psx_gpu: texture cache fix, updates
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
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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>
17#include <string.h>
18
19#include "common.h"
20
21u32 span_pixels = 0;
22u32 span_pixel_blocks = 0;
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23u32 spans = 0;
24u32 triangles = 0;
25u32 sprites = 0;
26u32 sprites_4bpp = 0;
27u32 sprites_8bpp = 0;
28u32 sprites_16bpp = 0;
29u32 sprite_blocks = 0;
30u32 sprites_untextured = 0;
31u32 lines = 0;
32u32 trivial_rejects = 0;
33u32 texels_4bpp = 0;
34u32 texels_8bpp = 0;
35u32 texels_16bpp = 0;
36u32 texel_blocks_4bpp = 0;
37u32 texel_blocks_8bpp = 0;
38u32 texel_blocks_16bpp = 0;
39u32 texel_blocks_untextured = 0;
40u32 blend_blocks = 0;
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41u32 render_buffer_flushes = 0;
42u32 state_changes = 0;
43u32 left_split_triangles = 0;
44u32 flat_triangles = 0;
45u32 clipped_triangles = 0;
46u32 zero_block_spans = 0;
47u32 texture_cache_loads = 0;
3867c6ef 48u32 false_modulated_blocks = 0;
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49
50u32 reciprocal_table[512];
51
52
53typedef s32 fixed_type;
54
55#define EDGE_STEP_BITS 32
56#define FIXED_BITS 12
57
58#define fixed_center(value) \
59 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
60
61#define int_to_fixed(value) \
62 (((fixed_type)(value)) << FIXED_BITS) \
63
64#define fixed_to_int(value) \
65 ((value) >> FIXED_BITS) \
66
67#define fixed_to_double(value) \
68 ((value) / (double)(1 << FIXED_BITS)) \
69
70#define double_to_fixed(value) \
71 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
72
73typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
74typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
75typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
76typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
77
78typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
79 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
80
81struct render_block_handler_struct
82{
83 void *setup_blocks;
84 texture_blocks_function_type *texture_blocks;
85 shade_blocks_function_type *shade_blocks;
86 blend_blocks_function_type *blend_blocks;
87};
88
2bbbb7af 89#ifndef NEON_BUILD
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90
91u32 fixed_reciprocal(u32 denominator, u32 *_shift)
92{
93 u32 shift = __builtin_clz(denominator);
94 u32 denominator_normalized = denominator << shift;
95
96 double numerator = (1ULL << 62) + denominator_normalized;
97 double numerator_b;
98
99 double denominator_normalized_dp_b;
100 u64 denominator_normalized_dp_u64;
101
102 u32 reciprocal;
103 double reciprocal_dp;
104
105 u64 numerator_u64 = (denominator_normalized >> 10) |
106 ((u64)(62 + 1023) << 52);
107 *((u64 *)(&numerator_b)) = numerator_u64;
108
109 denominator_normalized_dp_u64 =
110 (u64)(denominator_normalized << 21) |
111 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
112 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
113
114 // Implement with a DP divide
115 reciprocal_dp = numerator / denominator_normalized_dp_b;
116 reciprocal = reciprocal_dp;
117
118 if(reciprocal == 0x80000001)
119 reciprocal = 0x80000000;
120
121 *_shift = 62 - shift;
122 return reciprocal;
123}
124
125double reciprocal_estimate(double a)
126{
127 int q, s;
128 double r;
129
130 q = (int)(a * 512.0);
131 /* a in units of 1/512 rounded down */
132 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
133 s = (int)(256.0 * r + 0.5);
134
135 /* r in units of 1/256 rounded to nearest */
136
137 return (double)s / 256.0;
138}
139
140u32 reciprocal_estimate_u32(u32 value)
141{
142 u64 dp_value_u64;
143 volatile double dp_value;
144 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
145
146 if((value >> 31) == 0)
147 return 0xFFFFFFFF;
148
149 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
150
151 *dp_value_ptr = dp_value_u64;
152
153 dp_value = reciprocal_estimate(dp_value);
154 dp_value_u64 = *dp_value_ptr;
155
156 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
157}
158
159u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
160{
161 u32 shift = __builtin_clz(value);
162 u32 value_normalized = value << shift;
163
164 *_shift = 62 - shift;
165
166 value_normalized -= 2;
167
168 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
169
170 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
171 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
172 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
173 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
174 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
175 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
176
177 return reciprocal_normalized;
178}
179
180#endif
181
182
183s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
184{
185 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
186}
187
188u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
189{
190 s32 coverage_x, coverage_y;
191
192 u32 mask_up_left;
193 u32 mask_down_right;
194
195 coverage_x = x2 >> 6;
196 coverage_y = y2 >> 8;
197
198 if(coverage_x < 0)
199 coverage_x = 0;
200
201 if(coverage_x > 31)
202 coverage_x = 31;
203
204 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
205
206 if(coverage_y >= 1)
207 mask_down_right |= mask_down_right << 16;
208
209 coverage_x = x1 >> 6;
210
211 mask_up_left = 0xFFFF0000 << coverage_x;
212 if(coverage_x < 0)
213 mask_up_left = 0xFFFF0000;
214
215 coverage_y = y1 >> 8;
216 if(coverage_y <= 0)
217 mask_up_left |= mask_up_left >> 16;
218
219 return mask_up_left & mask_down_right;
220}
221
222u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
223 u32 x2, u32 y2)
224{
225 u32 mask = texture_region_mask(x1, y1, x2, y2);
226
227 psx_gpu->dirty_textures_4bpp_mask |= mask;
228 psx_gpu->dirty_textures_8bpp_mask |= mask;
229 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
230
231 return mask;
232}
233
234u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
235 u32 y1, u32 x2, u32 y2)
236{
237 u32 mask = texture_region_mask(x1, y1, x2, y2) &
238 psx_gpu->viewport_mask;
3867c6ef 239
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240 psx_gpu->dirty_textures_4bpp_mask |= mask;
241 psx_gpu->dirty_textures_8bpp_mask |= mask;
242 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
243
244 return mask;
245}
246
247
248void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
249 u32 texture_page);
250
2bbbb7af 251#ifndef NEON_BUILD
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252
253void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
254{
255 u32 current_texture_page = psx_gpu->current_texture_page;
3867c6ef 256 u8 *texture_page_ptr = psx_gpu->texture_page_base;
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257 u16 *vram_ptr = psx_gpu->vram_ptr;
258
259 u32 texel_block;
260 u32 tile_x, tile_y;
261 u32 sub_x, sub_y;
262
263 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
264 vram_ptr += (current_texture_page & 0xF) * 64;
265
266 texture_cache_loads++;
267
268 tile_y = 16;
269 tile_x = 16;
270 sub_x = 4;
271 sub_y = 16;
272
273 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
274
275 while(tile_y)
276 {
277 while(tile_x)
278 {
279 while(sub_y)
280 {
281 while(sub_x)
282 {
283 texel_block = *vram_ptr;
284 texture_page_ptr[0] = texel_block & 0xF;
285 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
286 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
287 texture_page_ptr[3] = texel_block >> 12;
288
289 vram_ptr++;
290 texture_page_ptr += 4;
291
292 sub_x--;
293 }
294
295 vram_ptr -= 4;
296 sub_x = 4;
297
298 sub_y--;
299 vram_ptr += 1024;
300 }
301
302 sub_y = 16;
303
304 vram_ptr -= (1024 * 16) - 4;
305 tile_x--;
306 }
307
308 tile_x = 16;
309
310 vram_ptr += (16 * 1024) - (4 * 16);
311 tile_y--;
312 }
313}
314
315void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
316 u32 texture_page)
317{
3867c6ef 318 u16 *texture_page_ptr = psx_gpu->texture_page_base;
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319 u16 *vram_ptr = psx_gpu->vram_ptr;
320
321 u32 tile_x, tile_y;
322 u32 sub_y;
323
324 vec_8x16u texels;
325
326 texture_cache_loads++;
327
328 vram_ptr += (texture_page >> 4) * 256 * 1024;
329 vram_ptr += (texture_page & 0xF) * 64;
330
331 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
332 texture_page_ptr += (8 * 16) * 8;
333
334 tile_x = 8;
335 tile_y = 16;
336
337 sub_y = 16;
338
339 while(tile_y)
340 {
341 while(tile_x)
342 {
343 while(sub_y)
344 {
345 load_128b(texels, vram_ptr);
346 store_128b(texels, texture_page_ptr);
347
348 texture_page_ptr += 8;
349 vram_ptr += 1024;
350
351 sub_y--;
352 }
353
354 sub_y = 16;
355
356 vram_ptr -= (1024 * 16);
357 vram_ptr += 8;
358
359 tile_x--;
360 }
361
362 tile_x = 8;
363
364 vram_ptr -= (8 * 8);
365 vram_ptr += (16 * 1024);
366
367 texture_page_ptr += (8 * 16) * 8;
368 tile_y--;
369 }
370}
371
372#endif
373
374
375void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
376{
377 u32 current_texture_page = psx_gpu->current_texture_page;
378 u32 update_textures =
379 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
380
381 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
382
383 if(update_textures & (1 << current_texture_page))
384 {
385 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
386 update_textures &= ~(1 << current_texture_page);
387 }
388
389 if(update_textures)
390 {
391 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
392 (current_texture_page & 0x10);
393
394 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
395 }
396}
397
398void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
399 psx_gpu_struct *psx_gpu);
400
401void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
402{
403 if(psx_gpu->num_blocks)
404 {
405 render_block_handler_struct *render_block_handler =
406 psx_gpu->render_block_handler;
407
408 render_block_handler->texture_blocks(psx_gpu);
409 render_block_handler->shade_blocks(psx_gpu);
410 render_block_handler->blend_blocks(psx_gpu);
411
3867c6ef 412#ifdef PROFILE
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413 span_pixel_blocks += psx_gpu->num_blocks;
414 render_buffer_flushes++;
3867c6ef 415#endif
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416
417 psx_gpu->num_blocks = 0;
418 }
419}
420
421
422void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
423 vertex_struct *b, vertex_struct *c);
424
2bbbb7af 425#ifndef NEON_BUILD
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426
427#define setup_gradient_calculation_input(set, vertex) \
428 /* First type is: uvrg bxxx xxxx */\
429 /* Second type is: yyyy ybyy uvrg */\
430 /* Since x_a and y_c are the same the same variable is used for both. */\
431 x##set##_a_y##set##_c.e[0] = vertex->u; \
432 x##set##_a_y##set##_c.e[1] = vertex->v; \
433 x##set##_a_y##set##_c.e[2] = vertex->r; \
434 x##set##_a_y##set##_c.e[3] = vertex->g; \
435 dup_4x16b(x##set##_b, vertex->x); \
436 dup_4x16b(x##set##_c, vertex->x); \
437 dup_4x16b(y##set##_a, vertex->y); \
438 dup_4x16b(y##set##_b, vertex->y); \
439 x##set##_b.e[0] = vertex->b; \
440 y##set##_b.e[1] = vertex->b \
441
442
443void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
444 vertex_struct *b, vertex_struct *c)
445{
446 u32 triangle_area = psx_gpu->triangle_area;
447 u32 winding_mask_scalar;
448
449 u32 triangle_area_shift;
450 u64 triangle_area_reciprocal =
451 fixed_reciprocal(triangle_area, &triangle_area_shift);
452 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
453
454 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
455 // ( d0 * d1 ) - ( d2 * d3 ) =
456 // ( m0 ) - ( m1 ) = gradient
457
458 // This is split to do 12 elements at a time over three sets: a, b, and c.
459 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
460 // two of the slots are unused.
461
462 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
463 // is g.
464
465 vec_4x16s x0_a_y0_c, x0_b, x0_c;
466 vec_4x16s y0_a, y0_b;
467 vec_4x16s x1_a_y1_c, x1_b, x1_c;
468 vec_4x16s y1_a, y1_b;
469 vec_4x16s x2_a_y2_c, x2_b, x2_c;
470 vec_4x16s y2_a, y2_b;
471
472 vec_4x32u uvrg_base;
473 vec_4x32u b_base;
474 vec_4x32u const_0x8000;
475
476 vec_4x16s d0_a_d3_c, d0_b, d0_c;
477 vec_4x16s d1_a, d1_b, d1_c_d2_a;
478 vec_4x16s d2_b, d2_c;
479 vec_4x16s d3_a, d3_b;
480
481 vec_4x32s m0_a, m0_b, m0_c;
482 vec_4x32s m1_a, m1_b, m1_c;
483
484 vec_4x32u gradient_area_a, gradient_area_c;
485 vec_2x32u gradient_area_b;
486
487 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
488 vec_2x32u gradient_area_sign_b;
489 vec_4x32u winding_mask;
490
491 vec_2x64u gradient_wide_a0, gradient_wide_a1;
492 vec_2x64u gradient_wide_c0, gradient_wide_c1;
493 vec_2x64u gradient_wide_b;
494
495 vec_4x32u gradient_a, gradient_c;
496 vec_2x32u gradient_b;
497 vec_16x8s gradient_shift;
498
499 setup_gradient_calculation_input(0, a);
500 setup_gradient_calculation_input(1, b);
501 setup_gradient_calculation_input(2, c);
502
503 dup_4x32b(const_0x8000, 0x8000);
504 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
505 shl_long_4x16b(b_base, x0_b, 16);
506
507 add_4x32b(uvrg_base, uvrg_base, const_0x8000);
508 add_4x32b(b_base, b_base, const_0x8000);
509
510 // Can probably pair these, but it'll require careful register allocation
511 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
512 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
513
514 sub_4x16b(d0_b, x1_b, x0_b);
515 sub_4x16b(d0_c, x1_c, x0_c);
516
517 sub_4x16b(d1_a, y2_a, y1_a);
518 sub_4x16b(d1_b, y2_b, y1_b);
519
520 sub_4x16b(d2_b, x2_b, x1_b);
521 sub_4x16b(d2_c, x2_c, x1_c);
522
523 sub_4x16b(d3_a, y1_a, y0_a);
524 sub_4x16b(d3_b, y1_b, y0_b);
525
526 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
527 mul_long_4x16b(m0_b, d0_b, d1_b);
528 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
529
530 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
531 mul_long_4x16b(m1_b, d2_b, d3_b);
532 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
533
534 sub_4x32b(gradient_area_a, m0_a, m1_a);
535 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
536 sub_4x32b(gradient_area_c, m0_c, m1_c);
537
538 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
539 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
540 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
541
542 abs_4x32b(gradient_area_a, gradient_area_a);
543 abs_2x32b(gradient_area_b, gradient_area_b);
544 abs_4x32b(gradient_area_c, gradient_area_c);
545
546 winding_mask_scalar = -psx_gpu->triangle_winding;
547
548 dup_4x32b(winding_mask, winding_mask_scalar);
549 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
550 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
551 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
552
553 mul_scalar_long_2x32b(gradient_wide_a0,
554 vector_cast(vec_2x32s, gradient_area_a.low),
555 (s64)triangle_area_reciprocal);
556 mul_scalar_long_2x32b(gradient_wide_a1,
557 vector_cast(vec_2x32s, gradient_area_a.high),
558 (s64)triangle_area_reciprocal);
559 mul_scalar_long_2x32b(gradient_wide_b,
560 vector_cast(vec_2x32s, gradient_area_b),
561 (s64)triangle_area_reciprocal);
562 mul_scalar_long_2x32b(gradient_wide_c0,
563 vector_cast(vec_2x32s, gradient_area_c.low),
564 (s64)triangle_area_reciprocal);
565 mul_scalar_long_2x32b(gradient_wide_c1,
566 vector_cast(vec_2x32s, gradient_area_c.high),
567 (s64)triangle_area_reciprocal);
568
569 dup_16x8b(gradient_shift, triangle_area_shift);
570 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
571 vector_cast(vec_2x64u, gradient_shift));
572 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
573 vector_cast(vec_2x64u, gradient_shift));
574 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
575 vector_cast(vec_2x64u, gradient_shift));
576 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
577 vector_cast(vec_2x64u, gradient_shift));
578 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
579 vector_cast(vec_2x64u, gradient_shift));
580
581 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
582 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
583 mov_narrow_2x64b(gradient_b, gradient_wide_b);
584 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
585 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
586
587 shl_4x32b(gradient_a, gradient_a, 4);
588 shl_2x32b(gradient_b, gradient_b, 4);
589 shl_4x32b(gradient_c, gradient_c, 4);
590
591 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
592 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
593 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
594
595 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
596 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
597 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
598
599 u32 left_adjust = a->x;
600 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
601 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
602
603 vec_4x32u uvrg_dx2;
604 vec_2x32u b_dx2;
605
606 vec_4x32u uvrg_dx3;
607 vec_2x32u b_dx3;
608
609 vec_4x32u zero;
610
611 eor_4x32b(zero, zero, zero);
612 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
613 add_2x32b(b_dx2, gradient_b, gradient_b);
614 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
615 add_2x32b(b_dx3, gradient_b, b_dx2);
616
617 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
618 // lined up properly
619 psx_gpu->u_block_span.e[0] = zero.e[0];
620 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
621 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
622 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
623
624 psx_gpu->v_block_span.e[0] = zero.e[1];
625 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
626 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
627 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
628
629 psx_gpu->r_block_span.e[0] = zero.e[2];
630 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
631 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
632 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
633
634 psx_gpu->g_block_span.e[0] = zero.e[3];
635 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
636 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
637 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
638
639 psx_gpu->b_block_span.e[0] = zero.e[0];
640 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
641 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
642 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
643
644 psx_gpu->uvrg = uvrg_base;
645 psx_gpu->b = b_base.e[0];
646
647 psx_gpu->uvrg_dx = gradient_a;
648 psx_gpu->uvrg_dy = gradient_c;
649 psx_gpu->b_dy = gradient_b.e[1];
650}
651#endif
652
653#define vector_check(_a, _b) \
654 if(memcmp(&_a, &_b, sizeof(_b))) \
655 { \
656 if(sizeof(_b) == 8) \
657 { \
658 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
659 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
660 } \
661 else \
662 { \
663 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
664 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
665 _b.e[2], _b.e[3]); \
666 } \
667 } \
668
669#define scalar_check(_a, _b) \
670 if(_a != _b) \
671 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
672
673
674#define setup_spans_prologue_alternate_yes() \
675 vec_2x64s alternate_x; \
676 vec_2x64s alternate_dx_dy; \
677 vec_4x32s alternate_x_32; \
678 vec_2x32s alternate_x_16; \
679 \
680 vec_4x16u alternate_select; \
681 vec_4x16s y_mid_point; \
682 \
683 s32 y_b = v_b->y; \
684 s64 edge_alt; \
685 s32 edge_dx_dy_alt; \
686 u32 edge_shift_alt \
687
688#define setup_spans_prologue_alternate_no() \
689
690#define setup_spans_prologue(alternate_active) \
691 edge_data_struct *span_edge_data; \
692 vec_4x32u *span_uvrg_offset; \
693 u32 *span_b_offset; \
694 \
695 s32 clip; \
696 \
697 vec_2x64s edges_xy; \
698 vec_2x32s edges_dx_dy; \
699 vec_2x32u edge_shifts; \
700 \
701 vec_2x64s left_x, right_x; \
702 vec_2x64s left_dx_dy, right_dx_dy; \
703 vec_4x32s left_x_32, right_x_32; \
704 vec_8x16s left_right_x_16; \
705 vec_4x16s y_x4; \
706 vec_8x16s left_edge; \
707 vec_8x16s right_edge; \
708 vec_4x16u span_shift; \
709 \
710 vec_2x32u c_0x01; \
711 vec_4x16u c_0x04; \
712 vec_4x16u c_0xFFFE; \
713 vec_4x16u c_0x07; \
714 \
715 vec_2x32s x_starts; \
716 vec_2x32s x_ends; \
717 \
718 s32 x_a = v_a->x; \
719 s32 x_b = v_b->x; \
720 s32 x_c = v_c->x; \
721 s32 y_a = v_a->y; \
722 s32 y_c = v_c->y; \
723 \
724 vec_4x32u uvrg = psx_gpu->uvrg; \
725 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
726 u32 b = psx_gpu->b; \
727 u32 b_dy = psx_gpu->b_dy; \
728 \
729 dup_2x32b(c_0x01, 0x01); \
730 setup_spans_prologue_alternate_##alternate_active() \
731
732#define setup_spans_prologue_b() \
733 span_edge_data = psx_gpu->span_edge_data; \
734 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
735 span_b_offset = psx_gpu->span_b_offset; \
736 \
737 vec_8x16u c_0x0001; \
738 \
739 dup_8x16b(c_0x0001, 0x0001); \
740 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
741 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
742 add_8x16b(right_edge, right_edge, c_0x0001); \
743 dup_4x16b(c_0x04, 0x04); \
744 dup_4x16b(c_0x07, 0x07); \
745 dup_4x16b(c_0xFFFE, 0xFFFE); \
746
747
748#define compute_edge_delta_x2() \
749{ \
750 vec_2x32s heights; \
751 vec_2x32s height_reciprocals; \
752 vec_2x32s heights_b; \
753 vec_4x32u widths; \
754 \
755 u32 edge_shift = reciprocal_table[height]; \
756 \
757 dup_2x32b(heights, height); \
758 sub_2x32b(widths, x_ends, x_starts); \
759 \
760 dup_2x32b(edge_shifts, edge_shift); \
761 sub_2x32b(heights_b, heights, c_0x01); \
762 shr_2x32b(height_reciprocals, edge_shifts, 12); \
763 \
764 mla_2x32b(heights_b, x_starts, heights); \
765 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
766 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
767 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
768} \
769
770#define compute_edge_delta_x3(start_c, height_a, height_b) \
771{ \
772 vec_2x32s heights; \
773 vec_2x32s height_reciprocals; \
774 vec_2x32s heights_b; \
775 vec_2x32u widths; \
776 \
777 u32 width_alt; \
778 s32 height_b_alt; \
779 u32 height_reciprocal_alt; \
780 \
781 heights.e[0] = height_a; \
782 heights.e[1] = height_b; \
783 \
784 edge_shifts.e[0] = reciprocal_table[height_a]; \
785 edge_shifts.e[1] = reciprocal_table[height_b]; \
786 edge_shift_alt = reciprocal_table[height_minor_b]; \
787 \
788 sub_2x32b(widths, x_ends, x_starts); \
789 width_alt = x_c - start_c; \
790 \
791 shr_2x32b(height_reciprocals, edge_shifts, 12); \
792 height_reciprocal_alt = edge_shift_alt >> 12; \
793 \
794 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
795 edge_shift_alt &= 0x1F; \
796 \
797 sub_2x32b(heights_b, heights, c_0x01); \
798 height_b_alt = height_minor_b - 1; \
799 \
800 mla_2x32b(heights_b, x_starts, heights); \
801 height_b_alt += height_minor_b * start_c; \
802 \
803 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
804 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
805 \
806 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
807 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
808} \
809
810
811#define setup_spans_adjust_y_up() \
812 sub_4x32b(y_x4, y_x4, c_0x04) \
813
814#define setup_spans_adjust_y_down() \
815 add_4x32b(y_x4, y_x4, c_0x04) \
816
817#define setup_spans_adjust_interpolants_up() \
818 sub_4x32b(uvrg, uvrg, uvrg_dy); \
819 b -= b_dy \
820
821#define setup_spans_adjust_interpolants_down() \
822 add_4x32b(uvrg, uvrg, uvrg_dy); \
823 b += b_dy \
824
825
826#define setup_spans_clip_interpolants_increment() \
827 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
828 b += b_dy * clip \
829
830#define setup_spans_clip_interpolants_decrement() \
831 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
832 b -= b_dy * clip \
833
834#define setup_spans_clip_alternate_yes() \
835 edge_alt += edge_dx_dy_alt * (s64)(clip) \
836
837#define setup_spans_clip_alternate_no() \
838
839#define setup_spans_clip(direction, alternate_active) \
840{ \
841 clipped_triangles++; \
842 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
843 setup_spans_clip_alternate_##alternate_active(); \
844 setup_spans_clip_interpolants_##direction(); \
845} \
846
847
848#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
849{ \
850 vec_2x64u edge_shifts_64; \
851 vec_2x64s edges_dx_dy_64; \
852 \
853 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
854 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
855 \
856 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
857 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
858 \
859 left_x.e[0] = edges_xy.e[left_index]; \
860 right_x.e[0] = edges_xy.e[right_index]; \
861 \
862 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
863 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
864 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
865 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
866 \
867 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
868 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
869 \
870 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
871 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
872} \
873
874#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
875{ \
876 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
877 s64 edge_dx_dy_alt_64; \
878 \
879 dup_4x16b(y_mid_point, y_b); \
880 \
881 edge_alt <<= edge_shift_alt; \
882 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
883 \
884 alternate_x.e[0] = edge_alt; \
885 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
886 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
887 \
888 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
889 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
890} \
891
892
893#define setup_spans_y_select_up() \
894 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
895
896#define setup_spans_y_select_down() \
897 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
898
899#define setup_spans_y_select_alternate_yes(direction) \
900 setup_spans_y_select_##direction() \
901
902#define setup_spans_y_select_alternate_no(direction) \
903
904#define setup_spans_alternate_select_left() \
905 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
906
907#define setup_spans_alternate_select_right() \
908 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
909
910#define setup_spans_alternate_select_none() \
911
912#define setup_spans_increment_alternate_yes() \
913 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
914 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
915 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
916 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
917 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
918
919#define setup_spans_increment_alternate_no() \
920
921#define setup_spans_set_x4(alternate, direction, alternate_active) \
922{ \
923 span_uvrg_offset[0] = uvrg; \
924 span_b_offset[0] = b; \
925 setup_spans_adjust_interpolants_##direction(); \
926 \
927 span_uvrg_offset[1] = uvrg; \
928 span_b_offset[1] = b; \
929 setup_spans_adjust_interpolants_##direction(); \
930 \
931 span_uvrg_offset[2] = uvrg; \
932 span_b_offset[2] = b; \
933 setup_spans_adjust_interpolants_##direction(); \
934 \
935 span_uvrg_offset[3] = uvrg; \
936 span_b_offset[3] = b; \
937 setup_spans_adjust_interpolants_##direction(); \
938 \
939 span_uvrg_offset += 4; \
940 span_b_offset += 4; \
941 \
942 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
943 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
944 \
945 add_2x64b(left_x, left_x, left_dx_dy); \
946 add_2x64b(right_x, right_x, right_dx_dy); \
947 \
948 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
949 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
950 \
951 add_2x64b(left_x, left_x, left_dx_dy); \
952 add_2x64b(right_x, right_x, right_dx_dy); \
953 \
954 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
955 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
956 \
957 setup_spans_increment_alternate_##alternate_active(); \
958 setup_spans_y_select_alternate_##alternate_active(direction); \
959 setup_spans_alternate_select_##alternate(); \
960 \
961 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
962 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
963 \
964 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
965 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
966 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
967 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
968 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
969 \
970 u32 i; \
971 for(i = 0; i < 4; i++) \
972 { \
973 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
974 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
975 span_edge_data[i].right_mask = span_shift.e[i]; \
976 span_edge_data[i].y = y_x4.e[i]; \
977 } \
978 \
979 span_edge_data += 4; \
980 \
981 setup_spans_adjust_y_##direction(); \
982} \
983
984
985#define setup_spans_alternate_adjust_yes() \
986 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
987
988#define setup_spans_alternate_adjust_no() \
989
990
991#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
992 setup_spans_alternate_adjust_##alternate_active(); \
993 if(y_c > psx_gpu->viewport_end_y) \
994 height -= y_c - psx_gpu->viewport_end_y - 1; \
995 \
996 clip = psx_gpu->viewport_start_y - y_a; \
997 if(clip > 0) \
998 { \
999 height -= clip; \
1000 y_a += clip; \
1001 setup_spans_clip(increment, alternate_active); \
1002 } \
1003 \
1004 setup_spans_prologue_b(); \
1005 \
1006 if(height > 0) \
1007 { \
1008 y_x4.e[0] = y_a; \
1009 y_x4.e[1] = y_a + 1; \
1010 y_x4.e[2] = y_a + 2; \
1011 y_x4.e[3] = y_a + 3; \
1012 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1013 right_index); \
1014 \
1015 psx_gpu->num_spans = height; \
1016 do \
1017 { \
1018 setup_spans_set_x4(alternate, down, alternate_active); \
1019 height -= 4; \
1020 } while(height > 0); \
1021 } \
1022
1023
1024#define setup_spans_alternate_pre_increment_yes() \
1025 edge_alt += edge_dx_dy_alt \
1026
1027#define setup_spans_alternate_pre_increment_no() \
1028
1029#define setup_spans_up_decrement_height_yes() \
1030 height-- \
1031
1032#define setup_spans_up_decrement_height_no() \
1033 {} \
1034
1035#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1036 setup_spans_alternate_adjust_##alternate_active(); \
1037 y_a--; \
1038 \
1039 if(y_c < psx_gpu->viewport_start_y) \
1040 height -= psx_gpu->viewport_start_y - y_c; \
1041 else \
1042 setup_spans_up_decrement_height_##alternate_active(); \
1043 \
1044 clip = y_a - psx_gpu->viewport_end_y; \
1045 if(clip > 0) \
1046 { \
1047 height -= clip; \
1048 y_a -= clip; \
1049 setup_spans_clip(decrement, alternate_active); \
1050 } \
1051 \
1052 setup_spans_prologue_b(); \
1053 \
1054 if(height > 0) \
1055 { \
1056 y_x4.e[0] = y_a; \
1057 y_x4.e[1] = y_a - 1; \
1058 y_x4.e[2] = y_a - 2; \
1059 y_x4.e[3] = y_a - 3; \
1060 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1061 setup_spans_alternate_pre_increment_##alternate_active(); \
1062 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1063 right_index); \
1064 setup_spans_adjust_interpolants_up(); \
1065 \
1066 psx_gpu->num_spans = height; \
1067 while(height > 0) \
1068 { \
1069 setup_spans_set_x4(alternate, up, alternate_active); \
1070 height -= 4; \
1071 } \
1072 } \
1073
1074#define index_left 0
1075#define index_right 1
1076
1077#define setup_spans_up_up(minor, major) \
1078 setup_spans_prologue(yes); \
1079 s32 height_minor_a = y_a - y_b; \
1080 s32 height_minor_b = y_b - y_c; \
1081 s32 height = y_a - y_c; \
1082 \
1083 dup_2x32b(x_starts, x_a); \
1084 x_ends.e[0] = x_c; \
1085 x_ends.e[1] = x_b; \
1086 \
1087 compute_edge_delta_x3(x_b, height, height_minor_a); \
1088 setup_spans_up(index_##major, index_##minor, minor, yes) \
1089
1090
1091void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1092 vertex_struct *v_b, vertex_struct *v_c);
1093void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1094 vertex_struct *v_b, vertex_struct *v_c);
1095void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1096 vertex_struct *v_b, vertex_struct *v_c);
1097void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1098 vertex_struct *v_b, vertex_struct *v_c);
1099void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1100 vertex_struct *v_b, vertex_struct *v_c);
1101void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1102 vertex_struct *v_b, vertex_struct *v_c);
1103void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1104 vertex_struct *v_b, vertex_struct *v_c);
1105void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1106 vertex_struct *v_b, vertex_struct *v_c);
1107void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1108 vertex_struct *v_b, vertex_struct *v_c);
1109
1110
2bbbb7af 1111#ifndef NEON_BUILD
75e28f62
E
1112
1113void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1114 vertex_struct *v_b, vertex_struct *v_c)
1115{
1116 setup_spans_up_up(left, right);
1117}
1118
1119void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1120 vertex_struct *v_b, vertex_struct *v_c)
1121{
1122 setup_spans_up_up(right, left);
1123}
1124
1125#define setup_spans_down_down(minor, major) \
1126 setup_spans_prologue(yes); \
1127 s32 height_minor_a = y_b - y_a; \
1128 s32 height_minor_b = y_c - y_b; \
1129 s32 height = y_c - y_a; \
1130 \
1131 dup_2x32b(x_starts, x_a); \
1132 x_ends.e[0] = x_c; \
1133 x_ends.e[1] = x_b; \
1134 \
1135 compute_edge_delta_x3(x_b, height, height_minor_a); \
1136 setup_spans_down(index_##major, index_##minor, minor, yes) \
1137
1138void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1139 vertex_struct *v_b, vertex_struct *v_c)
1140{
1141 setup_spans_down_down(left, right);
1142}
1143
1144void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1145 vertex_struct *v_b, vertex_struct *v_c)
1146{
1147 setup_spans_down_down(right, left);
1148}
1149
1150#define setup_spans_up_flat() \
1151 s32 height = y_a - y_c; \
1152 \
1153 flat_triangles++; \
1154 compute_edge_delta_x2(); \
1155 setup_spans_up(index_left, index_right, none, no) \
1156
1157void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1158 vertex_struct *v_b, vertex_struct *v_c)
1159{
1160 setup_spans_prologue(no);
1161 x_starts.e[0] = x_a;
1162 x_starts.e[1] = x_b;
1163 dup_2x32b(x_ends, x_c);
1164
1165 setup_spans_up_flat();
1166}
1167
1168void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1169 vertex_struct *v_b, vertex_struct *v_c)
1170{
1171 setup_spans_prologue(no);
1172 dup_2x32b(x_starts, x_a);
1173 x_ends.e[0] = x_b;
1174 x_ends.e[1] = x_c;
1175
1176 setup_spans_up_flat();
1177}
1178
1179#define setup_spans_down_flat() \
1180 s32 height = y_c - y_a; \
1181 \
1182 flat_triangles++; \
1183 compute_edge_delta_x2(); \
1184 setup_spans_down(index_left, index_right, none, no) \
1185
1186void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1187 vertex_struct *v_b, vertex_struct *v_c)
1188{
1189 setup_spans_prologue(no);
1190 x_starts.e[0] = x_a;
1191 x_starts.e[1] = x_b;
1192 dup_2x32b(x_ends, x_c);
1193
1194 setup_spans_down_flat();
1195}
1196
1197void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1198 vertex_struct *v_b, vertex_struct *v_c)
1199{
1200 setup_spans_prologue(no);
1201 dup_2x32b(x_starts, x_a);
1202 x_ends.e[0] = x_b;
1203 x_ends.e[1] = x_c;
1204
1205 setup_spans_down_flat();
1206}
1207
1208void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1209 vertex_struct *v_b, vertex_struct *v_c)
1210{
1211 setup_spans_prologue(no);
1212
1213 s32 y_b = v_b->y;
1214 s64 edge_alt;
1215 s32 edge_dx_dy_alt;
1216 u32 edge_shift_alt;
1217
1218 s32 middle_y = y_a;
1219 s32 height_minor_a = y_a - y_b;
1220 s32 height_minor_b = y_c - y_a;
1221 s32 height_major = y_c - y_b;
1222
1223 vec_2x64s edges_xy_b;
1224 vec_2x32s edges_dx_dy_b;
1225 vec_2x32u edge_shifts_b;
1226
1227 vec_2x32s height_increment;
1228
1229 x_starts.e[0] = x_a;
1230 x_starts.e[1] = x_c;
1231 dup_2x32b(x_ends, x_b);
1232
1233 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1234
1235 height_increment.e[0] = 0;
1236 height_increment.e[1] = height_minor_b;
1237
1238 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1239
1240 edges_xy_b.e[0] = edge_alt;
1241 edges_xy_b.e[1] = edges_xy.e[1];
1242
1243 edge_shifts_b = edge_shifts;
1244 edge_shifts_b.e[0] = edge_shift_alt;
1245
1246 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1247 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1248
1249 y_a--;
1250
1251 if(y_b < psx_gpu->viewport_start_y)
1252 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1253
1254 clip = y_a - psx_gpu->viewport_end_y;
1255 if(clip > 0)
1256 {
1257 height_minor_a -= clip;
1258 y_a -= clip;
1259 setup_spans_clip(decrement, no);
1260 }
1261
1262 setup_spans_prologue_b();
1263
1264 if(height_minor_a > 0)
1265 {
1266 y_x4.e[0] = y_a;
1267 y_x4.e[1] = y_a - 1;
1268 y_x4.e[2] = y_a - 2;
1269 y_x4.e[3] = y_a - 3;
1270 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1271 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1272 setup_spans_adjust_interpolants_up();
1273
1274 psx_gpu->num_spans = height_minor_a;
1275 while(height_minor_a > 0)
1276 {
1277 setup_spans_set_x4(none, up, no);
1278 height_minor_a -= 4;
1279 }
1280
1281 span_edge_data += height_minor_a;
1282 span_uvrg_offset += height_minor_a;
1283 span_b_offset += height_minor_a;
1284 }
1285
1286 edges_xy = edges_xy_b;
1287 edges_dx_dy = edges_dx_dy_b;
1288 edge_shifts = edge_shifts_b;
1289
1290 uvrg = psx_gpu->uvrg;
1291 b = psx_gpu->b;
1292
1293 y_a = middle_y;
1294
1295 if(y_c > psx_gpu->viewport_end_y)
1296 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1297
1298 clip = psx_gpu->viewport_start_y - y_a;
1299 if(clip > 0)
1300 {
1301 height_minor_b -= clip;
1302 y_a += clip;
1303 setup_spans_clip(increment, no);
1304 }
1305
1306 if(height_minor_b > 0)
1307 {
1308 y_x4.e[0] = y_a;
1309 y_x4.e[1] = y_a + 1;
1310 y_x4.e[2] = y_a + 2;
1311 y_x4.e[3] = y_a + 3;
1312 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1313
1314 psx_gpu->num_spans += height_minor_b;
1315 do
1316 {
1317 setup_spans_set_x4(none, down, no);
1318 height_minor_b -= 4;
1319 } while(height_minor_b > 0);
1320 }
1321
1322 left_split_triangles++;
1323}
1324
1325#endif
1326
1327
1328#define dither_table_entry_normal(value) \
1329 (value) \
1330
1331
1332#define setup_blocks_load_msb_mask_indirect() \
1333
1334#define setup_blocks_load_msb_mask_direct() \
1335 vec_8x16u msb_mask; \
1336 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1337
1338
1339#define setup_blocks_variables_shaded_textured(target) \
1340 vec_4x32u u_block; \
1341 vec_4x32u v_block; \
1342 vec_4x32u r_block; \
1343 vec_4x32u g_block; \
1344 vec_4x32u b_block; \
1345 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1346 vec_4x32u uvrg_dx4; \
1347 vec_4x32u uvrg_dx8; \
1348 vec_4x32u uvrg; \
1349 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1350 u32 b_dx4 = b_dx << 2; \
1351 u32 b_dx8 = b_dx << 3; \
1352 u32 b; \
1353 \
1354 vec_16x8u texture_mask; \
1355 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1356 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1357 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1358 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1359
1360#define setup_blocks_variables_shaded_untextured(target) \
1361 vec_4x32u r_block; \
1362 vec_4x32u g_block; \
1363 vec_4x32u b_block; \
1364 vec_4x32u rgb_dx; \
1365 vec_4x32u rgb_dx4; \
1366 vec_4x32u rgb_dx8; \
1367 vec_4x32u rgb; \
1368 \
1369 vec_8x8u d64_0x07; \
1370 vec_8x8u d64_1; \
1371 vec_8x8u d64_4; \
1372 vec_8x8u d64_128; \
1373 \
1374 dup_8x8b(d64_0x07, 0x07); \
1375 dup_8x8b(d64_1, 1); \
1376 dup_8x8b(d64_4, 4); \
1377 dup_8x8b(d64_128, 128); \
1378 \
1379 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1380 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1381 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1382 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1383
1384#define setup_blocks_variables_unshaded_textured(target) \
1385 vec_4x32u u_block; \
1386 vec_4x32u v_block; \
1387 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1388 vec_2x32u uv_dx4; \
1389 vec_2x32u uv_dx8; \
1390 vec_2x32u uv = psx_gpu->uvrg.low; \
1391 \
1392 vec_16x8u texture_mask; \
1393 shl_2x32b(uv_dx4, uv_dx, 2); \
1394 shl_2x32b(uv_dx8, uv_dx, 3); \
1395 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1396 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1397
1398
1399#define setup_blocks_variables_unshaded_untextured_direct() \
1400 or_8x16b(colors, colors, msb_mask) \
1401
1402#define setup_blocks_variables_unshaded_untextured_indirect() \
1403
1404#define setup_blocks_variables_unshaded_untextured(target) \
1405 u32 color = psx_gpu->triangle_color; \
1406 vec_8x16u colors; \
1407 \
1408 u32 color_r = color & 0xFF; \
1409 u32 color_g = (color >> 8) & 0xFF; \
1410 u32 color_b = (color >> 16) & 0xFF; \
1411 \
1412 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1413 ((color_b >> 3) << 10); \
1414 dup_8x16b(colors, color); \
1415 setup_blocks_variables_unshaded_untextured_##target() \
1416
1417#define setup_blocks_span_initialize_dithered_textured() \
1418 vec_8x16u dither_offsets; \
1419 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1420
1421#define setup_blocks_span_initialize_dithered_untextured() \
1422 vec_8x8u dither_offsets; \
1423 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1424
1425#define setup_blocks_span_initialize_dithered(texturing) \
1426 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1427 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1428 vec_8x8s dither_offsets_short; \
1429 \
1430 dither_row = \
1431 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1432 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1433 setup_blocks_span_initialize_dithered_##texturing() \
1434
1435#define setup_blocks_span_initialize_undithered(texturing) \
1436
1437
1438#define setup_blocks_span_initialize_shaded_textured() \
1439{ \
1440 vec_4x32u block_span; \
1441 u32 offset = span_edge_data->left_x; \
1442 \
1443 uvrg = *span_uvrg_offset; \
1444 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1445 b = *span_b_offset; \
1446 b += b_dx * offset; \
1447 \
1448 dup_4x32b(u_block, uvrg.e[0]); \
1449 dup_4x32b(v_block, uvrg.e[1]); \
1450 dup_4x32b(r_block, uvrg.e[2]); \
1451 dup_4x32b(g_block, uvrg.e[3]); \
1452 dup_4x32b(b_block, b); \
1453 \
1454 block_span = psx_gpu->u_block_span; \
1455 add_4x32b(u_block, u_block, block_span); \
1456 block_span = psx_gpu->v_block_span; \
1457 add_4x32b(v_block, v_block, block_span); \
1458 block_span = psx_gpu->r_block_span; \
1459 add_4x32b(r_block, r_block, block_span); \
1460 block_span = psx_gpu->g_block_span; \
1461 add_4x32b(g_block, g_block, block_span); \
1462 block_span = psx_gpu->b_block_span; \
1463 add_4x32b(b_block, b_block, block_span); \
1464}
1465
1466#define setup_blocks_span_initialize_shaded_untextured() \
1467{ \
1468 vec_4x32u block_span; \
1469 u32 offset = span_edge_data->left_x; \
1470 \
1471 rgb.low = span_uvrg_offset->high; \
1472 rgb.high.e[0] = *span_b_offset; \
1473 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1474 \
1475 dup_4x32b(r_block, rgb.e[0]); \
1476 dup_4x32b(g_block, rgb.e[1]); \
1477 dup_4x32b(b_block, rgb.e[2]); \
1478 \
1479 block_span = psx_gpu->r_block_span; \
1480 add_4x32b(r_block, r_block, block_span); \
1481 block_span = psx_gpu->g_block_span; \
1482 add_4x32b(g_block, g_block, block_span); \
1483 block_span = psx_gpu->b_block_span; \
1484 add_4x32b(b_block, b_block, block_span); \
1485} \
1486
1487#define setup_blocks_span_initialize_unshaded_textured() \
1488{ \
1489 vec_4x32u block_span; \
1490 u32 offset = span_edge_data->left_x; \
1491 \
1492 uv = span_uvrg_offset->low; \
1493 mla_scalar_2x32b(uv, uv_dx, offset); \
1494 \
1495 dup_4x32b(u_block, uv.e[0]); \
1496 dup_4x32b(v_block, uv.e[1]); \
1497 \
1498 block_span = psx_gpu->u_block_span; \
1499 add_4x32b(u_block, u_block, block_span); \
1500 block_span = psx_gpu->v_block_span; \
1501 add_4x32b(v_block, v_block, block_span); \
1502} \
1503
1504#define setup_blocks_span_initialize_unshaded_untextured() \
1505
1506
1507#define setup_blocks_texture_swizzled() \
1508{ \
1509 vec_8x8u u_saved = u; \
1510 sli_8x8b(u, v, 4); \
1511 sri_8x8b(v, u_saved, 4); \
1512} \
1513
1514#define setup_blocks_texture_unswizzled() \
1515
1516#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1517 edge_type) \
1518{ \
1519 vec_8x16u u_whole; \
1520 vec_8x16u v_whole; \
1521 vec_8x16u r_whole; \
1522 vec_8x16u g_whole; \
1523 vec_8x16u b_whole; \
1524 \
1525 vec_8x8u u; \
1526 vec_8x8u v; \
1527 vec_8x8u r; \
1528 vec_8x8u g; \
1529 vec_8x8u b; \
1530 vec_8x16u uv; \
1531 \
1532 vec_4x32u dx4; \
1533 vec_4x32u dx8; \
1534 \
1535 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1536 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1537 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1538 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1539 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1540 \
1541 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1542 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1543 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1544 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1545 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1546 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1547 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1548 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1549 dup_4x32b(dx4, b_dx4); \
1550 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1551 \
1552 mov_narrow_8x16b(u, u_whole); \
1553 mov_narrow_8x16b(v, v_whole); \
1554 mov_narrow_8x16b(r, r_whole); \
1555 mov_narrow_8x16b(g, g_whole); \
1556 mov_narrow_8x16b(b, b_whole); \
1557 \
1558 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1559 add_4x32b(u_block, u_block, dx8); \
1560 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1561 add_4x32b(v_block, v_block, dx8); \
1562 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1563 add_4x32b(r_block, r_block, dx8); \
1564 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1565 add_4x32b(g_block, g_block, dx8); \
1566 dup_4x32b(dx8, b_dx8); \
1567 add_4x32b(b_block, b_block, dx8); \
1568 \
1569 and_8x8b(u, u, texture_mask.low); \
1570 and_8x8b(v, v, texture_mask.high); \
1571 setup_blocks_texture_##swizzling(); \
1572 \
1573 zip_8x16b(uv, u, v); \
1574 block->uv = uv; \
1575 block->r = r; \
1576 block->g = g; \
1577 block->b = b; \
1578 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1579 block->fb_ptr = fb_ptr; \
1580} \
1581
1582#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1583 edge_type) \
1584{ \
1585 vec_8x16u u_whole; \
1586 vec_8x16u v_whole; \
1587 \
1588 vec_8x8u u; \
1589 vec_8x8u v; \
1590 vec_8x16u uv; \
1591 \
1592 vec_4x32u dx4; \
1593 vec_4x32u dx8; \
1594 \
1595 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1596 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1597 \
1598 dup_4x32b(dx4, uv_dx4.e[0]); \
1599 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1600 dup_4x32b(dx4, uv_dx4.e[1]); \
1601 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1602 \
1603 mov_narrow_8x16b(u, u_whole); \
1604 mov_narrow_8x16b(v, v_whole); \
1605 \
1606 dup_4x32b(dx8, uv_dx8.e[0]); \
1607 add_4x32b(u_block, u_block, dx8); \
1608 dup_4x32b(dx8, uv_dx8.e[1]); \
1609 add_4x32b(v_block, v_block, dx8); \
1610 \
1611 and_8x8b(u, u, texture_mask.low); \
1612 and_8x8b(v, v, texture_mask.high); \
1613 setup_blocks_texture_##swizzling(); \
1614 \
1615 zip_8x16b(uv, u, v); \
1616 block->uv = uv; \
1617 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1618 block->fb_ptr = fb_ptr; \
1619} \
1620
1621#define setup_blocks_store_shaded_untextured_dithered() \
1622 addq_8x8b(r, r, dither_offsets); \
1623 addq_8x8b(g, g, dither_offsets); \
1624 addq_8x8b(b, b, dither_offsets); \
1625 \
1626 subq_8x8b(r, r, d64_4); \
1627 subq_8x8b(g, g, d64_4); \
1628 subq_8x8b(b, b, d64_4) \
1629
1630#define setup_blocks_store_shaded_untextured_undithered() \
1631
1632
1633#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1634 block->pixels = _pixels; \
1635 block->fb_ptr = fb_ptr \
1636
1637#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1638 block->pixels = _pixels; \
1639 block->fb_ptr = fb_ptr \
1640
1641#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1642 mul_long_8x8b(pixels, r, d64_1) \
1643
1644
1645#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1646 store_8x16b(_pixels, fb_ptr) \
1647
1648#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1649{ \
1650 vec_8x16u fb_pixels; \
1651 vec_8x16u draw_mask; \
1652 vec_8x16u test_mask = psx_gpu->test_mask; \
1653 \
1654 load_8x16b(fb_pixels, fb_ptr); \
1655 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1656 tst_8x16b(draw_mask, draw_mask, test_mask); \
1657 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1658 store_8x16b(fb_pixels, fb_ptr); \
1659} \
1660
1661#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1662 pixels = msb_mask; \
1663 mla_long_8x8b(pixels, r, d64_1) \
1664
1665
1666#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1667 edge_type) \
1668{ \
1669 vec_8x16u r_whole; \
1670 vec_8x16u g_whole; \
1671 vec_8x16u b_whole; \
1672 \
1673 vec_8x8u r; \
1674 vec_8x8u g; \
1675 vec_8x8u b; \
1676 \
1677 vec_4x32u dx4; \
1678 vec_4x32u dx8; \
1679 \
1680 vec_8x16u pixels; \
1681 \
1682 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1683 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1684 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1685 \
1686 dup_4x32b(dx4, rgb_dx4.e[0]); \
1687 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1688 dup_4x32b(dx4, rgb_dx4.e[1]); \
1689 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1690 dup_4x32b(dx4, rgb_dx4.e[2]); \
1691 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1692 \
1693 mov_narrow_8x16b(r, r_whole); \
1694 mov_narrow_8x16b(g, g_whole); \
1695 mov_narrow_8x16b(b, b_whole); \
1696 \
1697 dup_4x32b(dx8, rgb_dx8.e[0]); \
1698 add_4x32b(r_block, r_block, dx8); \
1699 dup_4x32b(dx8, rgb_dx8.e[1]); \
1700 add_4x32b(g_block, g_block, dx8); \
1701 dup_4x32b(dx8, rgb_dx8.e[2]); \
1702 add_4x32b(b_block, b_block, dx8); \
1703 \
1704 setup_blocks_store_shaded_untextured_##dithering(); \
1705 \
1706 shr_8x8b(r, r, 3); \
1707 bic_8x8b(g, g, d64_0x07); \
1708 bic_8x8b(b, b, d64_0x07); \
1709 \
1710 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1711 mla_long_8x8b(pixels, g, d64_4); \
1712 mla_long_8x8b(pixels, b, d64_128) \
1713 \
1714 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1715} \
1716
1717#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1718 edge_type) \
1719 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1720
1721
1722#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1723 (_block)->draw_mask_bits = bits \
1724
1725#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1726{ \
1727 vec_8x16u bits_mask; \
1728 vec_8x16u test_mask = psx_gpu->test_mask; \
1729 dup_8x16b(bits_mask, bits); \
1730 tst_8x16b(bits_mask, bits_mask, test_mask); \
1731 (_block)->draw_mask = bits_mask; \
1732} \
1733
1734#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1735
1736
1737#define setup_blocks_add_blocks_indirect() \
1738 num_blocks += span_num_blocks; \
1739 \
1740 if(num_blocks > MAX_BLOCKS) \
1741 { \
1742 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1743 flush_render_block_buffer(psx_gpu); \
1744 num_blocks = span_num_blocks; \
1745 block = psx_gpu->blocks; \
1746 } \
1747
1748#define setup_blocks_add_blocks_direct() \
3867c6ef
E
1749 texel_blocks_untextured += span_num_blocks; \
1750 span_pixel_blocks += span_num_blocks \
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E
1751
1752
1753#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1754void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1755 psx_gpu_struct *psx_gpu) \
1756{ \
1757 setup_blocks_load_msb_mask_##target(); \
1758 setup_blocks_variables_##shading##_##texturing(target); \
1759 \
1760 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1761 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1762 u32 *span_b_offset = psx_gpu->span_b_offset; \
1763 \
1764 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1765 \
1766 u32 num_spans = psx_gpu->num_spans; \
1767 \
1768 u16 *fb_ptr; \
1769 u32 y; \
1770 \
1771 u32 num_blocks = psx_gpu->num_blocks; \
1772 u32 span_num_blocks; \
1773 \
1774 while(num_spans) \
1775 { \
1776 span_num_blocks = span_edge_data->num_blocks; \
1777 if(span_num_blocks) \
1778 { \
1779 y = span_edge_data->y; \
1780 fb_ptr = psx_gpu->vram_ptr + span_edge_data->left_x + (y * 1024); \
1781 \
1782 setup_blocks_span_initialize_##shading##_##texturing(); \
1783 setup_blocks_span_initialize_##dithering(texturing); \
1784 \
1785 setup_blocks_add_blocks_##target(); \
1786 \
1787 s32 pixel_span = span_num_blocks * 8; \
1788 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1789 span_pixels += pixel_span; \
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1790 \
1791 span_num_blocks--; \
1792 while(span_num_blocks) \
1793 { \
1794 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1795 full); \
1796 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1797 \
1798 fb_ptr += 8; \
1799 block++; \
1800 span_num_blocks--; \
1801 } \
1802 \
1803 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1804 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1805 span_edge_data->right_mask); \
1806 \
1807 block++; \
1808 } \
1809 else \
1810 { \
1811 zero_block_spans++; \
1812 } \
1813 \
1814 num_spans--; \
1815 span_edge_data++; \
1816 span_uvrg_offset++; \
1817 span_b_offset++; \
1818 } \
1819 \
1820 psx_gpu->num_blocks = num_blocks; \
1821} \
1822
1823void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1824 *psx_gpu);
1825
1826void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1827 *psx_gpu);
1828void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
1829 psx_gpu_struct *psx_gpu);
1830void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1831 *psx_gpu);
1832void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1833 psx_gpu_struct *psx_gpu);
1834
1835void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1836 *psx_gpu);
1837void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1838 psx_gpu_struct *psx_gpu);
1839void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1840 psx_gpu_struct *psx_gpu);
1841
1842void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1843 *psx_gpu);
1844void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1845 *psx_gpu);
1846
1847
1848//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1849
2bbbb7af 1850#ifndef NEON_BUILD
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1851
1852setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1853setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1854
1855setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1856setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1857
1858setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1859setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1860setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1861setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1862
1863setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1864setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1865
1866#endif
1867
1868void texture_blocks_untextured(psx_gpu_struct *psx_gpu);
1869void texture_blocks_4bpp(psx_gpu_struct *psx_gpu);
1870void texture_blocks_8bpp(psx_gpu_struct *psx_gpu);
1871void texture_blocks_16bpp(psx_gpu_struct *psx_gpu);
1872
2bbbb7af 1873#ifndef NEON_BUILD
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1874
1875void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1876{
1877 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1878 texel_blocks_untextured += psx_gpu->num_blocks;
1879}
1880
1881void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1882{
1883 block_struct *block = psx_gpu->blocks;
1884 u32 num_blocks = psx_gpu->num_blocks;
1885 texel_blocks_4bpp += num_blocks;
1886
1887 vec_8x8u texels_low;
1888 vec_8x8u texels_high;
1889 vec_8x8u texels;
1890 vec_8x16u pixels;
1891
1892 vec_8x16u clut_a;
1893 vec_8x16u clut_b;
1894 vec_16x8u clut_low;
1895 vec_16x8u clut_high;
1896
1897 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1898 u16 *clut_ptr = psx_gpu->clut_ptr;
1899
1900 // Can be done with one deinterleaving load on NEON
1901 load_8x16b(clut_a, clut_ptr);
1902 load_8x16b(clut_b, clut_ptr + 8);
1903 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1904
1905 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1906 update_texture_4bpp_cache(psx_gpu);
1907
1908 while(num_blocks)
1909 {
1910 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1911 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1912 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1913 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1914 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1915 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1916 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1917 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1918
1919 tbl_16(texels_low, texels, clut_low);
1920 tbl_16(texels_high, texels, clut_high);
1921
1922 // Can be done with an interleaving store on NEON
1923 zip_8x16b(pixels, texels_low, texels_high);
1924
1925 block->texels = pixels;
1926
1927 num_blocks--;
1928 block++;
1929 }
1930}
1931
1932void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
1933{
1934 block_struct *block = psx_gpu->blocks;
1935 u32 num_blocks = psx_gpu->num_blocks;
1936
1937 texel_blocks_8bpp += num_blocks;
1938
1939 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
1940 update_texture_8bpp_cache(psx_gpu);
1941
1942 vec_8x16u texels;
1943 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1944
1945 u32 texel;
1946 u32 offset;
1947 u32 i;
1948
1949 while(num_blocks)
1950 {
1951 for(i = 0; i < 8; i++)
1952 {
1953 offset = block->uv.e[i];
1954
1955 texel = texture_ptr_8bpp[offset];
1956 texels.e[i] = psx_gpu->clut_ptr[texel];
1957 }
1958
1959 block->texels = texels;
1960
1961 num_blocks--;
1962 block++;
1963 }
1964}
1965
1966void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
1967{
1968 block_struct *block = psx_gpu->blocks;
1969 u32 num_blocks = psx_gpu->num_blocks;
1970
1971 texel_blocks_16bpp += num_blocks;
1972
1973 vec_8x16u texels;
1974
1975 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
1976 u32 offset;
1977 u32 i;
1978
1979 while(num_blocks)
1980 {
1981 for(i = 0; i < 8; i++)
1982 {
1983 offset = block->uv.e[i];
1984 offset += ((offset & 0xFF00) * 3);
1985
1986 texels.e[i] = texture_ptr_16bpp[offset];
1987 }
1988
1989 block->texels = texels;
1990
1991 num_blocks--;
1992 block++;
1993 }
1994}
1995
1996#endif
1997
1998
1999#define shade_blocks_load_msb_mask_indirect() \
2000
2001#define shade_blocks_load_msb_mask_direct() \
2002 vec_8x16u msb_mask; \
2003 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2004
2005#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2006 block->draw_mask = _draw_mask; \
2007 block->pixels = _pixels \
2008
2009#define shade_blocks_store_direct(_draw_mask, _pixels) \
2010{ \
2011 vec_8x16u fb_pixels; \
2012 or_8x16b(_pixels, _pixels, msb_mask); \
2013 load_8x16b(fb_pixels, block->fb_ptr); \
2014 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2015 store_8x16b(fb_pixels, block->fb_ptr); \
2016} \
2017
2018
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2019#define shade_blocks_textured_false_modulated_check_dithered(target) \
2020
2021#define shade_blocks_textured_false_modulated_check_undithered(target) \
2022 if(psx_gpu->triangle_color == 0x808080) \
2023 { \
2024 \
2025 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2026 false_modulated_blocks += num_blocks; \
2027 return; \
2028 } \
2029
2030
2031#define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2032 target) \
75e28f62 2033
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E
2034#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2035 target) \
75e28f62
E
2036{ \
2037 u32 color = psx_gpu->triangle_color; \
2038 dup_8x8b(colors_r, color); \
2039 dup_8x8b(colors_g, color >> 8); \
2040 dup_8x8b(colors_b, color >> 16); \
3867c6ef 2041 shade_blocks_textured_false_modulated_check_##dithering(target); \
75e28f62
E
2042} \
2043
2044#define shade_blocks_textured_modulated_shaded_block_load() \
2045 colors_r = block->r; \
2046 colors_g = block->g; \
2047 colors_b = block->b \
2048
2049#define shade_blocks_textured_modulated_unshaded_block_load() \
2050
2051#define shade_blocks_textured_modulate_dithered(component) \
2052 pixels_##component = block->dither_offsets; \
2053 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2054
2055#define shade_blocks_textured_modulate_undithered(component) \
2056 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2057
2058#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2059void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2060 psx_gpu_struct *psx_gpu) \
2061{ \
2062 block_struct *block = psx_gpu->blocks; \
2063 u32 num_blocks = psx_gpu->num_blocks; \
2064 vec_8x16u texels; \
2065 \
2066 vec_8x8u texels_r; \
2067 vec_8x8u texels_g; \
2068 vec_8x8u texels_b; \
2069 \
2070 vec_8x8u colors_r; \
2071 vec_8x8u colors_g; \
2072 vec_8x8u colors_b; \
2073 \
2074 vec_8x8u pixels_r_low; \
2075 vec_8x8u pixels_g_low; \
2076 vec_8x8u pixels_b_low; \
2077 vec_8x16u pixels; \
2078 \
2079 vec_8x16u pixels_r; \
2080 vec_8x16u pixels_g; \
2081 vec_8x16u pixels_b; \
2082 \
2083 vec_8x16u draw_mask; \
2084 vec_8x16u zero_mask; \
2085 \
2086 vec_8x8u d64_0x07; \
2087 vec_8x8u d64_0x1F; \
2088 vec_8x8u d64_1; \
2089 vec_8x8u d64_4; \
2090 vec_8x8u d64_128; \
2091 \
2092 vec_8x16u d128_0x8000; \
2093 \
2094 vec_8x16u test_mask = psx_gpu->test_mask; \
2095 u32 draw_mask_bits; \
2096 shade_blocks_load_msb_mask_##target(); \
2097 \
2098 dup_8x8b(d64_0x07, 0x07); \
2099 dup_8x8b(d64_0x1F, 0x1F); \
2100 dup_8x8b(d64_1, 1); \
2101 dup_8x8b(d64_4, 4); \
2102 dup_8x8b(d64_128, 128); \
2103 \
2104 dup_8x16b(d128_0x8000, 0x8000); \
2105 \
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E
2106 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2107 target); \
75e28f62
E
2108 \
2109 while(num_blocks) \
2110 { \
2111 draw_mask_bits = block->draw_mask_bits; \
2112 dup_8x16b(draw_mask, draw_mask_bits); \
2113 tst_8x16b(draw_mask, draw_mask, test_mask); \
2114 \
2115 shade_blocks_textured_modulated_##shading##_block_load(); \
2116 \
2117 texels = block->texels; \
2118 \
2119 mov_narrow_8x16b(texels_r, texels); \
2120 shr_narrow_8x16b(texels_g, texels, 5); \
2121 shr_narrow_8x16b(texels_b, texels, 7); \
2122 \
2123 and_8x8b(texels_r, texels_r, d64_0x1F); \
2124 and_8x8b(texels_g, texels_g, d64_0x1F); \
2125 shr_8x8b(texels_b, texels_b, 3); \
2126 \
2127 shade_blocks_textured_modulate_##dithering(r); \
2128 shade_blocks_textured_modulate_##dithering(g); \
2129 shade_blocks_textured_modulate_##dithering(b); \
2130 \
2131 cmpeqz_8x16b(zero_mask, texels); \
2132 and_8x16b(pixels, texels, d128_0x8000); \
2133 \
2134 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2135 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2136 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2137 \
2138 or_8x16b(zero_mask, draw_mask, zero_mask); \
2139 \
2140 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2141 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2142 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2143 \
2144 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2145 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2146 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2147 \
2148 shade_blocks_store_##target(zero_mask, pixels); \
2149 \
2150 num_blocks--; \
2151 block++; \
2152 } \
2153} \
2154
2155void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2156 *psx_gpu);
2157void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2158 *psx_gpu);
2159void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2160 *psx_gpu);
2161void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2162 *psx_gpu);
2163
2164void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2165 *psx_gpu);
2166void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2167 *psx_gpu);
2168void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2169 *psx_gpu);
2170void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2171 *psx_gpu);
2172
3867c6ef
E
2173void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2174void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
2175
2bbbb7af 2176#ifndef NEON_BUILD
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2177
2178shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2179shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2180shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2181shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2182
2183shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2184shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2185shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2186shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2187
2188#endif
2189
2190
2191#define shade_blocks_textured_unmodulated_builder(target) \
2192void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2193{ \
2194 block_struct *block = psx_gpu->blocks; \
2195 u32 num_blocks = psx_gpu->num_blocks; \
2196 vec_8x16u draw_mask; \
2197 vec_8x16u test_mask = psx_gpu->test_mask; \
2198 u32 draw_mask_bits; \
2199 \
2200 vec_8x16u pixels; \
2201 shade_blocks_load_msb_mask_##target(); \
2202 \
2203 while(num_blocks) \
2204 { \
2205 vec_8x16u zero_mask; \
2206 \
2207 draw_mask_bits = block->draw_mask_bits; \
2208 dup_8x16b(draw_mask, draw_mask_bits); \
2209 tst_8x16b(draw_mask, draw_mask, test_mask); \
2210 \
2211 pixels = block->texels; \
2212 \
2213 cmpeqz_8x16b(zero_mask, pixels); \
2214 or_8x16b(zero_mask, draw_mask, zero_mask); \
2215 \
2216 shade_blocks_store_##target(zero_mask, pixels); \
2217 \
2218 num_blocks--; \
2219 block++; \
2220 } \
2221} \
2222
3867c6ef
E
2223#define shade_blocks_textured_unmodulated_dithered_builder(target) \
2224void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2225 *psx_gpu) \
2226{ \
2227 block_struct *block = psx_gpu->blocks; \
2228 u32 num_blocks = psx_gpu->num_blocks; \
2229 vec_8x16u draw_mask; \
2230 vec_8x16u test_mask = psx_gpu->test_mask; \
2231 u32 draw_mask_bits; \
2232 \
2233 vec_8x16u pixels; \
2234 shade_blocks_load_msb_mask_##target(); \
2235 \
2236 while(num_blocks) \
2237 { \
2238 vec_8x16u zero_mask; \
2239 \
2240 draw_mask_bits = block->draw_mask_bits; \
2241 dup_8x16b(draw_mask, draw_mask_bits); \
2242 tst_8x16b(draw_mask, draw_mask, test_mask); \
2243 \
2244 pixels = block->texels; \
2245 \
2246 cmpeqz_8x16b(zero_mask, pixels); \
2247 or_8x16b(zero_mask, draw_mask, zero_mask); \
2248 \
2249 shade_blocks_store_##target(zero_mask, pixels); \
2250 \
2251 num_blocks--; \
2252 block++; \
2253 } \
2254} \
75e28f62 2255
2bbbb7af 2256#ifndef NEON_BUILD
75e28f62
E
2257
2258shade_blocks_textured_unmodulated_builder(indirect)
2259shade_blocks_textured_unmodulated_builder(direct)
2260
2261#endif
2262
2263
2264void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2265void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2266
2bbbb7af 2267#ifndef NEON_BUILD
75e28f62
E
2268
2269void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2270{
2271}
2272
2273void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2274{
2275 block_struct *block = psx_gpu->blocks;
2276 u32 num_blocks = psx_gpu->num_blocks;
2277
2278 vec_8x16u pixels = block->pixels;
2279 shade_blocks_load_msb_mask_direct();
2280
2281 while(num_blocks)
2282 {
2283 shade_blocks_store_direct(block->draw_mask, pixels);
2284
2285 num_blocks--;
2286 block++;
2287 }
2288}
2289
2290#endif
2291
2292void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2293{
2294}
2295
2296
2297#define blend_blocks_mask_evaluate_on() \
2298 vec_8x16u mask_pixels; \
2299 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2300 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2301
2302#define blend_blocks_mask_evaluate_off() \
2303
2304#define blend_blocks_average() \
2305{ \
2306 vec_8x16u pixels_no_msb; \
2307 vec_8x16u fb_pixels_no_msb; \
2308 \
2309 vec_8x16u d128_0x0421; \
2310 vec_8x16u d128_0x8000; \
2311 \
2312 dup_8x16b(d128_0x0421, 0x0421); \
2313 dup_8x16b(d128_0x8000, 0x8000); \
2314 \
2315 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2316 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2317 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2318 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2319 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2320 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2321} \
2322
2323#define blend_blocks_add() \
2324{ \
2325 vec_8x16u pixels_rb, pixels_g; \
2326 vec_8x16u fb_rb, fb_g; \
2327 \
2328 vec_8x16u d128_0x7C1F; \
2329 vec_8x16u d128_0x03E0; \
2330 \
2331 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2332 dup_8x16b(d128_0x03E0, 0x03E0); \
2333 \
2334 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2335 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2336 \
2337 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2338 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2339 \
2340 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2341 add_8x16b(fb_g, fb_g, pixels_g); \
2342 \
2343 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2344 vector_cast(vec_16x8u, d128_0x7C1F)); \
2345 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2346 \
2347 or_8x16b(blend_pixels, fb_rb, fb_g); \
2348} \
2349
2350#define blend_blocks_subtract() \
2351{ \
2352 vec_8x16u pixels_rb, pixels_g; \
2353 vec_8x16u fb_rb, fb_g; \
2354 \
2355 vec_8x16u d128_0x7C1F; \
2356 vec_8x16u d128_0x03E0; \
2357 \
2358 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2359 dup_8x16b(d128_0x03E0, 0x03E0); \
2360 \
2361 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2362 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2363 \
2364 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2365 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2366 \
2367 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2368 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2369 subs_8x16b(fb_g, fb_g, pixels_g); \
2370 \
2371 or_8x16b(blend_pixels, fb_rb, fb_g); \
2372} \
2373
2374#define blend_blocks_add_fourth() \
2375{ \
2376 vec_8x16u pixels_rb, pixels_g; \
2377 vec_8x16u pixels_fourth; \
2378 vec_8x16u fb_rb, fb_g; \
2379 \
2380 vec_8x16u d128_0x7C1F; \
2381 vec_8x16u d128_0x1C07; \
2382 vec_8x16u d128_0x03E0; \
2383 vec_8x16u d128_0x00E0; \
2384 \
2385 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2386 dup_8x16b(d128_0x1C07, 0x1C07); \
2387 dup_8x16b(d128_0x03E0, 0x03E0); \
2388 dup_8x16b(d128_0x00E0, 0x00E0); \
2389 \
2390 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2391 \
2392 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2393 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2394 \
2395 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2396 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2397 \
2398 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2399 add_8x16b(fb_g, fb_g, pixels_g); \
2400 \
2401 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2402 vector_cast(vec_16x8u, d128_0x7C1F)); \
2403 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2404 \
2405 or_8x16b(blend_pixels, fb_rb, fb_g); \
2406} \
2407
2408#define blend_blocks_blended_combine_textured() \
2409{ \
2410 vec_8x16u blend_mask; \
2411 cmpltz_8x16b(blend_mask, pixels); \
2412 \
2413 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2414 bif_8x16b(blend_pixels, pixels, blend_mask); \
2415} \
2416
2417#define blend_blocks_blended_combine_untextured() \
2418
2419
2420#define blend_blocks_body_blend(blend_mode, texturing) \
2421{ \
2422 blend_blocks_##blend_mode(); \
2423 blend_blocks_blended_combine_##texturing(); \
2424} \
2425
2426#define blend_blocks_body_average(texturing) \
2427 blend_blocks_body_blend(average, texturing) \
2428
2429#define blend_blocks_body_add(texturing) \
2430 blend_blocks_body_blend(add, texturing) \
2431
2432#define blend_blocks_body_subtract(texturing) \
2433 blend_blocks_body_blend(subtract, texturing) \
2434
2435#define blend_blocks_body_add_fourth(texturing) \
2436 blend_blocks_body_blend(add_fourth, texturing) \
2437
2438#define blend_blocks_body_unblended(texturing) \
2439 blend_pixels = pixels \
2440
2441
2442#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2443void \
2444 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2445 *psx_gpu) \
2446{ \
2447 block_struct *block = psx_gpu->blocks; \
2448 u32 num_blocks = psx_gpu->num_blocks; \
2449 vec_8x16u draw_mask; \
2450 vec_8x16u pixels; \
2451 vec_8x16u blend_pixels; \
2452 vec_8x16u framebuffer_pixels; \
2453 vec_8x16u msb_mask; \
2454 \
2455 u16 *fb_ptr; \
2456 \
2457 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2458 \
2459 while(num_blocks) \
2460 { \
2461 pixels = block->pixels; \
2462 draw_mask = block->draw_mask; \
2463 fb_ptr = block->fb_ptr; \
2464 \
2465 load_8x16b(framebuffer_pixels, fb_ptr); \
2466 \
2467 blend_blocks_mask_evaluate_##mask_evaluate(); \
2468 blend_blocks_body_##blend_mode(texturing); \
2469 \
2470 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2471 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2472 store_8x16b(framebuffer_pixels, fb_ptr); \
2473 \
2474 blend_blocks++; \
2475 num_blocks--; \
2476 block++; \
2477 } \
2478} \
2479
2480void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu);
2481void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu);
2482void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu);
2483void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu);
2484void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu);
2485void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu);
2486void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu);
2487void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu);
2488
2489void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu);
2490void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu);
2491void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu);
2492void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu);
2493void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu);
2494void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu);
2495void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu);
2496void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu);
2497
2498void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2499void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2500
2bbbb7af 2501#ifndef NEON_BUILD
75e28f62
E
2502
2503void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2504{
2505}
2506
2507blend_blocks_builder(textured, average, off);
2508blend_blocks_builder(textured, average, on);
2509blend_blocks_builder(textured, add, off);
2510blend_blocks_builder(textured, add, on);
2511blend_blocks_builder(textured, subtract, off);
2512blend_blocks_builder(textured, subtract, on);
2513blend_blocks_builder(textured, add_fourth, off);
2514blend_blocks_builder(textured, add_fourth, on);
2515
2516blend_blocks_builder(untextured, average, off);
2517blend_blocks_builder(untextured, average, on);
2518blend_blocks_builder(untextured, add, off);
2519blend_blocks_builder(untextured, add, on);
2520blend_blocks_builder(untextured, subtract, off);
2521blend_blocks_builder(untextured, subtract, on);
2522blend_blocks_builder(untextured, add_fourth, off);
2523blend_blocks_builder(untextured, add_fourth, on);
2524
2525blend_blocks_builder(textured, unblended, on);
2526
2527#endif
2528
2529
2530#define vertex_swap(_a, _b) \
2531{ \
2532 vertex_struct *temp_vertex = _a; \
2533 _a = _b; \
2534 _b = temp_vertex; \
2535 triangle_winding ^= 1; \
2536} \
2537
2538
2539// Setup blocks parametric-variables:
2540// SHADE TEXTURE_MAP SWIZZLING
2541// 0 0 x
2542// 0 1 0
2543// 0 1 1
2544// 1 0 x
2545// 1 1 0
2546// 1 1 1
2547// 8 inputs, 6 combinations
2548
2549#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2550 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2551
2552#define setup_blocks_switch_untextured_shaded(dithering, target) \
2553 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2554
2555#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2556 target) \
2557 setup_blocks_switch_untextured_##shading(dithering, target) \
2558
2559#define setup_blocks_switch_texture_mode_4bpp(shading) \
2560 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2561
2562#define setup_blocks_switch_texture_mode_8bpp(shading) \
2563 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2564
2565#define setup_blocks_switch_texture_mode_16bpp(shading) \
2566 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2567
2568#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2569 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2570
2571#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2572 dithering, mask_evaluate) \
2573 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2574
2575#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2576 dithering) \
2577 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2578
2579#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2580 dithering) \
2581 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2582
2583#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2584 dithering, mask_evaluate) \
2585 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2586 texture_mode, dithering) \
2587
2588#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2589 blending, mask_evaluate) \
2590 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2591 dithering, mask_evaluate) \
2592
2593
2594// Texture blocks:
2595
2596#define texture_blocks_switch_untextured(texture_mode) \
2597 texture_blocks_untextured \
2598
2599#define texture_blocks_switch_textured(texture_mode) \
2600 texture_blocks_##texture_mode \
2601
2602#define texture_blocks_switch(texturing, texture_mode) \
2603 texture_blocks_switch_##texturing(texture_mode) \
2604
2605
2606// Shade blocks parametric-variables:
2607// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2608// 0 0 x x
2609// 0 1 0 0
2610// 0 1 0 1
2611// x 1 1 x
2612// 1 0 x 0
2613// 1 0 x 1
2614// 1 1 0 0
2615// 1 1 0 1
2616// 16 inputs, 8 combinations
2617
2618#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2619 shade_blocks_unshaded_untextured_##target \
2620
2621#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2622 shade_blocks_textured_unmodulated_##target \
2623
2624#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2625 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2626
2627#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2628 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2629
2630#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2631 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2632
2633#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2634 shade_blocks_shaded_untextured \
2635
2636#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2637 shade_blocks_textured_unmodulated_##target \
2638
2639#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2640 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2641
2642#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2643 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2644
2645#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2646 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2647
2648#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2649 dithering) \
2650 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2651
2652#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2653 dithering) \
2654 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2655
2656#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2657 mask_evaluate) \
2658 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2659
2660#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2661 dithering, mask_evaluate) \
2662 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2663 dithering) \
2664
2665#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2666 blending, mask_evaluate) \
2667 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2668 mask_evaluate) \
2669
2670
2671// Blend blocks parametric-variables:
2672// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2673// x 0 x x 0
2674// x 0 x x 1
2675// 0 1 0 0 0
2676// 0 1 0 0 1
2677// 0 1 0 1 0
2678// 0 1 0 1 1
2679// 0 1 1 0 0
2680// 0 1 1 0 1
2681// 0 1 1 1 0
2682// 0 1 1 1 1
2683// 1 1 0 0 0
2684// 1 1 0 0 1
2685// 1 1 0 1 0
2686// 1 1 0 1 1
2687// 1 1 1 0 0
2688// 1 1 1 0 1
2689// 1 1 1 1 0
2690// 1 1 1 1 1
2691// 32 inputs, 18 combinations
2692
2693#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2694 blend_blocks_textured_unblended_##mask_evaluate \
2695
2696#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2697 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2698
2699#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2700 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2701
2702
2703#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2704 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2705{ \
2706 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2707 mask_evaluate), \
2708 texture_blocks_switch(texturing, texture_mode), \
2709 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2710 mask_evaluate), \
2711 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2712} \
2713
2714#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2715 mask_evaluate, shading, dithering, texturing, blending) \
2716 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2717 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2718 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2719 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2720
2721#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2722 mask_evaluate, shading, dithering, texturing) \
2723 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2724 mask_evaluate, shading, dithering, texturing, unblended), \
2725 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2726 mask_evaluate, shading, dithering, texturing, blended) \
2727
2728#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2729 mask_evaluate, shading, dithering) \
2730 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2731 mask_evaluate, shading, dithering, untextured), \
2732 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2733 mask_evaluate, shading, dithering, textured) \
2734
2735#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2736 mask_evaluate, shading) \
2737 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2738 mask_evaluate, shading, undithered), \
2739 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2740 mask_evaluate, shading, dithered) \
2741
2742#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2743 mask_evaluate) \
2744 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2745 unshaded), \
2746 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2747 shaded) \
2748
2749#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2750 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2751 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2752
2753#define render_blocks_switch_block_texture_mode(texture_mode) \
2754 render_blocks_switch_block_blend_mode(texture_mode, average), \
2755 render_blocks_switch_block_blend_mode(texture_mode, add), \
2756 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2757 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2758
2759#define render_blocks_switch_block() \
2760 render_blocks_switch_block_texture_mode(4bpp), \
2761 render_blocks_switch_block_texture_mode(8bpp), \
2762 render_blocks_switch_block_texture_mode(16bpp), \
2763 render_blocks_switch_block_texture_mode(4bpp) \
2764
2765
2766render_block_handler_struct render_triangle_block_handlers[] =
2767{
2768 render_blocks_switch_block()
2769};
2770
2771#undef render_blocks_switch_block_modulation
2772
2773#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2774 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2775 "render flags:\n" \
2776 "texture mode: " #texture_mode "\n" \
2777 "blend mode: " #blend_mode "\n" \
2778 "mask evaluation: " #mask_evaluate "\n" \
2779 #shading "\n" \
2780 #dithering "\n" \
2781 #texturing "\n" \
2782 #blending "\n" \
2783 #modulation "\n" \
2784
2785char *render_block_flag_strings[] =
2786{
2787 render_blocks_switch_block()
2788};
2789
2790
2791#define triangle_y_direction_up 1
2792#define triangle_y_direction_flat 2
2793#define triangle_y_direction_down 0
2794
2795#define triangle_winding_positive 0
2796#define triangle_winding_negative 1
2797
2798#define triangle_set_direction(direction_variable, value) \
2799 u32 direction_variable = (u32)(value) >> 31; \
2800 if(value == 0) \
2801 direction_variable = 2 \
2802
2803#define triangle_case(direction_a, direction_b, direction_c, winding) \
2804 case (triangle_y_direction_##direction_a | \
2805 (triangle_y_direction_##direction_b << 2) | \
2806 (triangle_y_direction_##direction_c << 4) | \
2807 (triangle_winding_##winding << 6)) \
2808
75e28f62
E
2809void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2810 u32 flags)
2811{
2812 s32 y_top, y_bottom;
2813 s32 triangle_area;
2814 u32 triangle_winding = 0;
2815
2816 vertex_struct *a = &(vertexes[0]);
2817 vertex_struct *b = &(vertexes[1]);
2818 vertex_struct *c = &(vertexes[2]);
2819
2820 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2821
3867c6ef 2822#ifdef PROFILE
75e28f62 2823 triangles++;
3867c6ef 2824#endif
75e28f62
E
2825
2826 if(triangle_area == 0)
2827 {
3867c6ef 2828#ifdef PROFILE
75e28f62 2829 trivial_rejects++;
3867c6ef 2830#endif
75e28f62
E
2831 return;
2832 }
2833
2834 if(b->y < a->y)
2835 vertex_swap(a, b);
2836
2837 if(c->y < b->y)
2838 {
2839 vertex_swap(b, c);
2840
2841 if(b->y < a->y)
2842 vertex_swap(a, b);
2843 }
2844
2845 y_bottom = c->y;
2846 y_top = a->y;
2847
2848 if((y_bottom - y_top) >= 512)
2849 {
3867c6ef 2850#ifdef PROFILE
75e28f62 2851 trivial_rejects++;
3867c6ef 2852#endif
75e28f62
E
2853 return;
2854 }
2855
2856 if(triangle_area < 0)
2857 {
2858 triangle_area = -triangle_area;
2859 triangle_winding ^= 1;
2860 vertex_swap(a, c);
2861 }
2862
2863 if(b->x < a->x)
2864 vertex_swap(a, b);
2865
2866 if(c->x < b->x)
2867 {
2868 vertex_swap(b, c);
2869
2870 if(b->x < a->x)
2871 vertex_swap(a, b);
2872 }
2873
2874 if((c->x - a->x) >= 1024)
2875 {
3867c6ef 2876#ifdef PROFILE
75e28f62 2877 trivial_rejects++;
3867c6ef 2878#endif
75e28f62
E
2879 return;
2880 }
2881
2882 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2883 y_bottom) == 0)
2884 {
3867c6ef 2885#ifdef PROFILE
75e28f62 2886 trivial_rejects++;
3867c6ef 2887#endif
75e28f62
E
2888 return;
2889 }
2890
2891 psx_gpu->num_spans = 0;
2892 psx_gpu->triangle_area = triangle_area;
2893 psx_gpu->triangle_winding = triangle_winding;
2894
2895 s32 y_delta_a = b->y - a->y;
2896 s32 y_delta_b = c->y - b->y;
2897 s32 y_delta_c = c->y - a->y;
2898
2899 triangle_set_direction(y_direction_a, y_delta_a);
2900 triangle_set_direction(y_direction_b, y_delta_b);
2901 triangle_set_direction(y_direction_c, y_delta_c);
2902
2903 compute_all_gradients(psx_gpu, a, b, c);
2904
2905 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
2906 (triangle_winding << 6))
2907 {
2908 triangle_case(up, up, up, negative):
2909 triangle_case(up, up, flat, negative):
2910 triangle_case(up, up, down, negative):
2911 setup_spans_up_right(psx_gpu, a, b, c);
2912 break;
2913
2914 triangle_case(flat, up, up, negative):
2915 triangle_case(flat, up, flat, negative):
2916 triangle_case(flat, up, down, negative):
2917 setup_spans_up_a(psx_gpu, a, b, c);
2918 break;
2919
2920 triangle_case(down, up, up, negative):
2921 setup_spans_up_down(psx_gpu, a, c, b);
2922 break;
2923
2924 triangle_case(down, up, flat, negative):
2925 setup_spans_down_a(psx_gpu, a, c, b);
2926 break;
2927
2928 triangle_case(down, up, down, negative):
2929 setup_spans_down_right(psx_gpu, a, c, b);
2930 break;
2931
2932 triangle_case(down, flat, up, negative):
2933 triangle_case(down, flat, flat, negative):
2934 triangle_case(down, flat, down, negative):
2935 setup_spans_down_b(psx_gpu, a, b, c);
2936 break;
2937
2938 triangle_case(down, down, up, negative):
2939 triangle_case(down, down, flat, negative):
2940 triangle_case(down, down, down, negative):
2941 setup_spans_down_left(psx_gpu, a, b, c);
2942 break;
2943
2944 triangle_case(up, up, up, positive):
2945 triangle_case(up, up, flat, positive):
2946 triangle_case(up, up, down, positive):
2947 setup_spans_up_left(psx_gpu, a, b, c);
2948 break;
2949
2950 triangle_case(up, flat, up, positive):
2951 triangle_case(up, flat, flat, positive):
2952 triangle_case(up, flat, down, positive):
2953 setup_spans_up_b(psx_gpu, a, b, c);
2954 break;
2955
2956 triangle_case(up, down, up, positive):
2957 setup_spans_up_right(psx_gpu, a, c, b);
2958 break;
2959
2960 triangle_case(up, down, flat, positive):
2961 setup_spans_up_a(psx_gpu, a, c, b);
2962 break;
2963
2964 triangle_case(up, down, down, positive):
2965 setup_spans_up_down(psx_gpu, a, b, c);
2966 break;
2967
2968 triangle_case(flat, down, up, positive):
2969 triangle_case(flat, down, flat, positive):
2970 triangle_case(flat, down, down, positive):
2971 setup_spans_down_a(psx_gpu, a, b, c);
2972 break;
2973
2974 triangle_case(down, down, up, positive):
2975 triangle_case(down, down, flat, positive):
2976 triangle_case(down, down, down, positive):
2977 setup_spans_down_right(psx_gpu, a, b, c);
2978 break;
2979 }
2980
3867c6ef 2981#ifdef PROFILE
75e28f62 2982 spans += psx_gpu->num_spans;
3867c6ef 2983#endif
75e28f62
E
2984
2985 u32 render_state = flags &
2986 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
2987 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
2988 render_state |= psx_gpu->render_state_base;
2989
2990 if((psx_gpu->render_state != render_state) ||
2991 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
2992 {
2993 psx_gpu->render_state = render_state;
2994 flush_render_block_buffer(psx_gpu);
3867c6ef 2995#ifdef PROFILE
75e28f62 2996 state_changes++;
3867c6ef 2997#endif
75e28f62
E
2998 }
2999
3000 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3001
3002 psx_gpu->render_block_handler =
3003 &(render_triangle_block_handlers[render_state]);
3004 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3005 (psx_gpu);
3006}
3007
3008
3009void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
3010
2bbbb7af 3011#ifndef NEON_BUILD
75e28f62
E
3012
3013void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3014{
3015 block_struct *block = psx_gpu->blocks;
3016 u32 num_blocks = psx_gpu->num_blocks;
3017
3018 vec_8x16u texels;
3019 vec_8x8u texel_indexes;
3020
3021 u16 *clut_ptr = psx_gpu->clut_ptr;
3022 u32 i;
3023
3024 while(num_blocks)
3025 {
3026 texel_indexes = block->r;
3027
3028 for(i = 0; i < 8; i++)
3029 {
3030 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3031 }
3032
3033 block->texels = texels;
3034
3035 num_blocks--;
3036 block++;
3037 }
3038}
3039
3040#endif
3041
3042
3043#define setup_sprite_tiled_initialize_4bpp() \
3044 u16 *clut_ptr = psx_gpu->clut_ptr; \
3045 vec_8x16u clut_a, clut_b; \
3046 vec_16x8u clut_low, clut_high; \
3047 \
3048 load_8x16b(clut_a, clut_ptr); \
3049 load_8x16b(clut_b, clut_ptr + 8); \
3050 unzip_16x8b(clut_low, clut_high, clut_a, clut_b); \
3051 \
3052 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3053 update_texture_4bpp_cache(psx_gpu) \
3054
3055#define setup_sprite_tiled_initialize_8bpp() \
3056 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3057 update_texture_8bpp_cache(psx_gpu) \
3058
3059
3060#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
3061 texture_block_ptr = psx_gpu->texture_page_ptr + \
3062 ((texture_offset + offset) & texture_mask); \
3063 \
3064 load_64b(texels, texture_block_ptr) \
3065
3066
3067#define setup_sprite_tile_setup_block_yes(side, offset, texture_mode) \
3068
3069#define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
3070
3071#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3072 num_blocks += tile_num_blocks; \
3073 sprite_blocks += tile_num_blocks; \
3074 \
3075 if(num_blocks > MAX_BLOCKS) \
3076 { \
3077 flush_render_block_buffer(psx_gpu); \
3078 num_blocks = tile_num_blocks; \
3079 block = psx_gpu->blocks; \
3080 } \
3081
3082#define setup_sprite_tile_full_4bpp(edge) \
3083{ \
3084 vec_8x8u texels_low, texels_high; \
3085 vec_8x16u pixels; \
3086 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3087 \
3088 while(sub_tile_height) \
3089 { \
3090 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3091 tbl_16(texels_low, texels, clut_low); \
3092 tbl_16(texels_high, texels, clut_high); \
3093 zip_8x16b(pixels, texels_low, texels_high); \
3094 \
3095 block->texels = pixels; \
3096 block->draw_mask_bits = left_mask_bits; \
3097 block->fb_ptr = fb_ptr; \
3098 block++; \
3099 \
3100 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3101 tbl_16(texels_low, texels, clut_low); \
3102 tbl_16(texels_high, texels, clut_high); \
3103 zip_8x16b(pixels, texels_low, texels_high); \
3104 \
3105 block->texels = pixels; \
3106 block->draw_mask_bits = right_mask_bits; \
3107 block->fb_ptr = fb_ptr + 8; \
3108 block++; \
3109 \
3110 fb_ptr += 1024; \
3111 texture_offset += 0x10; \
3112 sub_tile_height--; \
3113 } \
3114 texture_offset += 0xF00; \
3115 psx_gpu->num_blocks = num_blocks; \
3116} \
3117
3118#define setup_sprite_tile_half_4bpp(edge) \
3119{ \
3120 vec_8x8u texels_low, texels_high; \
3121 vec_8x16u pixels; \
3122 setup_sprite_tile_add_blocks(sub_tile_height); \
3123 \
3124 while(sub_tile_height) \
3125 { \
3126 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3127 tbl_16(texels_low, texels, clut_low); \
3128 tbl_16(texels_high, texels, clut_high); \
3129 zip_8x16b(pixels, texels_low, texels_high); \
3130 \
3131 block->texels = pixels; \
3132 block->draw_mask_bits = edge##_mask_bits; \
3133 block->fb_ptr = fb_ptr; \
3134 block++; \
3135 \
3136 fb_ptr += 1024; \
3137 texture_offset += 0x10; \
3138 sub_tile_height--; \
3139 } \
3140 texture_offset += 0xF00; \
3141 psx_gpu->num_blocks = num_blocks; \
3142} \
3143
3144
3145#define setup_sprite_tile_full_8bpp(edge) \
3146{ \
3147 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3148 \
3149 while(sub_tile_height) \
3150 { \
3151 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3152 block->r = texels; \
3153 block->draw_mask_bits = left_mask_bits; \
3154 block->fb_ptr = fb_ptr; \
3155 block++; \
3156 \
3157 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3158 block->r = texels; \
3159 block->draw_mask_bits = right_mask_bits; \
3160 block->fb_ptr = fb_ptr + 8; \
3161 block++; \
3162 \
3163 fb_ptr += 1024; \
3164 texture_offset += 0x10; \
3165 sub_tile_height--; \
3166 } \
3167 texture_offset += 0xF00; \
3168 psx_gpu->num_blocks = num_blocks; \
3169} \
3170
3171#define setup_sprite_tile_half_8bpp(edge) \
3172{ \
3173 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3174 \
3175 while(sub_tile_height) \
3176 { \
3177 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3178 block->r = texels; \
3179 block->draw_mask_bits = edge##_mask_bits; \
3180 block->fb_ptr = fb_ptr; \
3181 block++; \
3182 \
3183 fb_ptr += 1024; \
3184 texture_offset += 0x10; \
3185 sub_tile_height--; \
3186 } \
3187 texture_offset += 0xF00; \
3188 psx_gpu->num_blocks = num_blocks; \
3189} \
3190
3191
3192#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3193 texture_offset = texture_offset_base + 8; \
3194 fb_ptr += 8 \
3195
3196#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3197 texture_offset = texture_offset_base \
3198
3199#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3200 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3201
3202#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3203 texture_offset = texture_offset_base \
3204
3205#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3206 fb_ptr -= 8 \
3207
3208#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3209
3210#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3211 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3212
3213#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3214
3215
3216#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
3217do \
3218{ \
3219 sub_tile_height = column_data; \
3220 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3221 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3222 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3223} while(0) \
3224
3225#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
3226do \
3227{ \
3228 u32 tiles_remaining = column_data >> 16; \
3229 sub_tile_height = column_data & 0xFF; \
3230 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3231 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3232 tiles_remaining -= 1; \
3233 \
3234 while(tiles_remaining) \
3235 { \
3236 sub_tile_height = 16; \
3237 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3238 tiles_remaining--; \
3239 } \
3240 \
3241 sub_tile_height = (column_data >> 8) & 0xFF; \
3242 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3243 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3244} while(0) \
3245
3246
3247#define setup_sprite_column_data_single() \
3248 column_data = height \
3249
3250#define setup_sprite_column_data_multi() \
3251 column_data = 16 - offset_v; \
3252 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3253 column_data |= (tile_height - 1) << 16 \
3254
3255
3256#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
3257 edge_mode, edge) \
3258{ \
3259 setup_sprite_column_data_##multi_height(); \
3260 left_mask_bits = left_block_mask | right_block_mask; \
3261 right_mask_bits = left_mask_bits >> 8; \
3262 \
3263 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
3264 texture_mode); \
3265} \
3266
3267#define setup_sprite_tiled_advance_column() \
3268 texture_offset_base += 0x100; \
3269 if((texture_offset_base & 0xF00) == 0) \
3270 texture_offset_base -= (0x100 + 0xF00) \
3271
3272#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
3273 left_mode, right_mode) \
3274{ \
3275 setup_sprite_column_data_##multi_height(); \
3276 s32 fb_ptr_advance_column = 16 - (1024 * height); \
3277 \
3278 tile_width -= 2; \
3279 left_mask_bits = left_block_mask; \
3280 right_mask_bits = left_mask_bits >> 8; \
3281 \
3282 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
3283 texture_mode); \
3284 fb_ptr += fb_ptr_advance_column; \
3285 \
3286 left_mask_bits = 0x00; \
3287 right_mask_bits = 0x00; \
3288 \
3289 while(tile_width) \
3290 { \
3291 setup_sprite_tiled_advance_column(); \
3292 setup_sprite_tile_column_height_##multi_height(full, none, texture_mode); \
3293 fb_ptr += fb_ptr_advance_column; \
3294 tile_width--; \
3295 } \
3296 \
3297 left_mask_bits = right_block_mask; \
3298 right_mask_bits = left_mask_bits >> 8; \
3299 \
3300 setup_sprite_tiled_advance_column(); \
3301 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
3302 texture_mode); \
3303} \
3304
3305
3306#define setup_sprite_tiled_builder(texture_mode) \
3307void setup_sprite_##texture_mode(psx_gpu_struct *psx_gpu, s32 x, s32 y, \
3308 s32 u, s32 v, s32 width, s32 height, u32 color) \
3309{ \
3310 s32 offset_u = u & 0xF; \
3311 s32 offset_v = v & 0xF; \
3312 \
3313 s32 width_rounded = offset_u + width + 15; \
3314 s32 height_rounded = offset_v + height + 15; \
3315 s32 tile_height = height_rounded / 16; \
3316 s32 tile_width = width_rounded / 16; \
3317 u32 offset_u_right = width_rounded & 0xF; \
3318 \
3319 u32 left_block_mask = ~(0xFFFF << offset_u); \
3320 u32 right_block_mask = 0xFFFE << offset_u_right; \
3321 \
3322 u32 left_mask_bits; \
3323 u32 right_mask_bits; \
3324 \
3325 u32 sub_tile_height; \
3326 u32 column_data; \
3327 \
3328 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3329 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3330 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3331 ((psx_gpu->texture_mask_height >> 4) << 12); \
3332 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3333 ((v & 0xF0) << 8); \
3334 u32 texture_offset_base = texture_offset; \
3335 u32 control_mask; \
3336 \
3337 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u); \
3338 u32 num_blocks = psx_gpu->num_blocks; \
3339 block_struct *block = psx_gpu->blocks + num_blocks; \
3340 \
3341 u16 *texture_block_ptr; \
3342 vec_8x8u texels; \
3343 \
3344 setup_sprite_tiled_initialize_##texture_mode(); \
3345 \
3346 control_mask = tile_width == 1; \
3347 control_mask |= (tile_height == 1) << 1; \
3348 control_mask |= ((left_block_mask & 0xFF) == 0xFF) << 2; \
3349 control_mask |= (((right_block_mask >> 8) & 0xFF) == 0xFF) << 3; \
3350 \
3351 sprites_##texture_mode++; \
3352 \
3353 switch(control_mask) \
3354 { \
3355 default: \
3356 case 0x0: \
3357 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
3358 break; \
3359 \
3360 case 0x1: \
3361 setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
3362 break; \
3363 \
3364 case 0x2: \
3365 setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
3366 break; \
3367 \
3368 case 0x3: \
3369 setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
3370 break; \
3371 \
3372 case 0x4: \
3373 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
3374 break; \
3375 \
3376 case 0x5: \
3377 setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
3378 break; \
3379 \
3380 case 0x6: \
3381 setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
3382 break; \
3383 \
3384 case 0x7: \
3385 setup_sprite_tile_column_width_single(texture_mode, single, half, right);\
3386 break; \
3387 \
3388 case 0x8: \
3389 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
3390 break; \
3391 \
3392 case 0x9: \
3393 setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
3394 break; \
3395 \
3396 case 0xA: \
3397 setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
3398 break; \
3399 \
3400 case 0xB: \
3401 setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
3402 break; \
3403 \
3404 case 0xC: \
3405 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
3406 break; \
3407 \
3408 case 0xE: \
3409 setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
3410 break; \
3411 } \
3412} \
3413
3414
3415void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3416 s32 width, s32 height, u32 color);
3417void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3418 s32 width, s32 height, u32 color);
3419void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3420 s32 width, s32 height, u32 color);
3421
2bbbb7af 3422#ifndef NEON_BUILD
75e28f62
E
3423setup_sprite_tiled_builder(4bpp);
3424setup_sprite_tiled_builder(8bpp);
3425
3426void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3427 s32 v, s32 width, s32 height, u32 color)
3428{
3429 u32 left_offset = u & 0x7;
3430 u32 width_rounded = width + left_offset + 7;
3431
3867c6ef 3432 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset);
75e28f62
E
3433 u32 right_width = width_rounded & 0x7;
3434 u32 block_width = width_rounded / 8;
3435 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3436
3437 u32 left_mask_bits = ~(0xFF << left_offset);
3438 u32 right_mask_bits = 0xFE << right_width;
3439
3440 u32 texture_offset_base = u + (v * 1024);
3441 u32 texture_mask =
3442 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3443
3444 u32 blocks_remaining;
3445 u32 num_blocks = psx_gpu->num_blocks;
3446 block_struct *block = psx_gpu->blocks + num_blocks;
3447
3448 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3449 u16 *texture_block_ptr;
3450
3451 texture_offset_base &= ~0x7;
3452
3453 sprites_16bpp++;
3454
3455 if(block_width == 1)
3456 {
3457 u32 mask_bits = left_mask_bits | right_mask_bits;
3458
3459 while(height)
3460 {
3461 num_blocks++;
3462 sprite_blocks++;
3463
3464 if(num_blocks > MAX_BLOCKS)
3465 {
3466 flush_render_block_buffer(psx_gpu);
3467 num_blocks = 1;
3468 block = psx_gpu->blocks;
3469 }
3470
3471 texture_block_ptr =
3472 texture_page_ptr + (texture_offset_base & texture_mask);
3473
3474 load_128b(block->texels, texture_block_ptr);
3475 block->draw_mask_bits = mask_bits;
3476 block->fb_ptr = fb_ptr;
3477
3478 block++;
3479
3480 texture_offset_base += 1024;
3481 fb_ptr += 1024;
3482
3483 height--;
3484 psx_gpu->num_blocks = num_blocks;
3485 }
3486 }
3487 else
3488 {
3489 u32 texture_offset;
3490
3491 while(height)
3492 {
3493 blocks_remaining = block_width - 2;
3494 num_blocks += block_width;
3495 sprite_blocks += block_width;
3496
3497 if(num_blocks > MAX_BLOCKS)
3498 {
3499 flush_render_block_buffer(psx_gpu);
3500 num_blocks = block_width;
3501 block = psx_gpu->blocks;
3502 }
3503
3504 texture_offset = texture_offset_base;
3505 texture_offset_base += 1024;
3506
3507 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3508 load_128b(block->texels, texture_block_ptr);
3509
3510 block->draw_mask_bits = left_mask_bits;
3511 block->fb_ptr = fb_ptr;
3512
3513 texture_offset += 8;
3514 fb_ptr += 8;
3515 block++;
3516
3517 while(blocks_remaining)
3518 {
3519 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3520 load_128b(block->texels, texture_block_ptr);
3521
3522 block->draw_mask_bits = 0;
3523 block->fb_ptr = fb_ptr;
3524
3525 texture_offset += 8;
3526 fb_ptr += 8;
3527 block++;
3528
3529 blocks_remaining--;
3530 }
3531
3532 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3533 load_128b(block->texels, texture_block_ptr);
3534
3535 block->draw_mask_bits = right_mask_bits;
3536 block->fb_ptr = fb_ptr;
3537
3538 fb_ptr += fb_ptr_pitch;
3539 block++;
3540
3541 height--;
3542 psx_gpu->num_blocks = num_blocks;
3543 }
3544 }
3545}
3546
3547#endif
3548
3549void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3550 s32 v, s32 width, s32 height, u32 color)
3551{
3552 u32 right_width = ((width - 1) & 0x7) + 1;
3553 u32 right_mask_bits = (0xFF << right_width);
3554 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + x;
3555 u32 block_width = (width + 7) / 8;
3556 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3557 u32 blocks_remaining;
3558 u32 num_blocks = psx_gpu->num_blocks;
3559 block_struct *block = psx_gpu->blocks + num_blocks;
3560
3561 u32 color_r = color & 0xFF;
3562 u32 color_g = (color >> 8) & 0xFF;
3563 u32 color_b = (color >> 16) & 0xFF;
3564 vec_8x16u colors;
3565 vec_8x16u right_mask;
3566 vec_8x16u test_mask = psx_gpu->test_mask;
3567 vec_8x16u zero_mask;
3568
3569 sprites_untextured++;
3570
3571 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3572
3573 dup_8x16b(colors, color);
3574 dup_8x16b(zero_mask, 0x00);
3575 dup_8x16b(right_mask, right_mask_bits);
3576 tst_8x16b(right_mask, right_mask, test_mask);
3577
3578 while(height)
3579 {
3580 blocks_remaining = block_width - 1;
3581 num_blocks += block_width;
3867c6ef
E
3582
3583#ifdef PROFILE
75e28f62 3584 sprite_blocks += block_width;
3867c6ef 3585#endif
75e28f62
E
3586
3587 if(num_blocks > MAX_BLOCKS)
3588 {
3589 flush_render_block_buffer(psx_gpu);
3590 num_blocks = block_width;
3591 block = psx_gpu->blocks;
3592 }
3593
3594 while(blocks_remaining)
3595 {
3596 block->pixels = colors;
3597 block->draw_mask = zero_mask;
3598 block->fb_ptr = fb_ptr;
3599
3600 fb_ptr += 8;
3601 block++;
3602 blocks_remaining--;
3603 }
3604
3605 block->pixels = colors;
3606 block->draw_mask = right_mask;
3607 block->fb_ptr = fb_ptr;
3608
3609 block++;
3610 fb_ptr += fb_ptr_pitch;
3611
3612 height--;
3613 psx_gpu->num_blocks = num_blocks;
3614 }
3615}
3616
3617
3618
3619#define setup_sprite_blocks_switch_textured(texture_mode) \
3620 setup_sprite_##texture_mode \
3621
3622#define setup_sprite_blocks_switch_untextured(texture_mode) \
3623 setup_sprite_untextured \
3624
3625#define setup_sprite_blocks_switch(texturing, texture_mode) \
3626 setup_sprite_blocks_switch_##texturing(texture_mode) \
3627
3628
3629#define texture_sprite_blocks_switch_4bpp() \
3630 texture_blocks_untextured \
3631
3632#define texture_sprite_blocks_switch_8bpp() \
3633 texture_sprite_blocks_8bpp \
3634
3635#define texture_sprite_blocks_switch_16bpp() \
3636 texture_blocks_untextured \
3637
3638#define texture_sprite_blocks_switch_untextured(texture_mode) \
3639 texture_blocks_untextured \
3640
3641#define texture_sprite_blocks_switch_textured(texture_mode) \
3642 texture_sprite_blocks_switch_##texture_mode() \
3643
3644#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3645 mask_evaluate, shading, dithering, texturing, blending, modulation) \
3646{ \
3647 setup_sprite_blocks_switch(texturing, texture_mode), \
3648 texture_sprite_blocks_switch_##texturing(texture_mode), \
3649 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
3650 mask_evaluate), \
3651 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
3652} \
3653
3654#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3655 mask_evaluate, shading, dithering, texturing, blending) \
3656 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3657 mask_evaluate, shading, dithering, texturing, blending, modulated), \
3658 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3659 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
3660
3661#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3662 mask_evaluate, shading, dithering, texturing) \
3663 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3664 mask_evaluate, shading, dithering, texturing, unblended), \
3665 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3666 mask_evaluate, shading, dithering, texturing, blended) \
3667
3668#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3669 mask_evaluate, shading, dithering) \
3670 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3671 mask_evaluate, shading, dithering, untextured), \
3672 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3673 mask_evaluate, shading, dithering, textured) \
3674
3675#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3676 mask_evaluate, shading) \
3677 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3678 mask_evaluate, shading, undithered), \
3679 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3680 mask_evaluate, shading, dithered) \
3681
3682#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
3683 blend_mode, mask_evaluate) \
3684 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3685 mask_evaluate, unshaded), \
3686 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3687 mask_evaluate, shaded) \
3688
3689#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
3690 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3691 off), \
3692 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3693 on) \
3694
3695#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
3696 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
3697 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
3698 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
3699 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
3700
3701#define render_sprite_blocks_switch_block() \
3702 render_sprite_blocks_switch_block_texture_mode(4bpp), \
3703 render_sprite_blocks_switch_block_texture_mode(8bpp), \
3704 render_sprite_blocks_switch_block_texture_mode(16bpp), \
3705 render_sprite_blocks_switch_block_texture_mode(4bpp) \
3706
3707
3708render_block_handler_struct render_sprite_block_handlers[] =
3709{
3710 render_sprite_blocks_switch_block()
3711};
3712
3713
3714void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
3715 s32 width, s32 height, u32 flags, u32 color)
3716{
3717 s32 x_right = x + width - 1;
3718 s32 y_bottom = y + height - 1;
3719
3867c6ef
E
3720#ifdef PROFILE
3721 sprites++;
3722#endif
3723
75e28f62
E
3724 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
3725 y_bottom) == 0)
3726 {
3727 return;
3728 }
3729
3730 if(x < psx_gpu->viewport_start_x)
3731 {
3732 u32 clip = psx_gpu->viewport_start_x - x;
3733 x += clip;
3734 u += clip;
3735 width -= clip;
3736 }
3737
3738 if(y < psx_gpu->viewport_start_y)
3739 {
3740 s32 clip = psx_gpu->viewport_start_y - y;
3741 y += clip;
3742 v += clip;
3743 height -= clip;
3744 }
3745
3746 if(x_right > psx_gpu->viewport_end_x)
3747 width -= x_right - psx_gpu->viewport_end_x;
3748
3749 if(y_bottom > psx_gpu->viewport_end_y)
3750 height -= y_bottom - psx_gpu->viewport_end_y;
3751
3752 if((width <= 0) || (height <= 0))
3753 return;
3754
3867c6ef 3755#ifdef PROFILE
75e28f62
E
3756 span_pixels += width * height;
3757 spans += height;
3867c6ef 3758#endif
75e28f62
E
3759
3760 u32 render_state = flags &
3761 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3762 RENDER_FLAGS_TEXTURE_MAP);
3763 render_state |=
3764 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
3765
3766 if((psx_gpu->render_state != render_state) ||
3767 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
3768 {
3769 psx_gpu->render_state = render_state;
3770 flush_render_block_buffer(psx_gpu);
3867c6ef 3771#ifdef PROFILE
75e28f62 3772 state_changes++;
3867c6ef 3773#endif
75e28f62
E
3774 }
3775
3776 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
3777
3778 color &= 0xFFFFFF;
3779
3780 if(psx_gpu->triangle_color != color)
3781 {
3782 flush_render_block_buffer(psx_gpu);
3783 psx_gpu->triangle_color = color;
3784 }
3785
3786 if(color == 0x808080)
3787 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
3788
3789 render_block_handler_struct *render_block_handler =
3790 &(render_sprite_block_handlers[render_state]);
3791 psx_gpu->render_block_handler = render_block_handler;
3792
3793 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
3794 (psx_gpu, x, y, u, v, width, height, color);
3795}
3796
3797#define draw_pixel_line_mask_evaluate_yes() \
3798 if(*vram_ptr & 0x8000) \
3799
3800#define draw_pixel_line_mask_evaluate_no() \
3801
3802
3803#define draw_pixel_line_shaded() \
3804{ \
3805 color_r = fixed_to_int(current_r); \
3806 color_g = fixed_to_int(current_g); \
3807 color_b = fixed_to_int(current_b); \
3808 \
3809 current_r += gradient_r; \
3810 current_g += gradient_g; \
3811 current_b += gradient_b; \
3812} \
3813
3814#define draw_pixel_line_unshaded() \
3815{ \
3816 color_r = color & 0xFF; \
3817 color_g = (color >> 8) & 0xFF; \
3818 color_b = (color >> 16) & 0xFF; \
3819} \
3820
3821
3822#define draw_pixel_line_dithered(_x, _y) \
3823{ \
3824 u32 dither_xor = _x ^ _y; \
3825 s32 dither_offset = (dither_xor >> 1) & 0x1; \
3826 dither_offset |= (_y & 0x1) << 1; \
3827 dither_offset |= (dither_xor & 0x1) << 2; \
3828 dither_offset -= 4; \
3829 \
3830 color_r += dither_offset; \
3831 color_g += dither_offset; \
3832 color_b += dither_offset; \
3833 \
3834 if(color_r < 0) \
3835 color_r = 0; \
3836 \
3837 if(color_g < 0) \
3838 color_g = 0; \
3839 \
3840 if(color_b < 0) \
3841 color_b = 0; \
3842 \
3843 if(color_r > 255) \
3844 color_r = 255; \
3845 \
3846 if(color_g > 255) \
3847 color_g = 255; \
3848 \
3849 if(color_b > 255) \
3850 color_b = 255; \
3851} \
3852
3853#define draw_pixel_line_undithered(_x, _y) \
3854
3855
3856#define draw_pixel_line_average() \
3857 color_r = (color_r + fb_r) / 2; \
3858 color_g = (color_g + fb_g) / 2; \
3859 color_b = (color_b + fb_b) / 2 \
3860
3861#define draw_pixel_line_add() \
3862 color_r += fb_r; \
3863 color_g += fb_g; \
3864 color_b += fb_b; \
3865 \
3866 if(color_r > 31) \
3867 color_r = 31; \
3868 \
3869 if(color_g > 31) \
3870 color_g = 31; \
3871 \
3872 if(color_b > 31) \
3873 color_b = 31 \
3874 \
3875
3876#define draw_pixel_line_subtract() \
3877 color_r = fb_r - color_r; \
3878 color_g = fb_g - color_g; \
3879 color_b = fb_b - color_b; \
3880 \
3881 if(color_r < 0) \
3882 color_r = 0; \
3883 \
3884 if(color_g < 0) \
3885 color_g = 0; \
3886 \
3887 if(color_b < 0) \
3888 color_b = 0 \
3889
3890#define draw_pixel_line_add_fourth() \
3891 color_r = fb_r + (color_r / 4); \
3892 color_g = fb_g + (color_g / 4); \
3893 color_b = fb_b + (color_b / 4); \
3894 \
3895 if(color_r > 31) \
3896 color_r = 31; \
3897 \
3898 if(color_g > 31) \
3899 color_g = 31; \
3900 \
3901 if(color_b > 31) \
3902 color_b = 31 \
3903
3904
3905#define draw_pixel_line_blended(blend_mode) \
3906 s32 fb_pixel = *vram_ptr; \
3907 s32 fb_r = fb_pixel & 0x1F; \
3908 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
3909 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
3910 \
3911 draw_pixel_line_##blend_mode() \
3912
3913#define draw_pixel_line_unblended(blend_mode) \
3914
3915
3916#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
3917 blend_mode) \
3918 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
3919 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
3920 { \
3921 draw_pixel_line_mask_evaluate_##mask_evaluate() \
3922 { \
3923 draw_pixel_line_##shading(); \
3924 draw_pixel_line_##dithering(_x, _y); \
3925 \
3926 color_r >>= 3; \
3927 color_g >>= 3; \
3928 color_b >>= 3; \
3929 \
3930 draw_pixel_line_##blending(blend_mode); \
3931 \
3932 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
3933 psx_gpu->mask_msb; \
3934 } \
3935 } \
3936
3937#define update_increment(value) \
3938 value++ \
3939
3940#define update_decrement(value) \
3941 value-- \
3942
3943#define update_vram_row_increment(value) \
3944 vram_ptr += 1024 \
3945
3946#define update_vram_row_decrement(value) \
3947 vram_ptr -= 1024 \
3948
3949#define compare_increment(a, b) \
3950 (a <= b) \
3951
3952#define compare_decrement(a, b) \
3953 (a >= b) \
3954
3955#define set_line_gradients(minor) \
3956{ \
3957 s32 gradient_divisor = delta_##minor; \
e86b6fec
E
3958 if(gradient_divisor != 0) \
3959 { \
3960 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
3961 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
3962 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
3963 } \
3964 else \
3965 { \
3966 gradient_r = 0; \
3967 gradient_g = 0; \
3968 gradient_b = 0; \
3969 } \
75e28f62
E
3970 current_r = fixed_center(vertex_a->r); \
3971 current_g = fixed_center(vertex_a->g); \
3972 current_b = fixed_center(vertex_a->b); \
3973}
3974
3975#define draw_line_span_horizontal(direction, shading, blending, dithering, \
3976 mask_evaluate, blend_mode) \
3977do \
3978{ \
3979 error_step = delta_y * 2; \
3980 error_wrap = delta_x * 2; \
3981 error = delta_x; \
3982 \
3983 current_y = y_a; \
3984 set_line_gradients(x); \
3985 \
3986 for(current_x = x_a; current_x <= x_b; current_x++) \
3987 { \
3988 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
3989 mask_evaluate, blend_mode); \
3990 error += error_step; \
3991 vram_ptr++; \
3992 \
3993 if(error >= error_wrap) \
3994 { \
3995 update_##direction(current_y); \
3996 update_vram_row_##direction(); \
3997 error -= error_wrap; \
3998 } \
3999 } \
4000} while(0) \
4001
4002#define draw_line_span_vertical(direction, shading, blending, dithering, \
4003 mask_evaluate, blend_mode) \
4004do \
4005{ \
4006 error_step = delta_x * 2; \
4007 error_wrap = delta_y * 2; \
4008 error = delta_y; \
4009 \
4010 current_x = x_a; \
4011 set_line_gradients(y); \
4012 \
4013 for(current_y = y_a; compare_##direction(current_y, y_b); \
4014 update_##direction(current_y)) \
4015 { \
4016 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4017 mask_evaluate, blend_mode); \
4018 error += error_step; \
4019 update_vram_row_##direction(); \
4020 \
4021 if(error > error_wrap) \
4022 { \
4023 vram_ptr++; \
4024 current_x++; \
4025 error -= error_wrap; \
4026 } \
4027 } \
4028} while(0) \
4029
4030
4031#define render_line_body(shading, blending, dithering, mask_evaluate, \
4032 blend_mode) \
4033 if(delta_y < 0) \
4034 { \
4035 delta_y *= -1; \
4036 \
4037 if(delta_y >= 512) \
4038 return; \
4039 \
4040 if(delta_x > delta_y) \
4041 { \
4042 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4043 mask_evaluate, blend_mode); \
4044 } \
4045 else \
4046 { \
4047 draw_line_span_vertical(decrement, shading, blending, dithering, \
4048 mask_evaluate, blend_mode); \
4049 } \
4050 } \
4051 else \
4052 { \
4053 if(delta_y >= 512) \
4054 return; \
4055 \
4056 if(delta_x > delta_y) \
4057 { \
4058 draw_line_span_horizontal(increment, shading, blending, dithering, \
4059 mask_evaluate, blend_mode); \
4060 } \
4061 else \
4062 { \
4063 draw_line_span_vertical(increment, shading, blending, dithering, \
4064 mask_evaluate, blend_mode); \
4065 } \
4066 } \
4067
4068
4069void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4070 u32 color)
4071{
4072 s32 color_r, color_g, color_b;
4073 u32 triangle_winding = 0;
4074
4075 fixed_type gradient_r = 0;
4076 fixed_type gradient_g = 0;
4077 fixed_type gradient_b = 0;
4078 fixed_type current_r = 0;
4079 fixed_type current_g = 0;
4080 fixed_type current_b = 0;
4081
4082 s32 y_a, y_b;
4083 s32 x_a, x_b;
4084
4085 s32 delta_x, delta_y;
4086
4087 s32 current_x;
4088 s32 current_y;
4089
4090 u32 error_step;
4091 u32 error;
4092 u32 error_wrap;
4093
4094 u16 *vram_ptr;
4095
4096 flush_render_block_buffer(psx_gpu);
4097 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4098
4099 vertex_struct *vertex_a = &(vertexes[0]);
4100 vertex_struct *vertex_b = &(vertexes[1]);
4101
4102 u32 control_mask;
4103
3867c6ef 4104#ifdef PROFILE
75e28f62 4105 lines++;
3867c6ef 4106#endif
75e28f62
E
4107
4108 if(vertex_a->x >= vertex_b->x)
4109 {
4110 vertex_swap(vertex_a, vertex_b);
4111 }
4112
4113 x_a = vertex_a->x;
4114 x_b = vertex_b->x;
4115
4116 y_a = vertex_a->y;
4117 y_b = vertex_b->y;
4118
4119 delta_x = x_b - x_a;
4120 delta_y = y_b - y_a;
4121
4122 if(delta_x >= 1024)
4123 return;
4124
4125 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4126
4127 vram_ptr = psx_gpu->vram_ptr + (y_a * 1024) + x_a;
4128
4129 control_mask = 0x0;
4130
4131 if(flags & RENDER_FLAGS_SHADE)
4132 control_mask |= 0x1;
4133
4134 if(flags & RENDER_FLAGS_BLEND)
4135 {
4136 control_mask |= 0x2;
4137 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4138 }
4139
4140 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4141 control_mask |= 0x4;
4142
4143 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4144 control_mask |= 0x8;
4145
4146 switch(control_mask)
4147 {
4148 case 0x0:
4149 render_line_body(unshaded, unblended, undithered, no, none);
4150 break;
4151
4152 case 0x1:
4153 render_line_body(shaded, unblended, undithered, no, none);
4154 break;
4155
4156 case 0x2:
4157 render_line_body(unshaded, blended, undithered, no, average);
4158 break;
4159
4160 case 0x3:
4161 render_line_body(shaded, blended, undithered, no, average);
4162 break;
4163
4164 case 0x4:
4165 render_line_body(unshaded, unblended, dithered, no, none);
4166 break;
4167
4168 case 0x5:
4169 render_line_body(shaded, unblended, dithered, no, none);
4170 break;
4171
4172 case 0x6:
4173 render_line_body(unshaded, blended, dithered, no, average);
4174 break;
4175
4176 case 0x7:
4177 render_line_body(shaded, blended, dithered, no, average);
4178 break;
4179
4180 case 0x8:
4181 render_line_body(unshaded, unblended, undithered, yes, none);
4182 break;
4183
4184 case 0x9:
4185 render_line_body(shaded, unblended, undithered, yes, none);
4186 break;
4187
4188 case 0xA:
4189 render_line_body(unshaded, blended, undithered, yes, average);
4190 break;
4191
4192 case 0xB:
4193 render_line_body(shaded, blended, undithered, yes, average);
4194 break;
4195
4196 case 0xC:
4197 render_line_body(unshaded, unblended, dithered, yes, none);
4198 break;
4199
4200 case 0xD:
4201 render_line_body(shaded, unblended, dithered, yes, none);
4202 break;
4203
4204 case 0xE:
4205 render_line_body(unshaded, blended, dithered, yes, average);
4206 break;
4207
4208 case 0xF:
4209 render_line_body(shaded, blended, dithered, yes, average);
4210 break;
4211
4212 case 0x12:
4213 render_line_body(unshaded, blended, undithered, no, add);
4214 break;
4215
4216 case 0x13:
4217 render_line_body(shaded, blended, undithered, no, add);
4218 break;
4219
4220 case 0x16:
4221 render_line_body(unshaded, blended, dithered, no, add);
4222 break;
4223
4224 case 0x17:
4225 render_line_body(shaded, blended, dithered, no, add);
4226 break;
4227
4228 case 0x1A:
4229 render_line_body(unshaded, blended, undithered, yes, add);
4230 break;
4231
4232 case 0x1B:
4233 render_line_body(shaded, blended, undithered, yes, add);
4234 break;
4235
4236 case 0x1E:
4237 render_line_body(unshaded, blended, dithered, yes, add);
4238 break;
4239
4240 case 0x1F:
4241 render_line_body(shaded, blended, dithered, yes, add);
4242 break;
4243
4244 case 0x22:
4245 render_line_body(unshaded, blended, undithered, no, subtract);
4246 break;
4247
4248 case 0x23:
4249 render_line_body(shaded, blended, undithered, no, subtract);
4250 break;
4251
4252 case 0x26:
4253 render_line_body(unshaded, blended, dithered, no, subtract);
4254 break;
4255
4256 case 0x27:
4257 render_line_body(shaded, blended, dithered, no, subtract);
4258 break;
4259
4260 case 0x2A:
4261 render_line_body(unshaded, blended, undithered, yes, subtract);
4262 break;
4263
4264 case 0x2B:
4265 render_line_body(shaded, blended, undithered, yes, subtract);
4266 break;
4267
4268 case 0x2E:
4269 render_line_body(unshaded, blended, dithered, yes, subtract);
4270 break;
4271
4272 case 0x2F:
4273 render_line_body(shaded, blended, dithered, yes, subtract);
4274 break;
4275
4276 case 0x32:
4277 render_line_body(unshaded, blended, undithered, no, add_fourth);
4278 break;
4279
4280 case 0x33:
4281 render_line_body(shaded, blended, undithered, no, add_fourth);
4282 break;
4283
4284 case 0x36:
4285 render_line_body(unshaded, blended, dithered, no, add_fourth);
4286 break;
4287
4288 case 0x37:
4289 render_line_body(shaded, blended, dithered, no, add_fourth);
4290 break;
4291
4292 case 0x3A:
4293 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4294 break;
4295
4296 case 0x3B:
4297 render_line_body(shaded, blended, undithered, yes, add_fourth);
4298 break;
4299
4300 case 0x3E:
4301 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4302 break;
4303
4304 case 0x3F:
4305 render_line_body(shaded, blended, dithered, yes, add_fourth);
4306 break;
4307 }
4308}
4309
4310
4311void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4312 u32 width, u32 height)
4313{
4314 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4315
2bbbb7af 4316#ifndef NEON_BUILD
75e28f62
E
4317 u32 r = color & 0xFF;
4318 u32 g = (color >> 8) & 0xFF;
4319 u32 b = (color >> 16) & 0xFF;
4320 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10);
4321
4322 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4323 u32 draw_x, draw_y;
4324
4325 for(draw_y = 0; draw_y < height; draw_y++)
4326 {
4327 for(draw_x = 0; draw_x < width; draw_x++)
4328 {
4329 vram_ptr[draw_x] = color_16bpp;
4330 }
4331
4332 vram_ptr += 1024;
4333 }
4334#else
4335 void render_block_fill_body(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4336 u32 width, u32 height);
4337
4338 render_block_fill_body(psx_gpu, color, x, y, width, height);
4339#endif
4340}
4341
4342void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4343 u32 width, u32 height, u32 pitch)
4344{
4345 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4346 u32 draw_x, draw_y;
4347
4348 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4349
75e28f62
E
4350 for(draw_y = 0; draw_y < height; draw_y++)
4351 {
4352 for(draw_x = 0; draw_x < width; draw_x++)
4353 {
4354 vram_ptr[draw_x] = source[draw_x];
4355 }
4356
4357 source += pitch;
4358 vram_ptr += 1024;
4359 }
4360}
4361
4362void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4363 u32 dest_x, u32 dest_y, u32 width, u32 height)
4364{
4365 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4366 dest_x, dest_y, width, height, 1024);
4367}
4368
4369
4370void initialize_reciprocal_table(void)
4371{
4372 u32 height;
4373 u32 height_normalized;
4374 u32 height_reciprocal;
4375 s32 shift;
4376
4377 for(height = 1; height < 512; height++)
4378 {
4379 shift = __builtin_clz(height);
4380 height_normalized = height << shift;
4381 height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) /
4382 height_normalized;
4383
4384 shift = 32 - (50 - shift);
4385
4386 reciprocal_table[height] = (height_reciprocal << 12) | shift;
4387 }
4388}
4389
4390
4391#define dither_table_row(a, b, c, d) \
4392 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4393
e8c0e0bb 4394void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
75e28f62
E
4395{
4396 vec_8x16u test_mask =
4397 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4398
4399 psx_gpu->test_mask = test_mask;
4400
75e28f62
E
4401 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4402 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4403 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4404 psx_gpu->viewport_mask = 0;
4405 psx_gpu->current_texture_page = 0;
4406 psx_gpu->current_texture_mask = 0;
4407 psx_gpu->last_8bpp_texture_page = 0;
4408
4409 psx_gpu->clut_settings = 0;
4410 psx_gpu->texture_settings = 0;
4411 psx_gpu->render_state = 0;
4412 psx_gpu->render_state_base = 0;
4413 psx_gpu->num_blocks = 0;
4414
e8c0e0bb 4415 psx_gpu->vram_ptr = vram;
75e28f62 4416
3867c6ef 4417 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
75e28f62
E
4418 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4419 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4420
4421 psx_gpu->mask_msb = 0;
4422
4423 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4424
4425 initialize_reciprocal_table();
4426
4427 // 00 01 10 11
4428 // 00 0 4 1 5
4429 // 01 6 2 7 3
4430 // 10 1 5 0 4
4431 // 11 7 3 6 2
4432 // (minus ones(4) * 4)
4433
4434 // d0: (1 3 5 7): x1 ^ y1
4435 // d1: (2 3 6 7): y0
4436 // d2: (4 5 6 7): x0 ^ y0
4437
75e28f62
E
4438 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4439 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4440 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4441 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4442
4443 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4444}
4445
4446u64 get_us(void)
4447{
4448 struct timeval tv;
4449 gettimeofday(&tv, NULL);
4450
4451 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4452}
4453
2bbbb7af 4454#ifdef NEON_BUILD
75e28f62
E
4455
4456u32 get_counter()
4457{
4458 u32 counter;
4459 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4460
4461 return counter;
4462}
4463
4464void init_counter(void)
4465{
4466 u32 value;
4467 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4468 value |= 5; // master enable, ccnt reset
4469 value &= ~8; // ccnt divider 0
4470 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4471 // enable cycle counter
4472 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4473}
4474
4475void triangle_benchmark(psx_gpu_struct *psx_gpu)
4476{
4477 u32 i;
4478
4479 u32 ticks;
4480 u32 ticks_elapsed;
4481
4482 const u32 iterations = 500000;
4483
4484 psx_gpu->num_blocks = 64;
4485 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4486
4487 for(i = 0; i < 64; i++)
4488 {
4489 memset(&(psx_gpu->blocks[i].r), 0, 16);
4490 }
4491
4492 init_counter();
4493
4494 ticks = get_counter();
4495
4496 for(i = 0; i < iterations; i++)
4497 {
4498 texture_sprite_blocks_8bpp(psx_gpu);
4499 }
4500
4501 ticks_elapsed = get_counter() - ticks;
4502
4503 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
4504}
4505
4506#endif
4507