu->num_blocks; \
2526 vec_8x16u draw_mask; \
2527 vec_8x16u pixels; \
2528 vec_8x16u blend_pixels; \
2529 vec_8x16u framebuffer_pixels; \
2530 vec_8x16u msb_mask; \
2531 \
2532 u16 *fb_ptr; \
2533 \
2534 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2535 \
2536 while(num_blocks) \
2537 { \
2538 pixels = block->pixels; \
2539 draw_mask = block->draw_mask; \
2540 fb_ptr = block->fb_ptr; \
2541 \
2542 load_8x16b(framebuffer_pixels, fb_ptr); \
2543 \
2544 blend_blocks_mask_evaluate_##mask_evaluate(); \
2545 blend_blocks_body_##blend_mode(texturing); \
2546 \
2547 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2548 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2549 store_8x16b(framebuffer_pixels, fb_ptr); \
2550 \
2551 blend_blocks++; \
2552 num_blocks--; \
2553 block++; \
2554 } \
2555} \
2556
2bbbb7af 2557#ifndef NEON_BUILD
75e28f62
E
2558
2559void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2560{
2561}
2562
2563blend_blocks_builder(textured, average, off);
2564blend_blocks_builder(textured, average, on);
2565blend_blocks_builder(textured, add, off);
2566blend_blocks_builder(textured, add, on);
2567blend_blocks_builder(textured, subtract, off);
2568blend_blocks_builder(textured, subtract, on);
2569blend_blocks_builder(textured, add_fourth, off);
2570blend_blocks_builder(textured, add_fourth, on);
2571
2572blend_blocks_builder(untextured, average, off);
2573blend_blocks_builder(untextured, average, on);
2574blend_blocks_builder(untextured, add, off);
2575blend_blocks_builder(untextured, add, on);
2576blend_blocks_builder(untextured, subtract, off);
2577blend_blocks_builder(untextured, subtract, on);
2578blend_blocks_builder(untextured, add_fourth, off);
2579blend_blocks_builder(untextured, add_fourth, on);
2580
2581blend_blocks_builder(textured, unblended, on);
2582
2583#endif
2584
2585
2586#define vertex_swap(_a, _b) \
2587{ \
2588 vertex_struct *temp_vertex = _a; \
2589 _a = _b; \
2590 _b = temp_vertex; \
2591 triangle_winding ^= 1; \
2592} \
2593
2594
2595// Setup blocks parametric-variables:
2596// SHADE TEXTURE_MAP SWIZZLING
2597// 0 0 x
2598// 0 1 0
2599// 0 1 1
2600// 1 0 x
2601// 1 1 0
2602// 1 1 1
2603// 8 inputs, 6 combinations
2604
2605#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2606 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2607
2608#define setup_blocks_switch_untextured_shaded(dithering, target) \
2609 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2610
2611#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2612 target) \
2613 setup_blocks_switch_untextured_##shading(dithering, target) \
2614
2615#define setup_blocks_switch_texture_mode_4bpp(shading) \
2616 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2617
2618#define setup_blocks_switch_texture_mode_8bpp(shading) \
2619 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2620
2621#define setup_blocks_switch_texture_mode_16bpp(shading) \
2622 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2623
2624#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2625 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2626
2627#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2628 dithering, mask_evaluate) \
2629 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2630
2631#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2632 dithering) \
2633 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2634
2635#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2636 dithering) \
2637 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2638
2639#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2640 dithering, mask_evaluate) \
2641 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2642 texture_mode, dithering) \
2643
2644#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2645 blending, mask_evaluate) \
2646 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2647 dithering, mask_evaluate) \
2648
2649
2650// Texture blocks:
2651
2652#define texture_blocks_switch_untextured(texture_mode) \
2653 texture_blocks_untextured \
2654
2655#define texture_blocks_switch_textured(texture_mode) \
2656 texture_blocks_##texture_mode \
2657
2658#define texture_blocks_switch(texturing, texture_mode) \
2659 texture_blocks_switch_##texturing(texture_mode) \
2660
2661
2662// Shade blocks parametric-variables:
2663// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2664// 0 0 x x
2665// 0 1 0 0
2666// 0 1 0 1
2667// x 1 1 x
2668// 1 0 x 0
2669// 1 0 x 1
2670// 1 1 0 0
2671// 1 1 0 1
2672// 16 inputs, 8 combinations
2673
2674#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2675 shade_blocks_unshaded_untextured_##target \
2676
2677#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2678 shade_blocks_textured_unmodulated_##target \
2679
2680#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2681 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2682
2683#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2684 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2685
2686#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2687 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2688
2689#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2690 shade_blocks_shaded_untextured \
2691
2692#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2693 shade_blocks_textured_unmodulated_##target \
2694
2695#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2696 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2697
2698#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2699 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2700
2701#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2702 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2703
2704#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2705 dithering) \
2706 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2707
2708#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2709 dithering) \
2710 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2711
2712#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2713 mask_evaluate) \
2714 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2715
2716#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2717 dithering, mask_evaluate) \
2718 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2719 dithering) \
2720
2721#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2722 blending, mask_evaluate) \
2723 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2724 mask_evaluate) \
2725
2726
2727// Blend blocks parametric-variables:
2728// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2729// x 0 x x 0
2730// x 0 x x 1
2731// 0 1 0 0 0
2732// 0 1 0 0 1
2733// 0 1 0 1 0
2734// 0 1 0 1 1
2735// 0 1 1 0 0
2736// 0 1 1 0 1
2737// 0 1 1 1 0
2738// 0 1 1 1 1
2739// 1 1 0 0 0
2740// 1 1 0 0 1
2741// 1 1 0 1 0
2742// 1 1 0 1 1
2743// 1 1 1 0 0
2744// 1 1 1 0 1
2745// 1 1 1 1 0
2746// 1 1 1 1 1
2747// 32 inputs, 18 combinations
2748
2749#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2750 blend_blocks_textured_unblended_##mask_evaluate \
2751
2752#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2753 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2754
2755#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2756 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2757
2758
2759#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2760 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2761{ \
2762 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2763 mask_evaluate), \
2764 texture_blocks_switch(texturing, texture_mode), \
2765 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2766 mask_evaluate), \
2767 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2768} \
2769
2770#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2771 mask_evaluate, shading, dithering, texturing, blending) \
2772 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2773 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2774 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2775 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2776
2777#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2778 mask_evaluate, shading, dithering, texturing) \
2779 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2780 mask_evaluate, shading, dithering, texturing, unblended), \
2781 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2782 mask_evaluate, shading, dithering, texturing, blended) \
2783
2784#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2785 mask_evaluate, shading, dithering) \
2786 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2787 mask_evaluate, shading, dithering, untextured), \
2788 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2789 mask_evaluate, shading, dithering, textured) \
2790
2791#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2792 mask_evaluate, shading) \
2793 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2794 mask_evaluate, shading, undithered), \
2795 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2796 mask_evaluate, shading, dithered) \
2797
2798#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2799 mask_evaluate) \
2800 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2801 unshaded), \
2802 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2803 shaded) \
2804
2805#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2806 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2807 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2808
2809#define render_blocks_switch_block_texture_mode(texture_mode) \
2810 render_blocks_switch_block_blend_mode(texture_mode, average), \
2811 render_blocks_switch_block_blend_mode(texture_mode, add), \
2812 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2813 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2814
2815#define render_blocks_switch_block() \
2816 render_blocks_switch_block_texture_mode(4bpp), \
2817 render_blocks_switch_block_texture_mode(8bpp), \
2818 render_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 2819 render_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
2820
2821
2822render_block_handler_struct render_triangle_block_handlers[] =
2823{
2824 render_blocks_switch_block()
2825};
2826
2827#undef render_blocks_switch_block_modulation
2828
2829#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2830 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2831 "render flags:\n" \
2832 "texture mode: " #texture_mode "\n" \
2833 "blend mode: " #blend_mode "\n" \
2834 "mask evaluation: " #mask_evaluate "\n" \
2835 #shading "\n" \
2836 #dithering "\n" \
2837 #texturing "\n" \
2838 #blending "\n" \
2839 #modulation "\n" \
2840
2841char *render_block_flag_strings[] =
2842{
2843 render_blocks_switch_block()
2844};
2845
2846
2847#define triangle_y_direction_up 1
2848#define triangle_y_direction_flat 2
2849#define triangle_y_direction_down 0
2850
2851#define triangle_winding_positive 0
2852#define triangle_winding_negative 1
2853
2854#define triangle_set_direction(direction_variable, value) \
2855 u32 direction_variable = (u32)(value) >> 31; \
2856 if(value == 0) \
2857 direction_variable = 2 \
2858
2859#define triangle_case(direction_a, direction_b, direction_c, winding) \
2860 case (triangle_y_direction_##direction_a | \
2861 (triangle_y_direction_##direction_b << 2) | \
2862 (triangle_y_direction_##direction_c << 4) | \
2863 (triangle_winding_##winding << 6)) \
2864
c1817bd9 2865static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2866 vertex_struct *vertexes_out[3])
75e28f62
E
2867{
2868 s32 y_top, y_bottom;
2869 s32 triangle_area;
2870 u32 triangle_winding = 0;
2871
2872 vertex_struct *a = &(vertexes[0]);
2873 vertex_struct *b = &(vertexes[1]);
2874 vertex_struct *c = &(vertexes[2]);
2875
2876 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2877
3867c6ef 2878#ifdef PROFILE
75e28f62 2879 triangles++;
3867c6ef 2880#endif
75e28f62
E
2881
2882 if(triangle_area == 0)
2883 {
3867c6ef 2884#ifdef PROFILE
75e28f62 2885 trivial_rejects++;
3867c6ef 2886#endif
c1817bd9 2887 return 0;
75e28f62
E
2888 }
2889
2890 if(b->y < a->y)
2891 vertex_swap(a, b);
2892
2893 if(c->y < b->y)
2894 {
2895 vertex_swap(b, c);
2896
2897 if(b->y < a->y)
2898 vertex_swap(a, b);
2899 }
2900
2901 y_bottom = c->y;
2902 y_top = a->y;
2903
2904 if((y_bottom - y_top) >= 512)
2905 {
3867c6ef 2906#ifdef PROFILE
75e28f62 2907 trivial_rejects++;
3867c6ef 2908#endif
c1817bd9 2909 return 0;
75e28f62
E
2910 }
2911
2912 if(triangle_area < 0)
2913 {
2914 triangle_area = -triangle_area;
2915 triangle_winding ^= 1;
2916 vertex_swap(a, c);
2917 }
2918
2919 if(b->x < a->x)
2920 vertex_swap(a, b);
2921
2922 if(c->x < b->x)
2923 {
2924 vertex_swap(b, c);
2925
2926 if(b->x < a->x)
2927 vertex_swap(a, b);
2928 }
2929
af044cbf 2930 if((c->x - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024)
75e28f62 2931 {
3867c6ef 2932#ifdef PROFILE
75e28f62 2933 trivial_rejects++;
3867c6ef 2934#endif
c1817bd9 2935 return 0;
75e28f62
E
2936 }
2937
2938 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2939 y_bottom) == 0)
2940 {
3867c6ef 2941#ifdef PROFILE
75e28f62 2942 trivial_rejects++;
3867c6ef 2943#endif
c1817bd9 2944 return 0;
75e28f62
E
2945 }
2946
75e28f62
E
2947 psx_gpu->triangle_area = triangle_area;
2948 psx_gpu->triangle_winding = triangle_winding;
2949
c1817bd9 2950 vertexes_out[0] = a;
2951 vertexes_out[1] = b;
2952 vertexes_out[2] = c;
2953
2954 return 1;
2955}
2956
2957static void render_triangle_p(psx_gpu_struct *psx_gpu,
2958 vertex_struct *vertex_ptrs[3], u32 flags)
2959{
2960 psx_gpu->num_spans = 0;
2961
2962 vertex_struct *a = vertex_ptrs[0];
2963 vertex_struct *b = vertex_ptrs[1];
2964 vertex_struct *c = vertex_ptrs[2];
2965
75e28f62
E
2966 s32 y_delta_a = b->y - a->y;
2967 s32 y_delta_b = c->y - b->y;
2968 s32 y_delta_c = c->y - a->y;
2969
2970 triangle_set_direction(y_direction_a, y_delta_a);
2971 triangle_set_direction(y_direction_b, y_delta_b);
2972 triangle_set_direction(y_direction_c, y_delta_c);
2973
2974 compute_all_gradients(psx_gpu, a, b, c);
2975
2976 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
c1817bd9 2977 (psx_gpu->triangle_winding << 6))
75e28f62
E
2978 {
2979 triangle_case(up, up, up, negative):
2980 triangle_case(up, up, flat, negative):
2981 triangle_case(up, up, down, negative):
2982 setup_spans_up_right(psx_gpu, a, b, c);
2983 break;
2984
2985 triangle_case(flat, up, up, negative):
2986 triangle_case(flat, up, flat, negative):
2987 triangle_case(flat, up, down, negative):
2988 setup_spans_up_a(psx_gpu, a, b, c);
2989 break;
2990
2991 triangle_case(down, up, up, negative):
2992 setup_spans_up_down(psx_gpu, a, c, b);
2993 break;
2994
2995 triangle_case(down, up, flat, negative):
2996 setup_spans_down_a(psx_gpu, a, c, b);
2997 break;
2998
2999 triangle_case(down, up, down, negative):
3000 setup_spans_down_right(psx_gpu, a, c, b);
3001 break;
3002
3003 triangle_case(down, flat, up, negative):
3004 triangle_case(down, flat, flat, negative):
3005 triangle_case(down, flat, down, negative):
3006 setup_spans_down_b(psx_gpu, a, b, c);
3007 break;
3008
3009 triangle_case(down, down, up, negative):
3010 triangle_case(down, down, flat, negative):
3011 triangle_case(down, down, down, negative):
3012 setup_spans_down_left(psx_gpu, a, b, c);
3013 break;
3014
3015 triangle_case(up, up, up, positive):
3016 triangle_case(up, up, flat, positive):
3017 triangle_case(up, up, down, positive):
3018 setup_spans_up_left(psx_gpu, a, b, c);
3019 break;
3020
3021 triangle_case(up, flat, up, positive):
3022 triangle_case(up, flat, flat, positive):
3023 triangle_case(up, flat, down, positive):
3024 setup_spans_up_b(psx_gpu, a, b, c);
3025 break;
3026
3027 triangle_case(up, down, up, positive):
3028 setup_spans_up_right(psx_gpu, a, c, b);
3029 break;
3030
3031 triangle_case(up, down, flat, positive):
3032 setup_spans_up_a(psx_gpu, a, c, b);
3033 break;
3034
3035 triangle_case(up, down, down, positive):
3036 setup_spans_up_down(psx_gpu, a, b, c);
3037 break;
3038
3039 triangle_case(flat, down, up, positive):
3040 triangle_case(flat, down, flat, positive):
3041 triangle_case(flat, down, down, positive):
3042 setup_spans_down_a(psx_gpu, a, b, c);
3043 break;
3044
3045 triangle_case(down, down, up, positive):
3046 triangle_case(down, down, flat, positive):
3047 triangle_case(down, down, down, positive):
3048 setup_spans_down_right(psx_gpu, a, b, c);
3049 break;
3050 }
3051
3867c6ef 3052#ifdef PROFILE
75e28f62 3053 spans += psx_gpu->num_spans;
3867c6ef 3054#endif
75e28f62 3055
f1359c57 3056 if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
69b09c0d
E
3057 {
3058 u32 i;
3059
f1359c57 3060 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
69b09c0d
E
3061 {
3062 for(i = 0; i < psx_gpu->num_spans; i++)
3063 {
3064 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3065 psx_gpu->span_edge_data[i].num_blocks = 0;
3066 }
3067 }
3068 else
3069 {
3070 for(i = 0; i < psx_gpu->num_spans; i++)
3071 {
3072 if(psx_gpu->span_edge_data[i].y & 1)
3073 psx_gpu->span_edge_data[i].num_blocks = 0;
3074 }
3075 }
3076 }
2d658c89 3077 assert(psx_gpu->span_edge_data[0].y < 1024u);
69b09c0d 3078
75e28f62
E
3079 u32 render_state = flags &
3080 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3081 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3082 render_state |= psx_gpu->render_state_base;
3083
3084 if((psx_gpu->render_state != render_state) ||
3085 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3086 {
3087 psx_gpu->render_state = render_state;
3088 flush_render_block_buffer(psx_gpu);
3867c6ef 3089#ifdef PROFILE
75e28f62 3090 state_changes++;
3867c6ef 3091#endif
75e28f62
E
3092 }
3093
3094 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3095
3096 psx_gpu->render_block_handler =
3097 &(render_triangle_block_handlers[render_state]);
3098 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3099 (psx_gpu);
3100}
3101
c1817bd9 3102void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3103 u32 flags)
3104{
3105 vertex_struct *vertex_ptrs[3];
3106 if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs))
3107 render_triangle_p(psx_gpu, vertex_ptrs, flags);
3108}
3109
a2cb152a 3110#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
75e28f62
E
3111
3112void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3113{
3114 block_struct *block = psx_gpu->blocks;
3115 u32 num_blocks = psx_gpu->num_blocks;
3116
3117 vec_8x16u texels;
3118 vec_8x8u texel_indexes;
3119
3120 u16 *clut_ptr = psx_gpu->clut_ptr;
3121 u32 i;
3122
3123 while(num_blocks)
3124 {
3125 texel_indexes = block->r;
3126
3127 for(i = 0; i < 8; i++)
3128 {
3129 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3130 }
3131
3132 block->texels = texels;
3133
3134 num_blocks--;
3135 block++;
3136 }
3137}
3138
3139#endif
3140
3141
59d15d23 3142#define setup_sprite_tiled_initialize_4bpp_clut() \
75e28f62
E
3143 u16 *clut_ptr = psx_gpu->clut_ptr; \
3144 vec_8x16u clut_a, clut_b; \
3145 vec_16x8u clut_low, clut_high; \
3146 \
3147 load_8x16b(clut_a, clut_ptr); \
3148 load_8x16b(clut_b, clut_ptr + 8); \
59d15d23 3149 unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \
3150
3151#define setup_sprite_tiled_initialize_4bpp() \
3152 setup_sprite_tiled_initialize_4bpp_clut(); \
75e28f62
E
3153 \
3154 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3155 update_texture_4bpp_cache(psx_gpu) \
3156
3157#define setup_sprite_tiled_initialize_8bpp() \
3158 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3159 update_texture_8bpp_cache(psx_gpu) \
3160
3161
3162#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
df740cdc 3163 texture_block_ptr = (u8 *)psx_gpu->texture_page_ptr + \
75e28f62
E
3164 ((texture_offset + offset) & texture_mask); \
3165 \
3166 load_64b(texels, texture_block_ptr) \
3167
3168
75e28f62
E
3169#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3170 num_blocks += tile_num_blocks; \
3171 sprite_blocks += tile_num_blocks; \
3172 \
3173 if(num_blocks > MAX_BLOCKS) \
3174 { \
3175 flush_render_block_buffer(psx_gpu); \
3176 num_blocks = tile_num_blocks; \
3177 block = psx_gpu->blocks; \
3178 } \
3179
3180#define setup_sprite_tile_full_4bpp(edge) \
3181{ \
3182 vec_8x8u texels_low, texels_high; \
3183 vec_8x16u pixels; \
3184 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3185 \
3186 while(sub_tile_height) \
3187 { \
3188 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3189 tbl_16(texels_low, texels, clut_low); \
3190 tbl_16(texels_high, texels, clut_high); \
3191 zip_8x16b(pixels, texels_low, texels_high); \
3192 \
3193 block->texels = pixels; \
3194 block->draw_mask_bits = left_mask_bits; \
3195 block->fb_ptr = fb_ptr; \
3196 block++; \
3197 \
3198 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3199 tbl_16(texels_low, texels, clut_low); \
3200 tbl_16(texels_high, texels, clut_high); \
3201 zip_8x16b(pixels, texels_low, texels_high); \
3202 \
3203 block->texels = pixels; \
3204 block->draw_mask_bits = right_mask_bits; \
3205 block->fb_ptr = fb_ptr + 8; \
3206 block++; \
3207 \
3208 fb_ptr += 1024; \
3209 texture_offset += 0x10; \
3210 sub_tile_height--; \
3211 } \
3212 texture_offset += 0xF00; \
3213 psx_gpu->num_blocks = num_blocks; \
3214} \
3215
3216#define setup_sprite_tile_half_4bpp(edge) \
3217{ \
3218 vec_8x8u texels_low, texels_high; \
3219 vec_8x16u pixels; \
3220 setup_sprite_tile_add_blocks(sub_tile_height); \
3221 \
3222 while(sub_tile_height) \
3223 { \
3224 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3225 tbl_16(texels_low, texels, clut_low); \
3226 tbl_16(texels_high, texels, clut_high); \
3227 zip_8x16b(pixels, texels_low, texels_high); \
3228 \
3229 block->texels = pixels; \
3230 block->draw_mask_bits = edge##_mask_bits; \
3231 block->fb_ptr = fb_ptr; \
3232 block++; \
3233 \
3234 fb_ptr += 1024; \
3235 texture_offset += 0x10; \
3236 sub_tile_height--; \
3237 } \
3238 texture_offset += 0xF00; \
3239 psx_gpu->num_blocks = num_blocks; \
3240} \
3241
3242
3243#define setup_sprite_tile_full_8bpp(edge) \
3244{ \
3245 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3246 \
3247 while(sub_tile_height) \
3248 { \
3249 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3250 block->r = texels; \
3251 block->draw_mask_bits = left_mask_bits; \
3252 block->fb_ptr = fb_ptr; \
3253 block++; \
3254 \
3255 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3256 block->r = texels; \
3257 block->draw_mask_bits = right_mask_bits; \
3258 block->fb_ptr = fb_ptr + 8; \
3259 block++; \
3260 \
3261 fb_ptr += 1024; \
3262 texture_offset += 0x10; \
3263 sub_tile_height--; \
3264 } \
3265 texture_offset += 0xF00; \
3266 psx_gpu->num_blocks = num_blocks; \
3267} \
3268
3269#define setup_sprite_tile_half_8bpp(edge) \
3270{ \
df740cdc 3271 setup_sprite_tile_add_blocks(sub_tile_height); \
75e28f62
E
3272 \
3273 while(sub_tile_height) \
3274 { \
3275 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3276 block->r = texels; \
3277 block->draw_mask_bits = edge##_mask_bits; \
3278 block->fb_ptr = fb_ptr; \
3279 block++; \
3280 \
3281 fb_ptr += 1024; \
3282 texture_offset += 0x10; \
3283 sub_tile_height--; \
3284 } \
3285 texture_offset += 0xF00; \
3286 psx_gpu->num_blocks = num_blocks; \
3287} \
3288
3289
3290#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3291 texture_offset = texture_offset_base + 8; \
3292 fb_ptr += 8 \
3293
3294#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3295 texture_offset = texture_offset_base \
3296
3297#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3298 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3299
3300#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3301 texture_offset = texture_offset_base \
3302
3303#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3304 fb_ptr -= 8 \
3305
3306#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3307
3308#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3309 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3310
3311#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3312
3313
59d15d23 3314#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
3315 x4mode) \
75e28f62
E
3316do \
3317{ \
3318 sub_tile_height = column_data; \
59d15d23 3319 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3320 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3321 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3322} while(0) \
3323
59d15d23 3324#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
3325 x4mode) \
75e28f62
E
3326do \
3327{ \
3328 u32 tiles_remaining = column_data >> 16; \
3329 sub_tile_height = column_data & 0xFF; \
59d15d23 3330 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3331 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3332 tiles_remaining -= 1; \
3333 \
3334 while(tiles_remaining) \
3335 { \
3336 sub_tile_height = 16; \
59d15d23 3337 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3338 tiles_remaining--; \
3339 } \
3340 \
3341 sub_tile_height = (column_data >> 8) & 0xFF; \
59d15d23 3342 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3343 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3344} while(0) \
3345
3346
3347#define setup_sprite_column_data_single() \
3348 column_data = height \
3349
3350#define setup_sprite_column_data_multi() \
3351 column_data = 16 - offset_v; \
3352 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3353 column_data |= (tile_height - 1) << 16 \
3354
3355
59d15d23 3356#define RIGHT_MASK_BIT_SHIFT 8
3357#define RIGHT_MASK_BIT_SHIFT_4x 16
3358
75e28f62 3359#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
59d15d23 3360 edge_mode, edge, x4mode) \
75e28f62
E
3361{ \
3362 setup_sprite_column_data_##multi_height(); \
3363 left_mask_bits = left_block_mask | right_block_mask; \
59d15d23 3364 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3365 \
3366 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
59d15d23 3367 texture_mode, x4mode); \
75e28f62
E
3368} \
3369
3370#define setup_sprite_tiled_advance_column() \
3371 texture_offset_base += 0x100; \
3372 if((texture_offset_base & 0xF00) == 0) \
3373 texture_offset_base -= (0x100 + 0xF00) \
3374
59d15d23 3375#define FB_PTR_MULTIPLIER 1
3376#define FB_PTR_MULTIPLIER_4x 2
3377
75e28f62 3378#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
59d15d23 3379 left_mode, right_mode, x4mode) \
75e28f62
E
3380{ \
3381 setup_sprite_column_data_##multi_height(); \
59d15d23 3382 s32 fb_ptr_advance_column = (16 - (1024 * height)) \
3383 * FB_PTR_MULTIPLIER##x4mode; \
75e28f62
E
3384 \
3385 tile_width -= 2; \
3386 left_mask_bits = left_block_mask; \
59d15d23 3387 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3388 \
3389 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
59d15d23 3390 texture_mode, x4mode); \
75e28f62
E
3391 fb_ptr += fb_ptr_advance_column; \
3392 \
3393 left_mask_bits = 0x00; \
3394 right_mask_bits = 0x00; \
3395 \
3396 while(tile_width) \
3397 { \
3398 setup_sprite_tiled_advance_column(); \
59d15d23 3399 setup_sprite_tile_column_height_##multi_height(full, none, \
3400 texture_mode, x4mode); \
75e28f62
E
3401 fb_ptr += fb_ptr_advance_column; \
3402 tile_width--; \
3403 } \
3404 \
3405 left_mask_bits = right_block_mask; \
59d15d23 3406 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3407 \
3408 setup_sprite_tiled_advance_column(); \
3409 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
59d15d23 3410 texture_mode, x4mode); \
3411} \
3412
3413
3414/* 4x stuff */
3415#define setup_sprite_tiled_initialize_4bpp_4x() \
3416 setup_sprite_tiled_initialize_4bpp_clut() \
3417
3418#define setup_sprite_tiled_initialize_8bpp_4x() \
3419
3420
3421#define setup_sprite_tile_full_4bpp_4x(edge) \
3422{ \
3423 vec_8x8u texels_low, texels_high; \
3424 vec_8x16u pixels, pixels_wide; \
3425 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3426 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3427 u32 left_mask_bits_b = left_mask_bits >> 8; \
3428 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3429 u32 right_mask_bits_b = right_mask_bits >> 8; \
3430 \
3431 while(sub_tile_height) \
3432 { \
3433 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3434 tbl_16(texels_low, texels, clut_low); \
3435 tbl_16(texels_high, texels, clut_high); \
3436 zip_8x16b(pixels, texels_low, texels_high); \
3437 \
3438 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3439 block->texels = pixels_wide; \
3440 block->draw_mask_bits = left_mask_bits_a; \
3441 block->fb_ptr = fb_ptr; \
3442 block++; \
3443 \
3444 block->texels = pixels_wide; \
3445 block->draw_mask_bits = left_mask_bits_a; \
3446 block->fb_ptr = fb_ptr + 1024; \
3447 block++; \
3448 \
3449 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3450 block->texels = pixels_wide; \
3451 block->draw_mask_bits = left_mask_bits_b; \
3452 block->fb_ptr = fb_ptr + 8; \
3453 block++; \
3454 \
3455 block->texels = pixels_wide; \
3456 block->draw_mask_bits = left_mask_bits_b; \
3457 block->fb_ptr = fb_ptr + 1024 + 8; \
3458 block++; \
3459 \
3460 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3461 tbl_16(texels_low, texels, clut_low); \
3462 tbl_16(texels_high, texels, clut_high); \
3463 zip_8x16b(pixels, texels_low, texels_high); \
3464 \
3465 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3466 block->texels = pixels_wide; \
3467 block->draw_mask_bits = right_mask_bits_a; \
3468 block->fb_ptr = fb_ptr + 16; \
3469 block++; \
3470 \
3471 block->texels = pixels_wide; \
3472 block->draw_mask_bits = right_mask_bits_a; \
3473 block->fb_ptr = fb_ptr + 1024 + 16; \
3474 block++; \
3475 \
3476 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3477 block->texels = pixels_wide; \
3478 block->draw_mask_bits = right_mask_bits_b; \
3479 block->fb_ptr = fb_ptr + 24; \
3480 block++; \
3481 \
3482 block->texels = pixels_wide; \
3483 block->draw_mask_bits = right_mask_bits_b; \
3484 block->fb_ptr = fb_ptr + 1024 + 24; \
3485 block++; \
3486 \
3487 fb_ptr += 2048; \
3488 texture_offset += 0x10; \
3489 sub_tile_height--; \
3490 } \
3491 texture_offset += 0xF00; \
3492 psx_gpu->num_blocks = num_blocks; \
75e28f62
E
3493} \
3494
59d15d23 3495#define setup_sprite_tile_half_4bpp_4x(edge) \
3496{ \
3497 vec_8x8u texels_low, texels_high; \
3498 vec_8x16u pixels, pixels_wide; \
3499 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3500 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3501 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3502 \
3503 while(sub_tile_height) \
3504 { \
3505 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3506 tbl_16(texels_low, texels, clut_low); \
3507 tbl_16(texels_high, texels, clut_high); \
3508 zip_8x16b(pixels, texels_low, texels_high); \
3509 \
3510 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3511 block->texels = pixels_wide; \
3512 block->draw_mask_bits = edge##_mask_bits_a; \
3513 block->fb_ptr = fb_ptr; \
3514 block++; \
3515 \
3516 block->texels = pixels_wide; \
3517 block->draw_mask_bits = edge##_mask_bits_a; \
3518 block->fb_ptr = fb_ptr + 1024; \
3519 block++; \
3520 \
3521 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3522 block->texels = pixels_wide; \
3523 block->draw_mask_bits = edge##_mask_bits_b; \
3524 block->fb_ptr = fb_ptr + 8; \
3525 block++; \
3526 \
3527 block->texels = pixels_wide; \
3528 block->draw_mask_bits = edge##_mask_bits_b; \
3529 block->fb_ptr = fb_ptr + 1024 + 8; \
3530 block++; \
3531 \
3532 fb_ptr += 2048; \
3533 texture_offset += 0x10; \
3534 sub_tile_height--; \
3535 } \
3536 texture_offset += 0xF00; \
3537 psx_gpu->num_blocks = num_blocks; \
3538} \
75e28f62 3539
59d15d23 3540
3541#define setup_sprite_tile_full_8bpp_4x(edge) \
3542{ \
3543 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3544 vec_16x8u texels_wide; \
3545 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3546 u32 left_mask_bits_b = left_mask_bits >> 8; \
3547 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3548 u32 right_mask_bits_b = right_mask_bits >> 8; \
3549 \
3550 while(sub_tile_height) \
3551 { \
3552 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3553 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3554 block->r = texels_wide.low; \
3555 block->draw_mask_bits = left_mask_bits_a; \
3556 block->fb_ptr = fb_ptr; \
3557 block++; \
3558 \
3559 block->r = texels_wide.low; \
3560 block->draw_mask_bits = left_mask_bits_a; \
3561 block->fb_ptr = fb_ptr + 1024; \
3562 block++; \
3563 \
3564 block->r = texels_wide.high; \
3565 block->draw_mask_bits = left_mask_bits_b; \
3566 block->fb_ptr = fb_ptr + 8; \
3567 block++; \
3568 \
3569 block->r = texels_wide.high; \
3570 block->draw_mask_bits = left_mask_bits_b; \
3571 block->fb_ptr = fb_ptr + 1024 + 8; \
3572 block++; \
3573 \
3574 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3575 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3576 block->r = texels_wide.low; \
3577 block->draw_mask_bits = right_mask_bits_a; \
3578 block->fb_ptr = fb_ptr + 16; \
3579 block++; \
3580 \
3581 block->r = texels_wide.low; \
3582 block->draw_mask_bits = right_mask_bits_a; \
3583 block->fb_ptr = fb_ptr + 1024 + 16; \
3584 block++; \
3585 \
3586 block->r = texels_wide.high; \
3587 block->draw_mask_bits = right_mask_bits_b; \
3588 block->fb_ptr = fb_ptr + 24; \
3589 block++; \
3590 \
3591 block->r = texels_wide.high; \
3592 block->draw_mask_bits = right_mask_bits_b; \
3593 block->fb_ptr = fb_ptr + 24 + 1024; \
3594 block++; \
3595 \
3596 fb_ptr += 2048; \
3597 texture_offset += 0x10; \
3598 sub_tile_height--; \
3599 } \
3600 texture_offset += 0xF00; \
3601 psx_gpu->num_blocks = num_blocks; \
3602} \
3603
3604#define setup_sprite_tile_half_8bpp_4x(edge) \
3605{ \
3606 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3607 vec_16x8u texels_wide; \
3608 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3609 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3610 \
3611 while(sub_tile_height) \
3612 { \
3613 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3614 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3615 block->r = texels_wide.low; \
3616 block->draw_mask_bits = edge##_mask_bits_a; \
3617 block->fb_ptr = fb_ptr; \
3618 block++; \
3619 \
3620 block->r = texels_wide.low; \
3621 block->draw_mask_bits = edge##_mask_bits_a; \
3622 block->fb_ptr = fb_ptr + 1024; \
3623 block++; \
3624 \
3625 block->r = texels_wide.high; \
3626 block->draw_mask_bits = edge##_mask_bits_b; \
3627 block->fb_ptr = fb_ptr + 8; \
3628 block++; \
3629 \
3630 block->r = texels_wide.high; \
3631 block->draw_mask_bits = edge##_mask_bits_b; \
3632 block->fb_ptr = fb_ptr + 8 + 1024; \
3633 block++; \
3634 \
3635 fb_ptr += 2048; \
3636 texture_offset += 0x10; \
3637 sub_tile_height--; \
3638 } \
3639 texture_offset += 0xF00; \
3640 psx_gpu->num_blocks = num_blocks; \
3641} \
3642
3643
3644#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
3645 texture_offset = texture_offset_base + 8; \
3646 fb_ptr += 16 \
3647
3648#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
3649 texture_offset = texture_offset_base \
3650
3651#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
3652 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
3653
3654#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
3655 texture_offset = texture_offset_base \
3656
3657#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
3658 fb_ptr -= 16 \
3659
3660#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
3661
3662#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
3663 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
3664
3665#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
3666
3667
3668#define setup_sprite_offset_u_adjust() \
3669
3670#define setup_sprite_comapre_left_block_mask() \
3671 ((left_block_mask & 0xFF) == 0xFF) \
3672
3673#define setup_sprite_comapre_right_block_mask() \
3674 (((right_block_mask >> 8) & 0xFF) == 0xFF) \
3675
3676
3677#define setup_sprite_offset_u_adjust_4x() \
3678 offset_u *= 2; \
3679 offset_u_right = offset_u_right * 2 + 1 \
3680
3681#define setup_sprite_comapre_left_block_mask_4x() \
3682 ((left_block_mask & 0xFFFF) == 0xFFFF) \
3683
3684#define setup_sprite_comapre_right_block_mask_4x() \
3685 (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) \
3686
3687
3688#define setup_sprite_tiled_builder(texture_mode, x4mode) \
3689void setup_sprite_##texture_mode##x4mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,\
75e28f62
E
3690 s32 u, s32 v, s32 width, s32 height, u32 color) \
3691{ \
3692 s32 offset_u = u & 0xF; \
3693 s32 offset_v = v & 0xF; \
3694 \
3695 s32 width_rounded = offset_u + width + 15; \
3696 s32 height_rounded = offset_v + height + 15; \
3697 s32 tile_height = height_rounded / 16; \
3698 s32 tile_width = width_rounded / 16; \
3699 u32 offset_u_right = width_rounded & 0xF; \
3700 \
59d15d23 3701 setup_sprite_offset_u_adjust##x4mode(); \
3702 \
3703 u32 left_block_mask = ~(0xFFFFFFFF << offset_u); \
3704 u32 right_block_mask = 0xFFFFFFFE << offset_u_right; \
75e28f62
E
3705 \
3706 u32 left_mask_bits; \
3707 u32 right_mask_bits; \
3708 \
3709 u32 sub_tile_height; \
3710 u32 column_data; \
3711 \
3712 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3713 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3714 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3715 ((psx_gpu->texture_mask_height >> 4) << 12); \
3716 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3717 ((v & 0xF0) << 8); \
3718 u32 texture_offset_base = texture_offset; \
3719 u32 control_mask; \
3720 \
59d15d23 3721 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u); \
75e28f62
E
3722 u32 num_blocks = psx_gpu->num_blocks; \
3723 block_struct *block = psx_gpu->blocks + num_blocks; \
3724 \
df740cdc 3725 u8 *texture_block_ptr; \
75e28f62
E
3726 vec_8x8u texels; \
3727 \
59d15d23 3728 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
3729 \
3730 control_mask = tile_width == 1; \
3731 control_mask |= (tile_height == 1) << 1; \
59d15d23 3732 control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2; \
3733 control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3; \
75e28f62
E
3734 \
3735 sprites_##texture_mode++; \
3736 \
3737 switch(control_mask) \
3738 { \
3739 default: \
3740 case 0x0: \
59d15d23 3741 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
3742 x4mode); \
75e28f62
E
3743 break; \
3744 \
3745 case 0x1: \
59d15d23 3746 setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
3747 x4mode); \
75e28f62
E
3748 break; \
3749 \
3750 case 0x2: \
59d15d23 3751 setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
3752 x4mode); \
75e28f62
E
3753 break; \
3754 \
3755 case 0x3: \
59d15d23 3756 setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
3757 x4mode); \
75e28f62
E
3758 break; \
3759 \
3760 case 0x4: \
59d15d23 3761 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
3762 x4mode); \
75e28f62
E
3763 break; \
3764 \
3765 case 0x5: \
59d15d23 3766 setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
3767 x4mode); \
75e28f62
E
3768 break; \
3769 \
3770 case 0x6: \
59d15d23 3771 setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
3772 x4mode); \
75e28f62
E
3773 break; \
3774 \
3775 case 0x7: \
59d15d23 3776 setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3777 x4mode); \
75e28f62
E
3778 break; \
3779 \
3780 case 0x8: \
59d15d23 3781 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
3782 x4mode); \
75e28f62
E
3783 break; \
3784 \
3785 case 0x9: \
59d15d23 3786 setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
3787 x4mode); \
75e28f62
E
3788 break; \
3789 \
3790 case 0xA: \
59d15d23 3791 setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
3792 x4mode); \
75e28f62
E
3793 break; \
3794 \
3795 case 0xB: \
59d15d23 3796 setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
3797 x4mode); \
75e28f62
E
3798 break; \
3799 \
3800 case 0xC: \
59d15d23 3801 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
3802 x4mode); \
75e28f62
E
3803 break; \
3804 \
3805 case 0xE: \
59d15d23 3806 setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
3807 x4mode); \
75e28f62
E
3808 break; \
3809 } \
3810} \
3811
2bbbb7af 3812#ifndef NEON_BUILD
59d15d23 3813setup_sprite_tiled_builder(4bpp,);
3814setup_sprite_tiled_builder(8bpp,);
3815
3816setup_sprite_tiled_builder(4bpp,_4x);
3817setup_sprite_tiled_builder(8bpp,_4x);
a2cb152a 3818#endif
3819
3820#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
75e28f62
E
3821
3822void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3823 s32 v, s32 width, s32 height, u32 color)
3824{
3825 u32 left_offset = u & 0x7;
3826 u32 width_rounded = width + left_offset + 7;
3827
fc6cef7d 3828 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset);
75e28f62
E
3829 u32 right_width = width_rounded & 0x7;
3830 u32 block_width = width_rounded / 8;
3831 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3832
3833 u32 left_mask_bits = ~(0xFF << left_offset);
3834 u32 right_mask_bits = 0xFE << right_width;
3835
3836 u32 texture_offset_base = u + (v * 1024);
3837 u32 texture_mask =
3838 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3839
3840 u32 blocks_remaining;
3841 u32 num_blocks = psx_gpu->num_blocks;
3842 block_struct *block = psx_gpu->blocks + num_blocks;
3843
3844 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3845 u16 *texture_block_ptr;
3846
3847 texture_offset_base &= ~0x7;
3848
a2cb152a 3849 stats_add(sprites_16bpp, 1);
75e28f62
E
3850
3851 if(block_width == 1)
3852 {
3853 u32 mask_bits = left_mask_bits | right_mask_bits;
3854
3855 while(height)
3856 {
3857 num_blocks++;
3858 sprite_blocks++;
3859
3860 if(num_blocks > MAX_BLOCKS)
3861 {
3862 flush_render_block_buffer(psx_gpu);
3863 num_blocks = 1;
3864 block = psx_gpu->blocks;
3865 }
3866
3867 texture_block_ptr =
3868 texture_page_ptr + (texture_offset_base & texture_mask);
3869
a2cb152a 3870 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3871 block->draw_mask_bits = mask_bits;
3872 block->fb_ptr = fb_ptr;
3873
3874 block++;
3875
3876 texture_offset_base += 1024;
3877 fb_ptr += 1024;
3878
3879 height--;
3880 psx_gpu->num_blocks = num_blocks;
3881 }
3882 }
3883 else
3884 {
3885 u32 texture_offset;
3886
3887 while(height)
3888 {
3889 blocks_remaining = block_width - 2;
3890 num_blocks += block_width;
3891 sprite_blocks += block_width;
3892
3893 if(num_blocks > MAX_BLOCKS)
3894 {
3895 flush_render_block_buffer(psx_gpu);
3896 num_blocks = block_width;
3897 block = psx_gpu->blocks;
3898 }
3899
3900 texture_offset = texture_offset_base;
3901 texture_offset_base += 1024;
3902
3903 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3904 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3905
3906 block->draw_mask_bits = left_mask_bits;
3907 block->fb_ptr = fb_ptr;
3908
3909 texture_offset += 8;
3910 fb_ptr += 8;
3911 block++;
3912
3913 while(blocks_remaining)
3914 {
3915 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3916 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3917
3918 block->draw_mask_bits = 0;
3919 block->fb_ptr = fb_ptr;
3920
3921 texture_offset += 8;
3922 fb_ptr += 8;
3923 block++;
3924
3925 blocks_remaining--;
3926 }
3927
3928 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3929 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3930
3931 block->draw_mask_bits = right_mask_bits;
3932 block->fb_ptr = fb_ptr;
3933
3934 fb_ptr += fb_ptr_pitch;
3935 block++;
3936
3937 height--;
3938 psx_gpu->num_blocks = num_blocks;
3939 }
3940 }
3941}
3942
a2cb152a 3943#endif
3944
3945#ifndef NEON_BUILD
3946
2d658c89 3947void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
75e28f62
E
3948 s32 v, s32 width, s32 height, u32 color)
3949{
3950 u32 right_width = ((width - 1) & 0x7) + 1;
3951 u32 right_mask_bits = (0xFF << right_width);
fc6cef7d 3952 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
75e28f62
E
3953 u32 block_width = (width + 7) / 8;
3954 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3955 u32 blocks_remaining;
3956 u32 num_blocks = psx_gpu->num_blocks;
3957 block_struct *block = psx_gpu->blocks + num_blocks;
3958
3959 u32 color_r = color & 0xFF;
3960 u32 color_g = (color >> 8) & 0xFF;
3961 u32 color_b = (color >> 16) & 0xFF;
3962 vec_8x16u colors;
3963 vec_8x16u right_mask;
3964 vec_8x16u test_mask = psx_gpu->test_mask;
3965 vec_8x16u zero_mask;
3966
3967 sprites_untextured++;
3968
3969 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3970
3971 dup_8x16b(colors, color);
3972 dup_8x16b(zero_mask, 0x00);
3973 dup_8x16b(right_mask, right_mask_bits);
3974 tst_8x16b(right_mask, right_mask, test_mask);
3975
3976 while(height)
3977 {
3978 blocks_remaining = block_width - 1;
3979 num_blocks += block_width;
3867c6ef
E
3980
3981#ifdef PROFILE
75e28f62 3982 sprite_blocks += block_width;
3867c6ef 3983#endif
75e28f62
E
3984
3985 if(num_blocks > MAX_BLOCKS)
3986 {
3987 flush_render_block_buffer(psx_gpu);
3988 num_blocks = block_width;
3989 block = psx_gpu->blocks;
3990 }
3991
3992 while(blocks_remaining)
3993 {
3994 block->pixels = colors;
3995 block->draw_mask = zero_mask;
3996 block->fb_ptr = fb_ptr;
3997
3998 fb_ptr += 8;
3999 block++;
4000 blocks_remaining--;
4001 }
4002
4003 block->pixels = colors;
4004 block->draw_mask = right_mask;
4005 block->fb_ptr = fb_ptr;
4006
4007 block++;
4008 fb_ptr += fb_ptr_pitch;
4009
4010 height--;
4011 psx_gpu->num_blocks = num_blocks;
4012 }
4013}
4014
f0931e56 4015#endif
4016
2d658c89 4017static void __attribute__((noinline))
4018setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4019 s32 v, s32 width, s32 height, u32 color)
f0931e56 4020{
4021 u32 r = color & 0xFF;
4022 u32 g = (color >> 8) & 0xFF;
4023 u32 b = (color >> 16) & 0xFF;
4024 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4025 psx_gpu->mask_msb;
4026 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4027
4028 u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
4029 u32 *vram_ptr;
4030
4031 u32 num_width;
4032
2d658c89 4033 if(psx_gpu->num_blocks)
f0931e56 4034 {
4035 flush_render_block_buffer(psx_gpu);
4036 }
4037
4038 while(height)
4039 {
4040 num_width = width;
4041
4042 vram_ptr = (void *)vram_ptr16;
77e1e479 4043 if((uintptr_t)vram_ptr16 & 2)
f0931e56 4044 {
4045 *vram_ptr16 = color_32bpp;
4046 vram_ptr = (void *)(vram_ptr16 + 1);
4047 num_width--;
4048 }
4049
4050 while(num_width >= 4 * 2)
4051 {
4052 vram_ptr[0] = color_32bpp;
4053 vram_ptr[1] = color_32bpp;
4054 vram_ptr[2] = color_32bpp;
4055 vram_ptr[3] = color_32bpp;
4056
4057 vram_ptr += 4;
4058 num_width -= 4 * 2;
4059 }
4060
4061 while(num_width >= 2)
4062 {
4063 *vram_ptr++ = color_32bpp;
4064 num_width -= 2;
4065 }
4066
4067 if(num_width > 0)
4068 {
4069 *(u16 *)vram_ptr = color_32bpp;
4070 }
4071
4072 vram_ptr16 += 1024;
4073 height--;
4074 }
2d658c89 4075}
4076
4077void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4078 s32 v, s32 width, s32 height, u32 color);
4079
4080void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4081 s32 v, s32 width, s32 height, u32 color)
4082{
4083 if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
4084 RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
4085 (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
4086 {
4087 setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
4088 return;
4089 }
4090
4091 while (width > 0)
4092 {
4093 s32 w1 = width > 512 ? 512 : width;
4094 setup_sprite_untextured_512(psx_gpu, x, y, 0, 0, w1, height, color);
4095 x += 512;
4096 width -= 512;
4097 }
f0931e56 4098}
75e28f62
E
4099
4100
4101#define setup_sprite_blocks_switch_textured(texture_mode) \
4102 setup_sprite_##texture_mode \
4103
4104#define setup_sprite_blocks_switch_untextured(texture_mode) \
4105 setup_sprite_untextured \
4106
4107#define setup_sprite_blocks_switch(texturing, texture_mode) \
4108 setup_sprite_blocks_switch_##texturing(texture_mode) \
4109
4110
4111#define texture_sprite_blocks_switch_4bpp() \
4112 texture_blocks_untextured \
4113
4114#define texture_sprite_blocks_switch_8bpp() \
4115 texture_sprite_blocks_8bpp \
4116
4117#define texture_sprite_blocks_switch_16bpp() \
4118 texture_blocks_untextured \
4119
4120#define texture_sprite_blocks_switch_untextured(texture_mode) \
4121 texture_blocks_untextured \
4122
4123#define texture_sprite_blocks_switch_textured(texture_mode) \
4124 texture_sprite_blocks_switch_##texture_mode() \
4125
4126#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4127 mask_evaluate, shading, dithering, texturing, blending, modulation) \
4128{ \
4129 setup_sprite_blocks_switch(texturing, texture_mode), \
4130 texture_sprite_blocks_switch_##texturing(texture_mode), \
4131 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
4132 mask_evaluate), \
4133 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
4134} \
4135
4136#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4137 mask_evaluate, shading, dithering, texturing, blending) \
4138 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4139 mask_evaluate, shading, dithering, texturing, blending, modulated), \
4140 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4141 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
4142
4143#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4144 mask_evaluate, shading, dithering, texturing) \
4145 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4146 mask_evaluate, shading, dithering, texturing, unblended), \
4147 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4148 mask_evaluate, shading, dithering, texturing, blended) \
4149
4150#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4151 mask_evaluate, shading, dithering) \
4152 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4153 mask_evaluate, shading, dithering, untextured), \
4154 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4155 mask_evaluate, shading, dithering, textured) \
4156
4157#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4158 mask_evaluate, shading) \
4159 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4160 mask_evaluate, shading, undithered), \
4161 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4162 mask_evaluate, shading, dithered) \
4163
4164#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
4165 blend_mode, mask_evaluate) \
4166 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4167 mask_evaluate, unshaded), \
4168 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4169 mask_evaluate, shaded) \
4170
4171#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
4172 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4173 off), \
4174 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4175 on) \
4176
4177#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
4178 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
4179 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
4180 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
4181 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
4182
4183#define render_sprite_blocks_switch_block() \
4184 render_sprite_blocks_switch_block_texture_mode(4bpp), \
4185 render_sprite_blocks_switch_block_texture_mode(8bpp), \
4186 render_sprite_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 4187 render_sprite_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
4188
4189
4190render_block_handler_struct render_sprite_block_handlers[] =
4191{
4192 render_sprite_blocks_switch_block()
4193};
4194
4195
4196void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
1cec4719 4197 s32 *width, s32 *height, u32 flags, u32 color)
75e28f62 4198{
1cec4719 4199 s32 x_right = x + *width - 1;
4200 s32 y_bottom = y + *height - 1;
75e28f62 4201
3867c6ef
E
4202#ifdef PROFILE
4203 sprites++;
4204#endif
4205
75e28f62
E
4206 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4207 y_bottom) == 0)
4208 {
1cec4719 4209 *width = *height = 0;
75e28f62
E
4210 return;
4211 }
4212
4213 if(x < psx_gpu->viewport_start_x)
4214 {
4215 u32 clip = psx_gpu->viewport_start_x - x;
4216 x += clip;
4217 u += clip;
1cec4719 4218 *width -= clip;
75e28f62
E
4219 }
4220
4221 if(y < psx_gpu->viewport_start_y)
4222 {
4223 s32 clip = psx_gpu->viewport_start_y - y;
4224 y += clip;
4225 v += clip;
1cec4719 4226 *height -= clip;
75e28f62
E
4227 }
4228
4229 if(x_right > psx_gpu->viewport_end_x)
1cec4719 4230 *width -= x_right - psx_gpu->viewport_end_x;
75e28f62
E
4231
4232 if(y_bottom > psx_gpu->viewport_end_y)
1cec4719 4233 *height -= y_bottom - psx_gpu->viewport_end_y;
75e28f62 4234
1cec4719 4235 if((*width <= 0) || (*height <= 0))
4236 {
4237 *width = *height = 0;
75e28f62 4238 return;
1cec4719 4239 }
75e28f62 4240
3867c6ef 4241#ifdef PROFILE
1cec4719 4242 span_pixels += *width * *height;
4243 spans += *height;
3867c6ef 4244#endif
75e28f62
E
4245
4246 u32 render_state = flags &
4247 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4248 RENDER_FLAGS_TEXTURE_MAP);
4249 render_state |=
4250 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
1f88961f 4251
75e28f62
E
4252 if((psx_gpu->render_state != render_state) ||
4253 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4254 {
4255 psx_gpu->render_state = render_state;
4256 flush_render_block_buffer(psx_gpu);
3867c6ef 4257#ifdef PROFILE
75e28f62 4258 state_changes++;
3867c6ef 4259#endif
75e28f62
E
4260 }
4261
4262 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4263
4264 color &= 0xFFFFFF;
4265
4266 if(psx_gpu->triangle_color != color)
4267 {
4268 flush_render_block_buffer(psx_gpu);
4269 psx_gpu->triangle_color = color;
4270 }
4271
4272 if(color == 0x808080)
4273 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4274
4275 render_block_handler_struct *render_block_handler =
4276 &(render_sprite_block_handlers[render_state]);
4277 psx_gpu->render_block_handler = render_block_handler;
4278
4279 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
1cec4719 4280 (psx_gpu, x, y, u, v, *width, *height, color);
75e28f62
E
4281}
4282
4283#define draw_pixel_line_mask_evaluate_yes() \
2177c1ea 4284 if((*vram_ptr & 0x8000) == 0) \
75e28f62
E
4285
4286#define draw_pixel_line_mask_evaluate_no() \
4287
4288
4289#define draw_pixel_line_shaded() \
4290{ \
4291 color_r = fixed_to_int(current_r); \
4292 color_g = fixed_to_int(current_g); \
4293 color_b = fixed_to_int(current_b); \
4294 \
4295 current_r += gradient_r; \
4296 current_g += gradient_g; \
4297 current_b += gradient_b; \
4298} \
4299
4300#define draw_pixel_line_unshaded() \
4301{ \
4302 color_r = color & 0xFF; \
4303 color_g = (color >> 8) & 0xFF; \
4304 color_b = (color >> 16) & 0xFF; \
4305} \
4306
4307
4308#define draw_pixel_line_dithered(_x, _y) \
4309{ \
4310 u32 dither_xor = _x ^ _y; \
4311 s32 dither_offset = (dither_xor >> 1) & 0x1; \
4312 dither_offset |= (_y & 0x1) << 1; \
4313 dither_offset |= (dither_xor & 0x1) << 2; \
4314 dither_offset -= 4; \
4315 \
4316 color_r += dither_offset; \
4317 color_g += dither_offset; \
4318 color_b += dither_offset; \
4319 \
4320 if(color_r < 0) \
4321 color_r = 0; \
4322 \
4323 if(color_g < 0) \
4324 color_g = 0; \
4325 \
4326 if(color_b < 0) \
4327 color_b = 0; \
4328 \
4329 if(color_r > 255) \
4330 color_r = 255; \
4331 \
4332 if(color_g > 255) \
4333 color_g = 255; \
4334 \
4335 if(color_b > 255) \
4336 color_b = 255; \
4337} \
4338
4339#define draw_pixel_line_undithered(_x, _y) \
4340
4341
4342#define draw_pixel_line_average() \
4343 color_r = (color_r + fb_r) / 2; \
4344 color_g = (color_g + fb_g) / 2; \
4345 color_b = (color_b + fb_b) / 2 \
4346
4347#define draw_pixel_line_add() \
4348 color_r += fb_r; \
4349 color_g += fb_g; \
4350 color_b += fb_b; \
4351 \
4352 if(color_r > 31) \
4353 color_r = 31; \
4354 \
4355 if(color_g > 31) \
4356 color_g = 31; \
4357 \
4358 if(color_b > 31) \
4359 color_b = 31 \
4360 \
4361
4362#define draw_pixel_line_subtract() \
4363 color_r = fb_r - color_r; \
4364 color_g = fb_g - color_g; \
4365 color_b = fb_b - color_b; \
4366 \
4367 if(color_r < 0) \
4368 color_r = 0; \
4369 \
4370 if(color_g < 0) \
4371 color_g = 0; \
4372 \
4373 if(color_b < 0) \
4374 color_b = 0 \
4375
4376#define draw_pixel_line_add_fourth() \
4377 color_r = fb_r + (color_r / 4); \
4378 color_g = fb_g + (color_g / 4); \
4379 color_b = fb_b + (color_b / 4); \
4380 \
4381 if(color_r > 31) \
4382 color_r = 31; \
4383 \
4384 if(color_g > 31) \
4385 color_g = 31; \
4386 \
4387 if(color_b > 31) \
4388 color_b = 31 \
4389
4390
4391#define draw_pixel_line_blended(blend_mode) \
4392 s32 fb_pixel = *vram_ptr; \
4393 s32 fb_r = fb_pixel & 0x1F; \
4394 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
4395 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
4396 \
4397 draw_pixel_line_##blend_mode() \
4398
4399#define draw_pixel_line_unblended(blend_mode) \
4400
4401
4402#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
4403 blend_mode) \
4404 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4405 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
4406 { \
4407 draw_pixel_line_mask_evaluate_##mask_evaluate() \
4408 { \
4409 draw_pixel_line_##shading(); \
4410 draw_pixel_line_##dithering(_x, _y); \
4411 \
4412 color_r >>= 3; \
4413 color_g >>= 3; \
4414 color_b >>= 3; \
4415 \
4416 draw_pixel_line_##blending(blend_mode); \
4417 \
4418 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4419 psx_gpu->mask_msb; \
4420 } \
4421 } \
4422
4423#define update_increment(value) \
4424 value++ \
4425
4426#define update_decrement(value) \
4427 value-- \
4428
4429#define update_vram_row_increment(value) \
4430 vram_ptr += 1024 \
4431
4432#define update_vram_row_decrement(value) \
4433 vram_ptr -= 1024 \
4434
4435#define compare_increment(a, b) \
4436 (a <= b) \
4437
4438#define compare_decrement(a, b) \
4439 (a >= b) \
4440
4441#define set_line_gradients(minor) \
4442{ \
4443 s32 gradient_divisor = delta_##minor; \
e86b6fec
E
4444 if(gradient_divisor != 0) \
4445 { \
4446 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
4447 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
4448 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
4449 } \
4450 else \
4451 { \
4452 gradient_r = 0; \
4453 gradient_g = 0; \
4454 gradient_b = 0; \
4455 } \
75e28f62
E
4456 current_r = fixed_center(vertex_a->r); \
4457 current_g = fixed_center(vertex_a->g); \
4458 current_b = fixed_center(vertex_a->b); \
4459}
4460
4461#define draw_line_span_horizontal(direction, shading, blending, dithering, \
4462 mask_evaluate, blend_mode) \
4463do \
4464{ \
4465 error_step = delta_y * 2; \
4466 error_wrap = delta_x * 2; \
4467 error = delta_x; \
4468 \
4469 current_y = y_a; \
4470 set_line_gradients(x); \
4471 \
4472 for(current_x = x_a; current_x <= x_b; current_x++) \
4473 { \
4474 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4475 mask_evaluate, blend_mode); \
4476 error += error_step; \
4477 vram_ptr++; \
4478 \
4479 if(error >= error_wrap) \
4480 { \
4481 update_##direction(current_y); \
4482 update_vram_row_##direction(); \
4483 error -= error_wrap; \
4484 } \
4485 } \
4486} while(0) \
4487
4488#define draw_line_span_vertical(direction, shading, blending, dithering, \
4489 mask_evaluate, blend_mode) \
4490do \
4491{ \
4492 error_step = delta_x * 2; \
4493 error_wrap = delta_y * 2; \
4494 error = delta_y; \
4495 \
4496 current_x = x_a; \
4497 set_line_gradients(y); \
4498 \
4499 for(current_y = y_a; compare_##direction(current_y, y_b); \
4500 update_##direction(current_y)) \
4501 { \
4502 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4503 mask_evaluate, blend_mode); \
4504 error += error_step; \
4505 update_vram_row_##direction(); \
4506 \
4507 if(error > error_wrap) \
4508 { \
4509 vram_ptr++; \
4510 current_x++; \
4511 error -= error_wrap; \
4512 } \
4513 } \
4514} while(0) \
4515
4516
4517#define render_line_body(shading, blending, dithering, mask_evaluate, \
4518 blend_mode) \
4519 if(delta_y < 0) \
4520 { \
4521 delta_y *= -1; \
4522 \
75e28f62
E
4523 if(delta_x > delta_y) \
4524 { \
4525 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4526 mask_evaluate, blend_mode); \
4527 } \
4528 else \
4529 { \
4530 draw_line_span_vertical(decrement, shading, blending, dithering, \
4531 mask_evaluate, blend_mode); \
4532 } \
4533 } \
4534 else \
4535 { \
75e28f62
E
4536 if(delta_x > delta_y) \
4537 { \
4538 draw_line_span_horizontal(increment, shading, blending, dithering, \
4539 mask_evaluate, blend_mode); \
4540 } \
4541 else \
4542 { \
4543 draw_line_span_vertical(increment, shading, blending, dithering, \
4544 mask_evaluate, blend_mode); \
4545 } \
4546 } \
4547
4548
4549void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
3b3dee71 4550 u32 color, int double_resolution)
75e28f62
E
4551{
4552 s32 color_r, color_g, color_b;
4553 u32 triangle_winding = 0;
4554
4555 fixed_type gradient_r = 0;
4556 fixed_type gradient_g = 0;
4557 fixed_type gradient_b = 0;
4558 fixed_type current_r = 0;
4559 fixed_type current_g = 0;
4560 fixed_type current_b = 0;
4561
4562 s32 y_a, y_b;
4563 s32 x_a, x_b;
4564
4565 s32 delta_x, delta_y;
4566
4567 s32 current_x;
4568 s32 current_y;
4569
4570 u32 error_step;
4571 u32 error;
4572 u32 error_wrap;
4573
4574 u16 *vram_ptr;
4575
4576 flush_render_block_buffer(psx_gpu);
4577 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4578
4579 vertex_struct *vertex_a = &(vertexes[0]);
4580 vertex_struct *vertex_b = &(vertexes[1]);
4581
4582 u32 control_mask;
4583
3867c6ef 4584#ifdef PROFILE
75e28f62 4585 lines++;
3867c6ef 4586#endif
75e28f62
E
4587
4588 if(vertex_a->x >= vertex_b->x)
4589 {
4590 vertex_swap(vertex_a, vertex_b);
c57af5e6 4591 (void)triangle_winding;
75e28f62
E
4592 }
4593
4594 x_a = vertex_a->x;
4595 x_b = vertex_b->x;
4596
4597 y_a = vertex_a->y;
4598 y_b = vertex_b->y;
4599
4600 delta_x = x_b - x_a;
4601 delta_y = y_b - y_a;
4602
3b3dee71 4603 if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
75e28f62
E
4604 return;
4605
3b3dee71 4606 if(double_resolution)
4607 {
4608 x_a *= 2;
4609 x_b *= 2;
4610 y_a *= 2;
4611 y_b *= 2;
4612 delta_x *= 2;
4613 delta_y *= 2;
4614 }
4615
75e28f62
E
4616 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4617
c1817bd9 4618 vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
75e28f62
E
4619
4620 control_mask = 0x0;
4621
4622 if(flags & RENDER_FLAGS_SHADE)
4623 control_mask |= 0x1;
4624
4625 if(flags & RENDER_FLAGS_BLEND)
4626 {
4627 control_mask |= 0x2;
4628 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4629 }
4630
4631 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4632 control_mask |= 0x4;
4633
4634 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4635 control_mask |= 0x8;
4636
4637 switch(control_mask)
4638 {
4639 case 0x0:
4640 render_line_body(unshaded, unblended, undithered, no, none);
4641 break;
4642
4643 case 0x1:
4644 render_line_body(shaded, unblended, undithered, no, none);
4645 break;
4646
4647 case 0x2:
4648 render_line_body(unshaded, blended, undithered, no, average);
4649 break;
4650
4651 case 0x3:
4652 render_line_body(shaded, blended, undithered, no, average);
4653 break;
4654
4655 case 0x4:
4656 render_line_body(unshaded, unblended, dithered, no, none);
4657 break;
4658
4659 case 0x5:
4660 render_line_body(shaded, unblended, dithered, no, none);
4661 break;
4662
4663 case 0x6:
4664 render_line_body(unshaded, blended, dithered, no, average);
4665 break;
4666
4667 case 0x7:
4668 render_line_body(shaded, blended, dithered, no, average);
4669 break;
4670
4671 case 0x8:
4672 render_line_body(unshaded, unblended, undithered, yes, none);
4673 break;
4674
4675 case 0x9:
4676 render_line_body(shaded, unblended, undithered, yes, none);
4677 break;
4678
4679 case 0xA:
4680 render_line_body(unshaded, blended, undithered, yes, average);
4681 break;
4682
4683 case 0xB:
4684 render_line_body(shaded, blended, undithered, yes, average);
4685 break;
4686
4687 case 0xC:
4688 render_line_body(unshaded, unblended, dithered, yes, none);
4689 break;
4690
4691 case 0xD:
4692 render_line_body(shaded, unblended, dithered, yes, none);
4693 break;
4694
4695 case 0xE:
4696 render_line_body(unshaded, blended, dithered, yes, average);
4697 break;
4698
4699 case 0xF:
4700 render_line_body(shaded, blended, dithered, yes, average);
4701 break;
4702
4703 case 0x12:
4704 render_line_body(unshaded, blended, undithered, no, add);
4705 break;
4706
4707 case 0x13:
4708 render_line_body(shaded, blended, undithered, no, add);
4709 break;
4710
4711 case 0x16:
4712 render_line_body(unshaded, blended, dithered, no, add);
4713 break;
4714
4715 case 0x17:
4716 render_line_body(shaded, blended, dithered, no, add);
4717 break;
4718
4719 case 0x1A:
4720 render_line_body(unshaded, blended, undithered, yes, add);
4721 break;
4722
4723 case 0x1B:
4724 render_line_body(shaded, blended, undithered, yes, add);
4725 break;
4726
4727 case 0x1E:
4728 render_line_body(unshaded, blended, dithered, yes, add);
4729 break;
4730
4731 case 0x1F:
4732 render_line_body(shaded, blended, dithered, yes, add);
4733 break;
4734
4735 case 0x22:
4736 render_line_body(unshaded, blended, undithered, no, subtract);
4737 break;
4738
4739 case 0x23:
4740 render_line_body(shaded, blended, undithered, no, subtract);
4741 break;
4742
4743 case 0x26:
4744 render_line_body(unshaded, blended, dithered, no, subtract);
4745 break;
4746
4747 case 0x27:
4748 render_line_body(shaded, blended, dithered, no, subtract);
4749 break;
4750
4751 case 0x2A:
4752 render_line_body(unshaded, blended, undithered, yes, subtract);
4753 break;
4754
4755 case 0x2B:
4756 render_line_body(shaded, blended, undithered, yes, subtract);
4757 break;
4758
4759 case 0x2E:
4760 render_line_body(unshaded, blended, dithered, yes, subtract);
4761 break;
4762
4763 case 0x2F:
4764 render_line_body(shaded, blended, dithered, yes, subtract);
4765 break;
4766
4767 case 0x32:
4768 render_line_body(unshaded, blended, undithered, no, add_fourth);
4769 break;
4770
4771 case 0x33:
4772 render_line_body(shaded, blended, undithered, no, add_fourth);
4773 break;
4774
4775 case 0x36:
4776 render_line_body(unshaded, blended, dithered, no, add_fourth);
4777 break;
4778
4779 case 0x37:
4780 render_line_body(shaded, blended, dithered, no, add_fourth);
4781 break;
4782
4783 case 0x3A:
4784 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4785 break;
4786
4787 case 0x3B:
4788 render_line_body(shaded, blended, undithered, yes, add_fourth);
4789 break;
4790
4791 case 0x3E:
4792 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4793 break;
4794
4795 case 0x3F:
4796 render_line_body(shaded, blended, dithered, yes, add_fourth);
4797 break;
4798 }
4799}
4800
4801
4802void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4803 u32 width, u32 height)
4804{
1f88961f
E
4805 if((width == 0) || (height == 0))
4806 return;
4807
75e28f62
E
4808 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4809
75e28f62
E
4810 u32 r = color & 0xFF;
4811 u32 g = (color >> 8) & 0xFF;
4812 u32 b = (color >> 16) & 0xFF;
6c4a10c4
E
4813 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4814 psx_gpu->mask_msb;
4815 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4816
c1817bd9 4817 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
6c4a10c4
E
4818
4819 u32 pitch = 512 - (width / 2);
4820 u32 num_width;
75e28f62 4821
f1359c57 4822 if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
6c4a10c4
E
4823 {
4824 pitch += 512;
4825 height /= 2;
4826
f1359c57 4827 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
6c4a10c4
E
4828 vram_ptr += 512;
4829 }
75e28f62 4830
6c4a10c4 4831 while(height)
75e28f62 4832 {
6c4a10c4
E
4833 num_width = width;
4834 while(num_width)
75e28f62 4835 {
6c4a10c4
E
4836 vram_ptr[0] = color_32bpp;
4837 vram_ptr[1] = color_32bpp;
4838 vram_ptr[2] = color_32bpp;
4839 vram_ptr[3] = color_32bpp;
4840 vram_ptr[4] = color_32bpp;
4841 vram_ptr[5] = color_32bpp;
4842 vram_ptr[6] = color_32bpp;
4843 vram_ptr[7] = color_32bpp;
4844
4845 vram_ptr += 8;
4846 num_width -= 16;
75e28f62
E
4847 }
4848
6c4a10c4
E
4849 vram_ptr += pitch;
4850 height--;
75e28f62 4851 }
75e28f62
E
4852}
4853
f1359c57 4854void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4855 u32 width, u32 height)
4856{
4857 if((width == 0) || (height == 0))
4858 return;
4859
e929dec5 4860 if(width > 1024)
4861 width = 1024;
4862
f1359c57 4863 u32 r = color & 0xFF;
4864 u32 g = (color >> 8) & 0xFF;
4865 u32 b = (color >> 16) & 0xFF;
4866 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4867 psx_gpu->mask_msb;
4868 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4869
e929dec5 4870 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
f1359c57 4871
e929dec5 4872 u32 pitch = 1024 / 2 - (width / 2);
f1359c57 4873 u32 num_width;
4874
4875 while(height)
4876 {
4877 num_width = width;
4878 while(num_width)
4879 {
4880 vram_ptr[0] = color_32bpp;
4881 vram_ptr[1] = color_32bpp;
4882 vram_ptr[2] = color_32bpp;
4883 vram_ptr[3] = color_32bpp;
4884 vram_ptr[4] = color_32bpp;
4885 vram_ptr[5] = color_32bpp;
4886 vram_ptr[6] = color_32bpp;
4887 vram_ptr[7] = color_32bpp;
4888
4889 vram_ptr += 8;
4890 num_width -= 16;
4891 }
4892
4893 vram_ptr += pitch;
4894 height--;
4895 }
4896}
4897
72583812 4898#ifndef PCSX
75e28f62
E
4899void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4900 u32 width, u32 height, u32 pitch)
4901{
4902 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4903 u32 draw_x, draw_y;
87c45ad1 4904 u32 mask_msb = psx_gpu->mask_msb;
75e28f62 4905
1f88961f
E
4906 if((width == 0) || (height == 0))
4907 return;
4908
cec398c0 4909 flush_render_block_buffer(psx_gpu);
75e28f62
E
4910 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4911
75e28f62
E
4912 for(draw_y = 0; draw_y < height; draw_y++)
4913 {
4914 for(draw_x = 0; draw_x < width; draw_x++)
4915 {
24b9bacc 4916 vram_ptr[draw_x] = source[draw_x] | mask_msb;
75e28f62
E
4917 }
4918
4919 source += pitch;
4920 vram_ptr += 1024;
4921 }
4922}
4923
4924void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4925 u32 dest_x, u32 dest_y, u32 width, u32 height)
4926{
4927 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4928 dest_x, dest_y, width, height, 1024);
4929}
72583812 4930#endif
75e28f62
E
4931
4932void initialize_reciprocal_table(void)
4933{
4934 u32 height;
4935 u32 height_normalized;
4936 u32 height_reciprocal;
4937 s32 shift;
4938
c1817bd9 4939 for(height = 1; height < sizeof(reciprocal_table)
4940 / sizeof(reciprocal_table[0]); height++)
75e28f62
E
4941 {
4942 shift = __builtin_clz(height);
4943 height_normalized = height << shift;
c111e8f8 4944 height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
75e28f62
E
4945 height_normalized;
4946
c111e8f8 4947 shift = 32 - (51 - shift);
75e28f62 4948
7d5140f5 4949 reciprocal_table[height] = (height_reciprocal << 10) | shift;
75e28f62
E
4950 }
4951}
4952
4953
4954#define dither_table_row(a, b, c, d) \
4955 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4956
e8c0e0bb 4957void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
75e28f62
E
4958{
4959 vec_8x16u test_mask =
4960 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4961
4962 psx_gpu->test_mask = test_mask;
4963
75e28f62
E
4964 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4965 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4966 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4967 psx_gpu->viewport_mask = 0;
4968 psx_gpu->current_texture_page = 0;
4969 psx_gpu->current_texture_mask = 0;
4970 psx_gpu->last_8bpp_texture_page = 0;
4971
4972 psx_gpu->clut_settings = 0;
4973 psx_gpu->texture_settings = 0;
4974 psx_gpu->render_state = 0;
4975 psx_gpu->render_state_base = 0;
4976 psx_gpu->num_blocks = 0;
c6063f89 4977 psx_gpu->uvrgb_phase = 0x8000;
75e28f62 4978
e8c0e0bb 4979 psx_gpu->vram_ptr = vram;
c1817bd9 4980 psx_gpu->vram_out_ptr = vram;
75e28f62 4981
3867c6ef 4982 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
75e28f62
E
4983 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4984 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4985
5fe1a2b1 4986 psx_gpu->viewport_start_x = psx_gpu->viewport_start_y = 0;
4987 psx_gpu->viewport_end_x = psx_gpu->viewport_end_y = 0;
75e28f62
E
4988 psx_gpu->mask_msb = 0;
4989
f9248bbf
E
4990 psx_gpu->texture_window_x = 0;
4991 psx_gpu->texture_window_y = 0;
4992 psx_gpu->texture_mask_width = 0xFF;
4993 psx_gpu->texture_mask_height = 0xFF;
4994
f1359c57 4995 psx_gpu->render_mode = 0;
69b09c0d 4996
75e28f62
E
4997 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4998
4999 initialize_reciprocal_table();
ed0fd81d 5000 psx_gpu->reciprocal_table_ptr = reciprocal_table;
75e28f62
E
5001
5002 // 00 01 10 11
5003 // 00 0 4 1 5
5004 // 01 6 2 7 3
5005 // 10 1 5 0 4
5006 // 11 7 3 6 2
5007 // (minus ones(4) * 4)
5008
5009 // d0: (1 3 5 7): x1 ^ y1
5010 // d1: (2 3 6 7): y0
5011 // d2: (4 5 6 7): x0 ^ y0
5012
75e28f62
E
5013 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
5014 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
5015 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
5016 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
5017
5018 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
e929dec5 5019
0b4038f8 5020 psx_gpu->saved_hres = 256;
2da2fc76 5021
5022 // check some offset
5023 psx_gpu->reserved_a[(offsetof(psx_gpu_struct, blocks) == psx_gpu_blocks_offset) - 1] = 0;
75e28f62
E
5024}
5025
5026u64 get_us(void)
5027{
5028 struct timeval tv;
5029 gettimeofday(&tv, NULL);
5030
5031 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
5032}
5033
37725e8c 5034#if 0 //def NEON_BUILD
75e28f62
E
5035
5036u32 get_counter()
5037{
5038 u32 counter;
5039 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
5040
5041 return counter;
5042}
5043
5044void init_counter(void)
5045{
5046 u32 value;
5047 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
5048 value |= 5; // master enable, ccnt reset
5049 value &= ~8; // ccnt divider 0
5050 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
5051 // enable cycle counter
5052 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
5053}
5054
5055void triangle_benchmark(psx_gpu_struct *psx_gpu)
5056{
5057 u32 i;
5058
5059 u32 ticks;
5060 u32 ticks_elapsed;
5061
5062 const u32 iterations = 500000;
5063
5064 psx_gpu->num_blocks = 64;
5065 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5066
5067 for(i = 0; i < 64; i++)
5068 {
5069 memset(&(psx_gpu->blocks[i].r), 0, 16);
5070 }
5071
5072 init_counter();
5073
5074 ticks = get_counter();
5075
5076 for(i = 0; i < iterations; i++)
5077 {
5078 texture_sprite_blocks_8bpp(psx_gpu);
5079 }
5080
5081 ticks_elapsed = get_counter() - ticks;
5082
5083 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5084}
5085
5086#endif
5087
fc6cef7d 5088#include "psx_gpu_4x.c"
47c15995 5089
5090// vim:ts=2:sw=2:expandtab