psx_gpu: select buffers differently
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
CommitLineData
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#include <stdio.h>
16#include <stdlib.h>
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;
75e28f62 49
c1817bd9 50/* double size for enhancement */
51u32 reciprocal_table[512 * 2];
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52
53
54typedef s32 fixed_type;
55
56#define EDGE_STEP_BITS 32
57#define FIXED_BITS 12
58
59#define fixed_center(value) \
60 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
61
62#define int_to_fixed(value) \
63 (((fixed_type)(value)) << FIXED_BITS) \
64
65#define fixed_to_int(value) \
66 ((value) >> FIXED_BITS) \
67
68#define fixed_to_double(value) \
69 ((value) / (double)(1 << FIXED_BITS)) \
70
71#define double_to_fixed(value) \
72 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
73
74typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
75typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
76typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
77typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
78
79typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
80 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
81
82struct render_block_handler_struct
83{
84 void *setup_blocks;
85 texture_blocks_function_type *texture_blocks;
86 shade_blocks_function_type *shade_blocks;
87 blend_blocks_function_type *blend_blocks;
88};
89
2bbbb7af 90#ifndef NEON_BUILD
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91
92u32 fixed_reciprocal(u32 denominator, u32 *_shift)
93{
94 u32 shift = __builtin_clz(denominator);
95 u32 denominator_normalized = denominator << shift;
96
97 double numerator = (1ULL << 62) + denominator_normalized;
98 double numerator_b;
99
100 double denominator_normalized_dp_b;
101 u64 denominator_normalized_dp_u64;
102
103 u32 reciprocal;
104 double reciprocal_dp;
105
106 u64 numerator_u64 = (denominator_normalized >> 10) |
107 ((u64)(62 + 1023) << 52);
108 *((u64 *)(&numerator_b)) = numerator_u64;
109
110 denominator_normalized_dp_u64 =
111 (u64)(denominator_normalized << 21) |
112 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
113 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
114
115 // Implement with a DP divide
116 reciprocal_dp = numerator / denominator_normalized_dp_b;
117 reciprocal = reciprocal_dp;
118
119 if(reciprocal == 0x80000001)
120 reciprocal = 0x80000000;
121
122 *_shift = 62 - shift;
123 return reciprocal;
124}
125
126double reciprocal_estimate(double a)
127{
128 int q, s;
129 double r;
130
131 q = (int)(a * 512.0);
132 /* a in units of 1/512 rounded down */
133 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
134 s = (int)(256.0 * r + 0.5);
135
136 /* r in units of 1/256 rounded to nearest */
137
138 return (double)s / 256.0;
139}
140
141u32 reciprocal_estimate_u32(u32 value)
142{
143 u64 dp_value_u64;
144 volatile double dp_value;
145 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
146
147 if((value >> 31) == 0)
148 return 0xFFFFFFFF;
149
150 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
151
152 *dp_value_ptr = dp_value_u64;
153
154 dp_value = reciprocal_estimate(dp_value);
155 dp_value_u64 = *dp_value_ptr;
156
157 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
158}
159
160u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
161{
162 u32 shift = __builtin_clz(value);
163 u32 value_normalized = value << shift;
164
165 *_shift = 62 - shift;
166
167 value_normalized -= 2;
168
169 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
170
171 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
172 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
173 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
174 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
175 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
176 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
177
178 return reciprocal_normalized;
179}
180
181#endif
182
183
184s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
185{
186 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
187}
188
189u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
190{
191 s32 coverage_x, coverage_y;
192
193 u32 mask_up_left;
194 u32 mask_down_right;
195
196 coverage_x = x2 >> 6;
197 coverage_y = y2 >> 8;
198
199 if(coverage_x < 0)
200 coverage_x = 0;
201
202 if(coverage_x > 31)
203 coverage_x = 31;
204
205 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
206
207 if(coverage_y >= 1)
208 mask_down_right |= mask_down_right << 16;
209
210 coverage_x = x1 >> 6;
211
212 mask_up_left = 0xFFFF0000 << coverage_x;
213 if(coverage_x < 0)
214 mask_up_left = 0xFFFF0000;
215
216 coverage_y = y1 >> 8;
217 if(coverage_y <= 0)
218 mask_up_left |= mask_up_left >> 16;
219
220 return mask_up_left & mask_down_right;
221}
222
223u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
224 u32 x2, u32 y2)
225{
226 u32 mask = texture_region_mask(x1, y1, x2, y2);
227
228 psx_gpu->dirty_textures_4bpp_mask |= mask;
229 psx_gpu->dirty_textures_8bpp_mask |= mask;
230 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
231
232 return mask;
233}
234
235u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
236 u32 y1, u32 x2, u32 y2)
237{
238 u32 mask = texture_region_mask(x1, y1, x2, y2) &
239 psx_gpu->viewport_mask;
3867c6ef 240
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241 psx_gpu->dirty_textures_4bpp_mask |= mask;
242 psx_gpu->dirty_textures_8bpp_mask |= mask;
243 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
244
245 return mask;
246}
247
05740673 248void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
249 u32 x2, u32 y2)
250{
251 u32 mask = texture_region_mask(x1, y1, x2, y2);
252 u32 texture_page;
253 u8 *texture_page_ptr;
254 u16 *vram_ptr;
255 u32 texel_block;
256 u32 sub_x, sub_y;
257
258 psx_gpu->dirty_textures_8bpp_mask |= mask;
259 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
260
261 if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
262 (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
263 {
264 texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
265 texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
266 texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
267 vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
268 sub_x = 4;
269 sub_y = 16;
270
271 while(sub_y)
272 {
273 while(sub_x)
274 {
275 texel_block = *vram_ptr;
276
277 texture_page_ptr[0] = texel_block & 0xF;
278 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
279 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
280 texture_page_ptr[3] = texel_block >> 12;
281
282 vram_ptr++;
283 texture_page_ptr += 4;
284
285 sub_x--;
286 }
287
288 vram_ptr -= 4;
289 sub_x = 4;
290
291 sub_y--;
292 vram_ptr += 1024;
293 }
294 }
295 else
296 {
297 psx_gpu->dirty_textures_4bpp_mask |= mask;
298 }
299}
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300
301void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
302 u32 texture_page);
303
2bbbb7af 304#ifndef NEON_BUILD
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305
306void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
307{
308 u32 current_texture_page = psx_gpu->current_texture_page;
3867c6ef 309 u8 *texture_page_ptr = psx_gpu->texture_page_base;
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310 u16 *vram_ptr = psx_gpu->vram_ptr;
311
312 u32 texel_block;
313 u32 tile_x, tile_y;
314 u32 sub_x, sub_y;
315
316 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
317 vram_ptr += (current_texture_page & 0xF) * 64;
318
319 texture_cache_loads++;
320
321 tile_y = 16;
322 tile_x = 16;
323 sub_x = 4;
324 sub_y = 16;
325
326 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
327
328 while(tile_y)
329 {
330 while(tile_x)
331 {
332 while(sub_y)
333 {
334 while(sub_x)
335 {
336 texel_block = *vram_ptr;
b7ed0632 337
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338 texture_page_ptr[0] = texel_block & 0xF;
339 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
340 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
341 texture_page_ptr[3] = texel_block >> 12;
342
343 vram_ptr++;
344 texture_page_ptr += 4;
345
346 sub_x--;
347 }
348
349 vram_ptr -= 4;
350 sub_x = 4;
351
352 sub_y--;
353 vram_ptr += 1024;
354 }
355
356 sub_y = 16;
357
358 vram_ptr -= (1024 * 16) - 4;
359 tile_x--;
360 }
361
362 tile_x = 16;
363
364 vram_ptr += (16 * 1024) - (4 * 16);
365 tile_y--;
366 }
367}
368
369void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
370 u32 texture_page)
371{
3867c6ef 372 u16 *texture_page_ptr = psx_gpu->texture_page_base;
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373 u16 *vram_ptr = psx_gpu->vram_ptr;
374
375 u32 tile_x, tile_y;
376 u32 sub_y;
377
378 vec_8x16u texels;
379
380 texture_cache_loads++;
381
382 vram_ptr += (texture_page >> 4) * 256 * 1024;
383 vram_ptr += (texture_page & 0xF) * 64;
384
385 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
386 texture_page_ptr += (8 * 16) * 8;
387
388 tile_x = 8;
389 tile_y = 16;
390
391 sub_y = 16;
392
393 while(tile_y)
394 {
395 while(tile_x)
396 {
397 while(sub_y)
398 {
399 load_128b(texels, vram_ptr);
400 store_128b(texels, texture_page_ptr);
401
402 texture_page_ptr += 8;
403 vram_ptr += 1024;
404
405 sub_y--;
406 }
407
408 sub_y = 16;
409
410 vram_ptr -= (1024 * 16);
411 vram_ptr += 8;
412
413 tile_x--;
414 }
415
416 tile_x = 8;
417
418 vram_ptr -= (8 * 8);
419 vram_ptr += (16 * 1024);
420
421 texture_page_ptr += (8 * 16) * 8;
422 tile_y--;
423 }
424}
425
426#endif
427
428
429void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
430{
431 u32 current_texture_page = psx_gpu->current_texture_page;
432 u32 update_textures =
433 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
434
435 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
436
437 if(update_textures & (1 << current_texture_page))
438 {
439 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
440 update_textures &= ~(1 << current_texture_page);
441 }
442
443 if(update_textures)
444 {
445 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
446 (current_texture_page & 0x10);
447
448 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
449 }
450}
451
452void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
453 psx_gpu_struct *psx_gpu);
454
455void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
456{
f1359c57 457 if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
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458 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
459 {
460 u32 num_blocks_dest = 0;
461 block_struct *block_src = psx_gpu->blocks;
462 block_struct *block_dest = psx_gpu->blocks;
463
464 u16 *vram_ptr = psx_gpu->vram_ptr;
465 u32 i;
466
f1359c57 467 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
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468 {
469 for(i = 0; i < psx_gpu->num_blocks; i++)
470 {
471 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
472 if(fb_offset & (1 << 11))
473 {
474 *block_dest = *block_src;
475 num_blocks_dest++;
476 block_dest++;
477 }
478 block_src++;
479 }
480 }
481 else
482 {
483 for(i = 0; i < psx_gpu->num_blocks; i++)
484 {
485 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
486 if((fb_offset & (1 << 11)) == 0)
487 {
488 *block_dest = *block_src;
489 num_blocks_dest++;
490 block_dest++;
491 }
492 block_src++;
493 }
494 }
495
496 psx_gpu->num_blocks = num_blocks_dest;
497 }
498
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499 if(psx_gpu->num_blocks)
500 {
501 render_block_handler_struct *render_block_handler =
502 psx_gpu->render_block_handler;
503
504 render_block_handler->texture_blocks(psx_gpu);
505 render_block_handler->shade_blocks(psx_gpu);
506 render_block_handler->blend_blocks(psx_gpu);
507
3867c6ef 508#ifdef PROFILE
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509 span_pixel_blocks += psx_gpu->num_blocks;
510 render_buffer_flushes++;
3867c6ef 511#endif
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512
513 psx_gpu->num_blocks = 0;
514 }
515}
516
517
518void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
519 vertex_struct *b, vertex_struct *c);
520
2bbbb7af 521#ifndef NEON_BUILD
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522
523#define setup_gradient_calculation_input(set, vertex) \
524 /* First type is: uvrg bxxx xxxx */\
525 /* Second type is: yyyy ybyy uvrg */\
526 /* Since x_a and y_c are the same the same variable is used for both. */\
527 x##set##_a_y##set##_c.e[0] = vertex->u; \
528 x##set##_a_y##set##_c.e[1] = vertex->v; \
529 x##set##_a_y##set##_c.e[2] = vertex->r; \
530 x##set##_a_y##set##_c.e[3] = vertex->g; \
531 dup_4x16b(x##set##_b, vertex->x); \
532 dup_4x16b(x##set##_c, vertex->x); \
533 dup_4x16b(y##set##_a, vertex->y); \
534 dup_4x16b(y##set##_b, vertex->y); \
535 x##set##_b.e[0] = vertex->b; \
536 y##set##_b.e[1] = vertex->b \
537
538
539void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
540 vertex_struct *b, vertex_struct *c)
541{
542 u32 triangle_area = psx_gpu->triangle_area;
543 u32 winding_mask_scalar;
544
545 u32 triangle_area_shift;
546 u64 triangle_area_reciprocal =
547 fixed_reciprocal(triangle_area, &triangle_area_shift);
548 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
549
550 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
551 // ( d0 * d1 ) - ( d2 * d3 ) =
552 // ( m0 ) - ( m1 ) = gradient
553
554 // This is split to do 12 elements at a time over three sets: a, b, and c.
555 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
556 // two of the slots are unused.
557
558 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
559 // is g.
560
561 vec_4x16s x0_a_y0_c, x0_b, x0_c;
562 vec_4x16s y0_a, y0_b;
563 vec_4x16s x1_a_y1_c, x1_b, x1_c;
564 vec_4x16s y1_a, y1_b;
565 vec_4x16s x2_a_y2_c, x2_b, x2_c;
566 vec_4x16s y2_a, y2_b;
567
568 vec_4x32u uvrg_base;
569 vec_4x32u b_base;
c6063f89 570 vec_4x32u uvrgb_phase;
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571
572 vec_4x16s d0_a_d3_c, d0_b, d0_c;
573 vec_4x16s d1_a, d1_b, d1_c_d2_a;
574 vec_4x16s d2_b, d2_c;
575 vec_4x16s d3_a, d3_b;
576
577 vec_4x32s m0_a, m0_b, m0_c;
578 vec_4x32s m1_a, m1_b, m1_c;
579
580 vec_4x32u gradient_area_a, gradient_area_c;
581 vec_2x32u gradient_area_b;
582
583 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
584 vec_2x32u gradient_area_sign_b;
585 vec_4x32u winding_mask;
586
587 vec_2x64u gradient_wide_a0, gradient_wide_a1;
588 vec_2x64u gradient_wide_c0, gradient_wide_c1;
589 vec_2x64u gradient_wide_b;
590
591 vec_4x32u gradient_a, gradient_c;
592 vec_2x32u gradient_b;
593 vec_16x8s gradient_shift;
594
595 setup_gradient_calculation_input(0, a);
596 setup_gradient_calculation_input(1, b);
597 setup_gradient_calculation_input(2, c);
598
c6063f89 599 dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
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600 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
601 shl_long_4x16b(b_base, x0_b, 16);
602
c6063f89 603 add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
604 add_4x32b(b_base, b_base, uvrgb_phase);
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605
606 // Can probably pair these, but it'll require careful register allocation
607 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
608 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
609
610 sub_4x16b(d0_b, x1_b, x0_b);
611 sub_4x16b(d0_c, x1_c, x0_c);
612
613 sub_4x16b(d1_a, y2_a, y1_a);
614 sub_4x16b(d1_b, y2_b, y1_b);
615
616 sub_4x16b(d2_b, x2_b, x1_b);
617 sub_4x16b(d2_c, x2_c, x1_c);
618
619 sub_4x16b(d3_a, y1_a, y0_a);
620 sub_4x16b(d3_b, y1_b, y0_b);
621
622 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
623 mul_long_4x16b(m0_b, d0_b, d1_b);
624 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
625
626 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
627 mul_long_4x16b(m1_b, d2_b, d3_b);
628 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
629
630 sub_4x32b(gradient_area_a, m0_a, m1_a);
631 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
632 sub_4x32b(gradient_area_c, m0_c, m1_c);
633
634 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
635 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
636 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
637
638 abs_4x32b(gradient_area_a, gradient_area_a);
639 abs_2x32b(gradient_area_b, gradient_area_b);
640 abs_4x32b(gradient_area_c, gradient_area_c);
641
642 winding_mask_scalar = -psx_gpu->triangle_winding;
643
644 dup_4x32b(winding_mask, winding_mask_scalar);
645 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
646 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
647 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
648
649 mul_scalar_long_2x32b(gradient_wide_a0,
650 vector_cast(vec_2x32s, gradient_area_a.low),
651 (s64)triangle_area_reciprocal);
652 mul_scalar_long_2x32b(gradient_wide_a1,
653 vector_cast(vec_2x32s, gradient_area_a.high),
654 (s64)triangle_area_reciprocal);
655 mul_scalar_long_2x32b(gradient_wide_b,
656 vector_cast(vec_2x32s, gradient_area_b),
657 (s64)triangle_area_reciprocal);
658 mul_scalar_long_2x32b(gradient_wide_c0,
659 vector_cast(vec_2x32s, gradient_area_c.low),
660 (s64)triangle_area_reciprocal);
661 mul_scalar_long_2x32b(gradient_wide_c1,
662 vector_cast(vec_2x32s, gradient_area_c.high),
663 (s64)triangle_area_reciprocal);
664
665 dup_16x8b(gradient_shift, triangle_area_shift);
666 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
667 vector_cast(vec_2x64u, gradient_shift));
668 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
669 vector_cast(vec_2x64u, gradient_shift));
670 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
671 vector_cast(vec_2x64u, gradient_shift));
672 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
673 vector_cast(vec_2x64u, gradient_shift));
674 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
675 vector_cast(vec_2x64u, gradient_shift));
676
677 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
678 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
679 mov_narrow_2x64b(gradient_b, gradient_wide_b);
680 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
681 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
682
683 shl_4x32b(gradient_a, gradient_a, 4);
684 shl_2x32b(gradient_b, gradient_b, 4);
685 shl_4x32b(gradient_c, gradient_c, 4);
686
687 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
688 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
689 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
690
691 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
692 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
693 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
694
695 u32 left_adjust = a->x;
696 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
697 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
698
699 vec_4x32u uvrg_dx2;
700 vec_2x32u b_dx2;
701
702 vec_4x32u uvrg_dx3;
703 vec_2x32u b_dx3;
704
705 vec_4x32u zero;
706
707 eor_4x32b(zero, zero, zero);
708 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
709 add_2x32b(b_dx2, gradient_b, gradient_b);
710 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
711 add_2x32b(b_dx3, gradient_b, b_dx2);
712
713 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
714 // lined up properly
715 psx_gpu->u_block_span.e[0] = zero.e[0];
716 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
717 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
718 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
719
720 psx_gpu->v_block_span.e[0] = zero.e[1];
721 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
722 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
723 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
724
725 psx_gpu->r_block_span.e[0] = zero.e[2];
726 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
727 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
728 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
729
730 psx_gpu->g_block_span.e[0] = zero.e[3];
731 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
732 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
733 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
734
735 psx_gpu->b_block_span.e[0] = zero.e[0];
736 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
737 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
738 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
739
740 psx_gpu->uvrg = uvrg_base;
741 psx_gpu->b = b_base.e[0];
742
743 psx_gpu->uvrg_dx = gradient_a;
744 psx_gpu->uvrg_dy = gradient_c;
745 psx_gpu->b_dy = gradient_b.e[1];
746}
747#endif
748
749#define vector_check(_a, _b) \
750 if(memcmp(&_a, &_b, sizeof(_b))) \
751 { \
752 if(sizeof(_b) == 8) \
753 { \
754 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
755 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
756 } \
757 else \
758 { \
759 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
760 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
761 _b.e[2], _b.e[3]); \
762 } \
763 } \
764
765#define scalar_check(_a, _b) \
766 if(_a != _b) \
767 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
768
769
c111e8f8 770#ifndef NDEBUG
771#define setup_spans_debug_check(span_edge_data_element) \
772 if (&span_edge_data_element - psx_gpu->span_edge_data < psx_gpu->num_spans) \
773 { \
774 if(span_edge_data_element.num_blocks > MAX_BLOCKS_PER_ROW) \
775 *(int *)0 = 1; \
776 if(span_edge_data_element.y > 2048) \
777 *(int *)0 = 1; \
778 } \
779
780#else
781#define setup_spans_debug_check(span_edge_data_element) \
782
783#endif
784
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785#define setup_spans_prologue_alternate_yes() \
786 vec_2x64s alternate_x; \
787 vec_2x64s alternate_dx_dy; \
788 vec_4x32s alternate_x_32; \
789 vec_2x32s alternate_x_16; \
790 \
791 vec_4x16u alternate_select; \
792 vec_4x16s y_mid_point; \
793 \
794 s32 y_b = v_b->y; \
795 s64 edge_alt; \
796 s32 edge_dx_dy_alt; \
797 u32 edge_shift_alt \
798
799#define setup_spans_prologue_alternate_no() \
800
801#define setup_spans_prologue(alternate_active) \
802 edge_data_struct *span_edge_data; \
803 vec_4x32u *span_uvrg_offset; \
804 u32 *span_b_offset; \
805 \
806 s32 clip; \
807 \
808 vec_2x64s edges_xy; \
809 vec_2x32s edges_dx_dy; \
810 vec_2x32u edge_shifts; \
811 \
812 vec_2x64s left_x, right_x; \
813 vec_2x64s left_dx_dy, right_dx_dy; \
814 vec_4x32s left_x_32, right_x_32; \
815 vec_8x16s left_right_x_16; \
816 vec_4x16s y_x4; \
817 vec_8x16s left_edge; \
818 vec_8x16s right_edge; \
819 vec_4x16u span_shift; \
820 \
821 vec_2x32u c_0x01; \
822 vec_4x16u c_0x04; \
823 vec_4x16u c_0xFFFE; \
824 vec_4x16u c_0x07; \
825 \
826 vec_2x32s x_starts; \
827 vec_2x32s x_ends; \
828 \
829 s32 x_a = v_a->x; \
830 s32 x_b = v_b->x; \
831 s32 x_c = v_c->x; \
832 s32 y_a = v_a->y; \
833 s32 y_c = v_c->y; \
834 \
835 vec_4x32u uvrg = psx_gpu->uvrg; \
836 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
837 u32 b = psx_gpu->b; \
838 u32 b_dy = psx_gpu->b_dy; \
839 \
840 dup_2x32b(c_0x01, 0x01); \
841 setup_spans_prologue_alternate_##alternate_active() \
842
843#define setup_spans_prologue_b() \
844 span_edge_data = psx_gpu->span_edge_data; \
845 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
846 span_b_offset = psx_gpu->span_b_offset; \
847 \
848 vec_8x16u c_0x0001; \
849 \
850 dup_8x16b(c_0x0001, 0x0001); \
851 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
852 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
853 add_8x16b(right_edge, right_edge, c_0x0001); \
854 dup_4x16b(c_0x04, 0x04); \
855 dup_4x16b(c_0x07, 0x07); \
856 dup_4x16b(c_0xFFFE, 0xFFFE); \
857
858
859#define compute_edge_delta_x2() \
860{ \
861 vec_2x32s heights; \
862 vec_2x32s height_reciprocals; \
863 vec_2x32s heights_b; \
864 vec_4x32u widths; \
865 \
866 u32 edge_shift = reciprocal_table[height]; \
867 \
868 dup_2x32b(heights, height); \
869 sub_2x32b(widths, x_ends, x_starts); \
870 \
871 dup_2x32b(edge_shifts, edge_shift); \
872 sub_2x32b(heights_b, heights, c_0x01); \
7d5140f5 873 shr_2x32b(height_reciprocals, edge_shifts, 10); \
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874 \
875 mla_2x32b(heights_b, x_starts, heights); \
876 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
877 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
878 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
879} \
880
881#define compute_edge_delta_x3(start_c, height_a, height_b) \
882{ \
883 vec_2x32s heights; \
884 vec_2x32s height_reciprocals; \
885 vec_2x32s heights_b; \
886 vec_2x32u widths; \
887 \
888 u32 width_alt; \
889 s32 height_b_alt; \
890 u32 height_reciprocal_alt; \
891 \
892 heights.e[0] = height_a; \
893 heights.e[1] = height_b; \
894 \
895 edge_shifts.e[0] = reciprocal_table[height_a]; \
896 edge_shifts.e[1] = reciprocal_table[height_b]; \
897 edge_shift_alt = reciprocal_table[height_minor_b]; \
898 \
899 sub_2x32b(widths, x_ends, x_starts); \
900 width_alt = x_c - start_c; \
901 \
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902 shr_2x32b(height_reciprocals, edge_shifts, 10); \
903 height_reciprocal_alt = edge_shift_alt >> 10; \
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904 \
905 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
906 edge_shift_alt &= 0x1F; \
907 \
908 sub_2x32b(heights_b, heights, c_0x01); \
909 height_b_alt = height_minor_b - 1; \
910 \
911 mla_2x32b(heights_b, x_starts, heights); \
912 height_b_alt += height_minor_b * start_c; \
913 \
914 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
915 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
916 \
917 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
918 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
919} \
920
921
922#define setup_spans_adjust_y_up() \
923 sub_4x32b(y_x4, y_x4, c_0x04) \
924
925#define setup_spans_adjust_y_down() \
926 add_4x32b(y_x4, y_x4, c_0x04) \
927
928#define setup_spans_adjust_interpolants_up() \
929 sub_4x32b(uvrg, uvrg, uvrg_dy); \
930 b -= b_dy \
931
932#define setup_spans_adjust_interpolants_down() \
933 add_4x32b(uvrg, uvrg, uvrg_dy); \
934 b += b_dy \
935
936
937#define setup_spans_clip_interpolants_increment() \
938 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
939 b += b_dy * clip \
940
941#define setup_spans_clip_interpolants_decrement() \
942 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
943 b -= b_dy * clip \
944
945#define setup_spans_clip_alternate_yes() \
946 edge_alt += edge_dx_dy_alt * (s64)(clip) \
947
948#define setup_spans_clip_alternate_no() \
949
950#define setup_spans_clip(direction, alternate_active) \
951{ \
952 clipped_triangles++; \
953 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
954 setup_spans_clip_alternate_##alternate_active(); \
955 setup_spans_clip_interpolants_##direction(); \
956} \
957
958
959#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
960{ \
961 vec_2x64u edge_shifts_64; \
962 vec_2x64s edges_dx_dy_64; \
963 \
964 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
965 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
966 \
967 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
968 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
969 \
970 left_x.e[0] = edges_xy.e[left_index]; \
971 right_x.e[0] = edges_xy.e[right_index]; \
972 \
973 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
974 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
975 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
976 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
977 \
978 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
979 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
980 \
981 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
982 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
983} \
984
985#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
986{ \
987 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
988 s64 edge_dx_dy_alt_64; \
989 \
990 dup_4x16b(y_mid_point, y_b); \
991 \
992 edge_alt <<= edge_shift_alt; \
993 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
994 \
995 alternate_x.e[0] = edge_alt; \
996 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
997 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
998 \
999 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
1000 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
1001} \
1002
1003
1004#define setup_spans_y_select_up() \
1005 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
1006
1007#define setup_spans_y_select_down() \
1008 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
1009
1010#define setup_spans_y_select_alternate_yes(direction) \
1011 setup_spans_y_select_##direction() \
1012
1013#define setup_spans_y_select_alternate_no(direction) \
1014
1015#define setup_spans_alternate_select_left() \
1016 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
1017
1018#define setup_spans_alternate_select_right() \
1019 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
1020
1021#define setup_spans_alternate_select_none() \
1022
1023#define setup_spans_increment_alternate_yes() \
1024 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
1025 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1026 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
1027 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1028 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
1029
1030#define setup_spans_increment_alternate_no() \
1031
1032#define setup_spans_set_x4(alternate, direction, alternate_active) \
1033{ \
1034 span_uvrg_offset[0] = uvrg; \
1035 span_b_offset[0] = b; \
1036 setup_spans_adjust_interpolants_##direction(); \
1037 \
1038 span_uvrg_offset[1] = uvrg; \
1039 span_b_offset[1] = b; \
1040 setup_spans_adjust_interpolants_##direction(); \
1041 \
1042 span_uvrg_offset[2] = uvrg; \
1043 span_b_offset[2] = b; \
1044 setup_spans_adjust_interpolants_##direction(); \
1045 \
1046 span_uvrg_offset[3] = uvrg; \
1047 span_b_offset[3] = b; \
1048 setup_spans_adjust_interpolants_##direction(); \
1049 \
1050 span_uvrg_offset += 4; \
1051 span_b_offset += 4; \
1052 \
1053 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
1054 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
1055 \
1056 add_2x64b(left_x, left_x, left_dx_dy); \
1057 add_2x64b(right_x, right_x, right_dx_dy); \
1058 \
1059 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
1060 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
1061 \
1062 add_2x64b(left_x, left_x, left_dx_dy); \
1063 add_2x64b(right_x, right_x, right_dx_dy); \
1064 \
1065 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
1066 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
1067 \
1068 setup_spans_increment_alternate_##alternate_active(); \
1069 setup_spans_y_select_alternate_##alternate_active(direction); \
1070 setup_spans_alternate_select_##alternate(); \
1071 \
1072 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
1073 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
1074 \
1075 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
1076 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
1077 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
1078 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
1079 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
1080 \
1081 u32 i; \
1082 for(i = 0; i < 4; i++) \
1083 { \
1084 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
1085 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
1086 span_edge_data[i].right_mask = span_shift.e[i]; \
1087 span_edge_data[i].y = y_x4.e[i]; \
c111e8f8 1088 setup_spans_debug_check(span_edge_data[i]); \
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1089 } \
1090 \
1091 span_edge_data += 4; \
1092 \
1093 setup_spans_adjust_y_##direction(); \
1094} \
1095
1096
1097#define setup_spans_alternate_adjust_yes() \
1098 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1099
1100#define setup_spans_alternate_adjust_no() \
1101
1102
1103#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1104 setup_spans_alternate_adjust_##alternate_active(); \
1105 if(y_c > psx_gpu->viewport_end_y) \
1106 height -= y_c - psx_gpu->viewport_end_y - 1; \
1107 \
1108 clip = psx_gpu->viewport_start_y - y_a; \
1109 if(clip > 0) \
1110 { \
1111 height -= clip; \
1112 y_a += clip; \
1113 setup_spans_clip(increment, alternate_active); \
1114 } \
1115 \
1116 setup_spans_prologue_b(); \
1117 \
1118 if(height > 0) \
1119 { \
1120 y_x4.e[0] = y_a; \
1121 y_x4.e[1] = y_a + 1; \
1122 y_x4.e[2] = y_a + 2; \
1123 y_x4.e[3] = y_a + 3; \
1124 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1125 right_index); \
1126 \
1127 psx_gpu->num_spans = height; \
1128 do \
1129 { \
1130 setup_spans_set_x4(alternate, down, alternate_active); \
1131 height -= 4; \
1132 } while(height > 0); \
1133 } \
1134
1135
1136#define setup_spans_alternate_pre_increment_yes() \
1137 edge_alt += edge_dx_dy_alt \
1138
1139#define setup_spans_alternate_pre_increment_no() \
1140
1141#define setup_spans_up_decrement_height_yes() \
1142 height-- \
1143
1144#define setup_spans_up_decrement_height_no() \
1145 {} \
1146
1147#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1148 setup_spans_alternate_adjust_##alternate_active(); \
1149 y_a--; \
1150 \
1151 if(y_c < psx_gpu->viewport_start_y) \
1152 height -= psx_gpu->viewport_start_y - y_c; \
1153 else \
1154 setup_spans_up_decrement_height_##alternate_active(); \
1155 \
1156 clip = y_a - psx_gpu->viewport_end_y; \
1157 if(clip > 0) \
1158 { \
1159 height -= clip; \
1160 y_a -= clip; \
1161 setup_spans_clip(decrement, alternate_active); \
1162 } \
1163 \
1164 setup_spans_prologue_b(); \
1165 \
1166 if(height > 0) \
1167 { \
1168 y_x4.e[0] = y_a; \
1169 y_x4.e[1] = y_a - 1; \
1170 y_x4.e[2] = y_a - 2; \
1171 y_x4.e[3] = y_a - 3; \
1172 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1173 setup_spans_alternate_pre_increment_##alternate_active(); \
1174 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1175 right_index); \
1176 setup_spans_adjust_interpolants_up(); \
1177 \
1178 psx_gpu->num_spans = height; \
1179 while(height > 0) \
1180 { \
1181 setup_spans_set_x4(alternate, up, alternate_active); \
1182 height -= 4; \
1183 } \
1184 } \
1185
1186#define index_left 0
1187#define index_right 1
1188
1189#define setup_spans_up_up(minor, major) \
1190 setup_spans_prologue(yes); \
1191 s32 height_minor_a = y_a - y_b; \
1192 s32 height_minor_b = y_b - y_c; \
1193 s32 height = y_a - y_c; \
1194 \
1195 dup_2x32b(x_starts, x_a); \
1196 x_ends.e[0] = x_c; \
1197 x_ends.e[1] = x_b; \
1198 \
1199 compute_edge_delta_x3(x_b, height, height_minor_a); \
1200 setup_spans_up(index_##major, index_##minor, minor, yes) \
1201
1202
1203void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1204 vertex_struct *v_b, vertex_struct *v_c);
1205void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1206 vertex_struct *v_b, vertex_struct *v_c);
1207void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1208 vertex_struct *v_b, vertex_struct *v_c);
1209void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1210 vertex_struct *v_b, vertex_struct *v_c);
1211void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1212 vertex_struct *v_b, vertex_struct *v_c);
1213void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1214 vertex_struct *v_b, vertex_struct *v_c);
1215void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1216 vertex_struct *v_b, vertex_struct *v_c);
1217void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1218 vertex_struct *v_b, vertex_struct *v_c);
1219void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1220 vertex_struct *v_b, vertex_struct *v_c);
1221
1222
2bbbb7af 1223#ifndef NEON_BUILD
75e28f62
E
1224
1225void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1226 vertex_struct *v_b, vertex_struct *v_c)
1227{
1228 setup_spans_up_up(left, right);
1229}
1230
1231void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1232 vertex_struct *v_b, vertex_struct *v_c)
1233{
1234 setup_spans_up_up(right, left);
1235}
1236
1237#define setup_spans_down_down(minor, major) \
1238 setup_spans_prologue(yes); \
1239 s32 height_minor_a = y_b - y_a; \
1240 s32 height_minor_b = y_c - y_b; \
1241 s32 height = y_c - y_a; \
1242 \
1243 dup_2x32b(x_starts, x_a); \
1244 x_ends.e[0] = x_c; \
1245 x_ends.e[1] = x_b; \
1246 \
1247 compute_edge_delta_x3(x_b, height, height_minor_a); \
1248 setup_spans_down(index_##major, index_##minor, minor, yes) \
1249
1250void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1251 vertex_struct *v_b, vertex_struct *v_c)
1252{
1253 setup_spans_down_down(left, right);
1254}
1255
1256void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1257 vertex_struct *v_b, vertex_struct *v_c)
1258{
1259 setup_spans_down_down(right, left);
1260}
1261
1262#define setup_spans_up_flat() \
1263 s32 height = y_a - y_c; \
1264 \
1265 flat_triangles++; \
1266 compute_edge_delta_x2(); \
1267 setup_spans_up(index_left, index_right, none, no) \
1268
1269void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1270 vertex_struct *v_b, vertex_struct *v_c)
1271{
1272 setup_spans_prologue(no);
1273 x_starts.e[0] = x_a;
1274 x_starts.e[1] = x_b;
1275 dup_2x32b(x_ends, x_c);
1276
1277 setup_spans_up_flat();
1278}
1279
1280void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1281 vertex_struct *v_b, vertex_struct *v_c)
1282{
1283 setup_spans_prologue(no);
1284 dup_2x32b(x_starts, x_a);
1285 x_ends.e[0] = x_b;
1286 x_ends.e[1] = x_c;
1287
1288 setup_spans_up_flat();
1289}
1290
1291#define setup_spans_down_flat() \
1292 s32 height = y_c - y_a; \
1293 \
1294 flat_triangles++; \
1295 compute_edge_delta_x2(); \
1296 setup_spans_down(index_left, index_right, none, no) \
1297
1298void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1299 vertex_struct *v_b, vertex_struct *v_c)
1300{
1301 setup_spans_prologue(no);
1302 x_starts.e[0] = x_a;
1303 x_starts.e[1] = x_b;
1304 dup_2x32b(x_ends, x_c);
1305
1306 setup_spans_down_flat();
1307}
1308
1309void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1310 vertex_struct *v_b, vertex_struct *v_c)
1311{
1312 setup_spans_prologue(no);
1313 dup_2x32b(x_starts, x_a);
1314 x_ends.e[0] = x_b;
1315 x_ends.e[1] = x_c;
1316
1317 setup_spans_down_flat();
1318}
1319
1320void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1321 vertex_struct *v_b, vertex_struct *v_c)
1322{
1323 setup_spans_prologue(no);
1324
1325 s32 y_b = v_b->y;
1326 s64 edge_alt;
1327 s32 edge_dx_dy_alt;
1328 u32 edge_shift_alt;
1329
1330 s32 middle_y = y_a;
1331 s32 height_minor_a = y_a - y_b;
1332 s32 height_minor_b = y_c - y_a;
1333 s32 height_major = y_c - y_b;
1334
1335 vec_2x64s edges_xy_b;
1336 vec_2x32s edges_dx_dy_b;
1337 vec_2x32u edge_shifts_b;
1338
1339 vec_2x32s height_increment;
1340
1341 x_starts.e[0] = x_a;
1342 x_starts.e[1] = x_c;
1343 dup_2x32b(x_ends, x_b);
1344
1345 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1346
1347 height_increment.e[0] = 0;
1348 height_increment.e[1] = height_minor_b;
1349
1350 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1351
1352 edges_xy_b.e[0] = edge_alt;
1353 edges_xy_b.e[1] = edges_xy.e[1];
1354
1355 edge_shifts_b = edge_shifts;
1356 edge_shifts_b.e[0] = edge_shift_alt;
1357
1358 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1359 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1360
1361 y_a--;
1362
1363 if(y_b < psx_gpu->viewport_start_y)
1364 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1365
1366 clip = y_a - psx_gpu->viewport_end_y;
1367 if(clip > 0)
1368 {
1369 height_minor_a -= clip;
1370 y_a -= clip;
1371 setup_spans_clip(decrement, no);
1372 }
1373
1374 setup_spans_prologue_b();
1375
1376 if(height_minor_a > 0)
1377 {
1378 y_x4.e[0] = y_a;
1379 y_x4.e[1] = y_a - 1;
1380 y_x4.e[2] = y_a - 2;
1381 y_x4.e[3] = y_a - 3;
1382 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1383 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1384 setup_spans_adjust_interpolants_up();
1385
1386 psx_gpu->num_spans = height_minor_a;
1387 while(height_minor_a > 0)
1388 {
1389 setup_spans_set_x4(none, up, no);
1390 height_minor_a -= 4;
1391 }
1392
1393 span_edge_data += height_minor_a;
1394 span_uvrg_offset += height_minor_a;
1395 span_b_offset += height_minor_a;
1396 }
1397
1398 edges_xy = edges_xy_b;
1399 edges_dx_dy = edges_dx_dy_b;
1400 edge_shifts = edge_shifts_b;
1401
1402 uvrg = psx_gpu->uvrg;
1403 b = psx_gpu->b;
1404
1405 y_a = middle_y;
1406
1407 if(y_c > psx_gpu->viewport_end_y)
1408 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1409
1410 clip = psx_gpu->viewport_start_y - y_a;
1411 if(clip > 0)
1412 {
1413 height_minor_b -= clip;
1414 y_a += clip;
1415 setup_spans_clip(increment, no);
1416 }
1417
1418 if(height_minor_b > 0)
1419 {
1420 y_x4.e[0] = y_a;
1421 y_x4.e[1] = y_a + 1;
1422 y_x4.e[2] = y_a + 2;
1423 y_x4.e[3] = y_a + 3;
1424 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1425
1426 psx_gpu->num_spans += height_minor_b;
1427 do
1428 {
1429 setup_spans_set_x4(none, down, no);
1430 height_minor_b -= 4;
1431 } while(height_minor_b > 0);
1432 }
1433
1434 left_split_triangles++;
1435}
1436
1437#endif
1438
1439
1440#define dither_table_entry_normal(value) \
1441 (value) \
1442
1443
1444#define setup_blocks_load_msb_mask_indirect() \
1445
1446#define setup_blocks_load_msb_mask_direct() \
1447 vec_8x16u msb_mask; \
1448 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1449
1450
1451#define setup_blocks_variables_shaded_textured(target) \
1452 vec_4x32u u_block; \
1453 vec_4x32u v_block; \
1454 vec_4x32u r_block; \
1455 vec_4x32u g_block; \
1456 vec_4x32u b_block; \
1457 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1458 vec_4x32u uvrg_dx4; \
1459 vec_4x32u uvrg_dx8; \
1460 vec_4x32u uvrg; \
1461 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1462 u32 b_dx4 = b_dx << 2; \
1463 u32 b_dx8 = b_dx << 3; \
1464 u32 b; \
1465 \
1466 vec_16x8u texture_mask; \
1467 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1468 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1469 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1470 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1471
1472#define setup_blocks_variables_shaded_untextured(target) \
1473 vec_4x32u r_block; \
1474 vec_4x32u g_block; \
1475 vec_4x32u b_block; \
1476 vec_4x32u rgb_dx; \
1477 vec_4x32u rgb_dx4; \
1478 vec_4x32u rgb_dx8; \
1479 vec_4x32u rgb; \
1480 \
1481 vec_8x8u d64_0x07; \
1482 vec_8x8u d64_1; \
1483 vec_8x8u d64_4; \
1484 vec_8x8u d64_128; \
1485 \
1486 dup_8x8b(d64_0x07, 0x07); \
1487 dup_8x8b(d64_1, 1); \
1488 dup_8x8b(d64_4, 4); \
1489 dup_8x8b(d64_128, 128); \
1490 \
1491 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1492 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1493 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1494 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1495
1496#define setup_blocks_variables_unshaded_textured(target) \
1497 vec_4x32u u_block; \
1498 vec_4x32u v_block; \
1499 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1500 vec_2x32u uv_dx4; \
1501 vec_2x32u uv_dx8; \
1502 vec_2x32u uv = psx_gpu->uvrg.low; \
1503 \
1504 vec_16x8u texture_mask; \
1505 shl_2x32b(uv_dx4, uv_dx, 2); \
1506 shl_2x32b(uv_dx8, uv_dx, 3); \
1507 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1508 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1509
1510
1511#define setup_blocks_variables_unshaded_untextured_direct() \
1512 or_8x16b(colors, colors, msb_mask) \
1513
1514#define setup_blocks_variables_unshaded_untextured_indirect() \
1515
1516#define setup_blocks_variables_unshaded_untextured(target) \
1517 u32 color = psx_gpu->triangle_color; \
1518 vec_8x16u colors; \
1519 \
1520 u32 color_r = color & 0xFF; \
1521 u32 color_g = (color >> 8) & 0xFF; \
1522 u32 color_b = (color >> 16) & 0xFF; \
1523 \
1524 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1525 ((color_b >> 3) << 10); \
1526 dup_8x16b(colors, color); \
1527 setup_blocks_variables_unshaded_untextured_##target() \
1528
1529#define setup_blocks_span_initialize_dithered_textured() \
1530 vec_8x16u dither_offsets; \
1531 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1532
1533#define setup_blocks_span_initialize_dithered_untextured() \
1534 vec_8x8u dither_offsets; \
1535 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1536
1537#define setup_blocks_span_initialize_dithered(texturing) \
1538 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1539 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1540 vec_8x8s dither_offsets_short; \
1541 \
1542 dither_row = \
1543 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1544 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1545 setup_blocks_span_initialize_dithered_##texturing() \
1546
1547#define setup_blocks_span_initialize_undithered(texturing) \
1548
1549
1550#define setup_blocks_span_initialize_shaded_textured() \
1551{ \
1552 vec_4x32u block_span; \
1553 u32 offset = span_edge_data->left_x; \
1554 \
1555 uvrg = *span_uvrg_offset; \
1556 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1557 b = *span_b_offset; \
1558 b += b_dx * offset; \
1559 \
1560 dup_4x32b(u_block, uvrg.e[0]); \
1561 dup_4x32b(v_block, uvrg.e[1]); \
1562 dup_4x32b(r_block, uvrg.e[2]); \
1563 dup_4x32b(g_block, uvrg.e[3]); \
1564 dup_4x32b(b_block, b); \
1565 \
1566 block_span = psx_gpu->u_block_span; \
1567 add_4x32b(u_block, u_block, block_span); \
1568 block_span = psx_gpu->v_block_span; \
1569 add_4x32b(v_block, v_block, block_span); \
1570 block_span = psx_gpu->r_block_span; \
1571 add_4x32b(r_block, r_block, block_span); \
1572 block_span = psx_gpu->g_block_span; \
1573 add_4x32b(g_block, g_block, block_span); \
1574 block_span = psx_gpu->b_block_span; \
1575 add_4x32b(b_block, b_block, block_span); \
1576}
1577
1578#define setup_blocks_span_initialize_shaded_untextured() \
1579{ \
1580 vec_4x32u block_span; \
1581 u32 offset = span_edge_data->left_x; \
1582 \
1583 rgb.low = span_uvrg_offset->high; \
1584 rgb.high.e[0] = *span_b_offset; \
1585 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1586 \
1587 dup_4x32b(r_block, rgb.e[0]); \
1588 dup_4x32b(g_block, rgb.e[1]); \
1589 dup_4x32b(b_block, rgb.e[2]); \
1590 \
1591 block_span = psx_gpu->r_block_span; \
1592 add_4x32b(r_block, r_block, block_span); \
1593 block_span = psx_gpu->g_block_span; \
1594 add_4x32b(g_block, g_block, block_span); \
1595 block_span = psx_gpu->b_block_span; \
1596 add_4x32b(b_block, b_block, block_span); \
1597} \
1598
1599#define setup_blocks_span_initialize_unshaded_textured() \
1600{ \
1601 vec_4x32u block_span; \
1602 u32 offset = span_edge_data->left_x; \
1603 \
1604 uv = span_uvrg_offset->low; \
1605 mla_scalar_2x32b(uv, uv_dx, offset); \
1606 \
1607 dup_4x32b(u_block, uv.e[0]); \
1608 dup_4x32b(v_block, uv.e[1]); \
1609 \
1610 block_span = psx_gpu->u_block_span; \
1611 add_4x32b(u_block, u_block, block_span); \
1612 block_span = psx_gpu->v_block_span; \
1613 add_4x32b(v_block, v_block, block_span); \
1614} \
1615
1616#define setup_blocks_span_initialize_unshaded_untextured() \
1617
1618
1619#define setup_blocks_texture_swizzled() \
1620{ \
1621 vec_8x8u u_saved = u; \
1622 sli_8x8b(u, v, 4); \
1623 sri_8x8b(v, u_saved, 4); \
1624} \
1625
1626#define setup_blocks_texture_unswizzled() \
1627
1628#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1629 edge_type) \
1630{ \
1631 vec_8x16u u_whole; \
1632 vec_8x16u v_whole; \
1633 vec_8x16u r_whole; \
1634 vec_8x16u g_whole; \
1635 vec_8x16u b_whole; \
1636 \
1637 vec_8x8u u; \
1638 vec_8x8u v; \
1639 vec_8x8u r; \
1640 vec_8x8u g; \
1641 vec_8x8u b; \
1642 vec_8x16u uv; \
1643 \
1644 vec_4x32u dx4; \
1645 vec_4x32u dx8; \
1646 \
1647 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1648 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1649 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1650 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1651 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1652 \
1653 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1654 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1655 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1656 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1657 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1658 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1659 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1660 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1661 dup_4x32b(dx4, b_dx4); \
1662 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1663 \
1664 mov_narrow_8x16b(u, u_whole); \
1665 mov_narrow_8x16b(v, v_whole); \
1666 mov_narrow_8x16b(r, r_whole); \
1667 mov_narrow_8x16b(g, g_whole); \
1668 mov_narrow_8x16b(b, b_whole); \
1669 \
1670 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1671 add_4x32b(u_block, u_block, dx8); \
1672 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1673 add_4x32b(v_block, v_block, dx8); \
1674 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1675 add_4x32b(r_block, r_block, dx8); \
1676 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1677 add_4x32b(g_block, g_block, dx8); \
1678 dup_4x32b(dx8, b_dx8); \
1679 add_4x32b(b_block, b_block, dx8); \
1680 \
1681 and_8x8b(u, u, texture_mask.low); \
1682 and_8x8b(v, v, texture_mask.high); \
1683 setup_blocks_texture_##swizzling(); \
1684 \
1685 zip_8x16b(uv, u, v); \
1686 block->uv = uv; \
1687 block->r = r; \
1688 block->g = g; \
1689 block->b = b; \
1690 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1691 block->fb_ptr = fb_ptr; \
1692} \
1693
1694#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1695 edge_type) \
1696{ \
1697 vec_8x16u u_whole; \
1698 vec_8x16u v_whole; \
1699 \
1700 vec_8x8u u; \
1701 vec_8x8u v; \
1702 vec_8x16u uv; \
1703 \
1704 vec_4x32u dx4; \
1705 vec_4x32u dx8; \
1706 \
1707 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1708 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1709 \
1710 dup_4x32b(dx4, uv_dx4.e[0]); \
1711 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1712 dup_4x32b(dx4, uv_dx4.e[1]); \
1713 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1714 \
1715 mov_narrow_8x16b(u, u_whole); \
1716 mov_narrow_8x16b(v, v_whole); \
1717 \
1718 dup_4x32b(dx8, uv_dx8.e[0]); \
1719 add_4x32b(u_block, u_block, dx8); \
1720 dup_4x32b(dx8, uv_dx8.e[1]); \
1721 add_4x32b(v_block, v_block, dx8); \
1722 \
1723 and_8x8b(u, u, texture_mask.low); \
1724 and_8x8b(v, v, texture_mask.high); \
1725 setup_blocks_texture_##swizzling(); \
1726 \
1727 zip_8x16b(uv, u, v); \
1728 block->uv = uv; \
1729 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1730 block->fb_ptr = fb_ptr; \
1731} \
1732
1733#define setup_blocks_store_shaded_untextured_dithered() \
1734 addq_8x8b(r, r, dither_offsets); \
1735 addq_8x8b(g, g, dither_offsets); \
1736 addq_8x8b(b, b, dither_offsets); \
1737 \
1738 subq_8x8b(r, r, d64_4); \
1739 subq_8x8b(g, g, d64_4); \
1740 subq_8x8b(b, b, d64_4) \
1741
1742#define setup_blocks_store_shaded_untextured_undithered() \
1743
1744
1745#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1746 block->pixels = _pixels; \
1747 block->fb_ptr = fb_ptr \
1748
1749#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1750 block->pixels = _pixels; \
1751 block->fb_ptr = fb_ptr \
1752
1753#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1754 mul_long_8x8b(pixels, r, d64_1) \
1755
1756
1757#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1758 store_8x16b(_pixels, fb_ptr) \
1759
1760#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1761{ \
1762 vec_8x16u fb_pixels; \
1763 vec_8x16u draw_mask; \
1764 vec_8x16u test_mask = psx_gpu->test_mask; \
1765 \
1766 load_8x16b(fb_pixels, fb_ptr); \
1767 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1768 tst_8x16b(draw_mask, draw_mask, test_mask); \
1769 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1770 store_8x16b(fb_pixels, fb_ptr); \
1771} \
1772
1773#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1774 pixels = msb_mask; \
1775 mla_long_8x8b(pixels, r, d64_1) \
1776
1777
1778#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1779 edge_type) \
1780{ \
1781 vec_8x16u r_whole; \
1782 vec_8x16u g_whole; \
1783 vec_8x16u b_whole; \
1784 \
1785 vec_8x8u r; \
1786 vec_8x8u g; \
1787 vec_8x8u b; \
1788 \
1789 vec_4x32u dx4; \
1790 vec_4x32u dx8; \
1791 \
1792 vec_8x16u pixels; \
1793 \
1794 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1795 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1796 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1797 \
1798 dup_4x32b(dx4, rgb_dx4.e[0]); \
1799 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1800 dup_4x32b(dx4, rgb_dx4.e[1]); \
1801 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1802 dup_4x32b(dx4, rgb_dx4.e[2]); \
1803 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1804 \
1805 mov_narrow_8x16b(r, r_whole); \
1806 mov_narrow_8x16b(g, g_whole); \
1807 mov_narrow_8x16b(b, b_whole); \
1808 \
1809 dup_4x32b(dx8, rgb_dx8.e[0]); \
1810 add_4x32b(r_block, r_block, dx8); \
1811 dup_4x32b(dx8, rgb_dx8.e[1]); \
1812 add_4x32b(g_block, g_block, dx8); \
1813 dup_4x32b(dx8, rgb_dx8.e[2]); \
1814 add_4x32b(b_block, b_block, dx8); \
1815 \
1816 setup_blocks_store_shaded_untextured_##dithering(); \
1817 \
1818 shr_8x8b(r, r, 3); \
1819 bic_8x8b(g, g, d64_0x07); \
1820 bic_8x8b(b, b, d64_0x07); \
1821 \
1822 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1823 mla_long_8x8b(pixels, g, d64_4); \
1824 mla_long_8x8b(pixels, b, d64_128) \
1825 \
1826 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1827} \
1828
1829#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1830 edge_type) \
1831 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1832
1833
1834#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1835 (_block)->draw_mask_bits = bits \
1836
1837#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1838{ \
1839 vec_8x16u bits_mask; \
1840 vec_8x16u test_mask = psx_gpu->test_mask; \
1841 dup_8x16b(bits_mask, bits); \
1842 tst_8x16b(bits_mask, bits_mask, test_mask); \
1843 (_block)->draw_mask = bits_mask; \
1844} \
1845
1846#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1847
1848
1849#define setup_blocks_add_blocks_indirect() \
1850 num_blocks += span_num_blocks; \
1851 \
1852 if(num_blocks > MAX_BLOCKS) \
1853 { \
1854 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1855 flush_render_block_buffer(psx_gpu); \
1856 num_blocks = span_num_blocks; \
1857 block = psx_gpu->blocks; \
1858 } \
1859
1860#define setup_blocks_add_blocks_direct() \
3867c6ef
E
1861 texel_blocks_untextured += span_num_blocks; \
1862 span_pixel_blocks += span_num_blocks \
75e28f62
E
1863
1864
1865#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1866void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1867 psx_gpu_struct *psx_gpu) \
1868{ \
1869 setup_blocks_load_msb_mask_##target(); \
1870 setup_blocks_variables_##shading##_##texturing(target); \
1871 \
1872 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1873 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1874 u32 *span_b_offset = psx_gpu->span_b_offset; \
1875 \
1876 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1877 \
1878 u32 num_spans = psx_gpu->num_spans; \
1879 \
1880 u16 *fb_ptr; \
1881 u32 y; \
1882 \
1883 u32 num_blocks = psx_gpu->num_blocks; \
1884 u32 span_num_blocks; \
1885 \
1886 while(num_spans) \
1887 { \
1888 span_num_blocks = span_edge_data->num_blocks; \
1889 if(span_num_blocks) \
1890 { \
1891 y = span_edge_data->y; \
c1817bd9 1892 fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024); \
75e28f62
E
1893 \
1894 setup_blocks_span_initialize_##shading##_##texturing(); \
1895 setup_blocks_span_initialize_##dithering(texturing); \
1896 \
1897 setup_blocks_add_blocks_##target(); \
1898 \
1899 s32 pixel_span = span_num_blocks * 8; \
1900 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1901 span_pixels += pixel_span; \
75e28f62
E
1902 \
1903 span_num_blocks--; \
1904 while(span_num_blocks) \
1905 { \
1906 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1907 full); \
1908 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1909 \
1910 fb_ptr += 8; \
1911 block++; \
1912 span_num_blocks--; \
1913 } \
1914 \
1915 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1916 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1917 span_edge_data->right_mask); \
1918 \
1919 block++; \
1920 } \
1921 else \
1922 { \
1923 zero_block_spans++; \
1924 } \
1925 \
1926 num_spans--; \
1927 span_edge_data++; \
1928 span_uvrg_offset++; \
1929 span_b_offset++; \
1930 } \
1931 \
1932 psx_gpu->num_blocks = num_blocks; \
1933} \
1934
1935void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1936 *psx_gpu);
1937
1938void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1939 *psx_gpu);
1940void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
1941 psx_gpu_struct *psx_gpu);
1942void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1943 *psx_gpu);
1944void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1945 psx_gpu_struct *psx_gpu);
1946
1947void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1948 *psx_gpu);
1949void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1950 psx_gpu_struct *psx_gpu);
1951void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1952 psx_gpu_struct *psx_gpu);
1953
1954void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1955 *psx_gpu);
1956void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1957 *psx_gpu);
1958
1959
1960//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1961
2bbbb7af 1962#ifndef NEON_BUILD
75e28f62
E
1963
1964setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1965setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1966
1967setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1968setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1969
1970setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1971setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1972setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1973setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1974
1975setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1976setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1977
1978#endif
1979
1980void texture_blocks_untextured(psx_gpu_struct *psx_gpu);
1981void texture_blocks_4bpp(psx_gpu_struct *psx_gpu);
1982void texture_blocks_8bpp(psx_gpu_struct *psx_gpu);
1983void texture_blocks_16bpp(psx_gpu_struct *psx_gpu);
1984
2bbbb7af 1985#ifndef NEON_BUILD
75e28f62
E
1986
1987void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1988{
1989 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1990 texel_blocks_untextured += psx_gpu->num_blocks;
1991}
1992
1993void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1994{
1995 block_struct *block = psx_gpu->blocks;
1996 u32 num_blocks = psx_gpu->num_blocks;
1997 texel_blocks_4bpp += num_blocks;
1998
1999 vec_8x8u texels_low;
2000 vec_8x8u texels_high;
2001 vec_8x8u texels;
2002 vec_8x16u pixels;
2003
2004 vec_8x16u clut_a;
2005 vec_8x16u clut_b;
2006 vec_16x8u clut_low;
2007 vec_16x8u clut_high;
2008
2009 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2010 u16 *clut_ptr = psx_gpu->clut_ptr;
2011
2012 // Can be done with one deinterleaving load on NEON
2013 load_8x16b(clut_a, clut_ptr);
2014 load_8x16b(clut_b, clut_ptr + 8);
2015 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
2016
2017 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
2018 update_texture_4bpp_cache(psx_gpu);
2019
2020 while(num_blocks)
2021 {
2022 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
2023 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
2024 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
2025 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
2026 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
2027 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
2028 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
2029 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
2030
2031 tbl_16(texels_low, texels, clut_low);
2032 tbl_16(texels_high, texels, clut_high);
2033
2034 // Can be done with an interleaving store on NEON
2035 zip_8x16b(pixels, texels_low, texels_high);
2036
2037 block->texels = pixels;
2038
2039 num_blocks--;
2040 block++;
2041 }
2042}
2043
2044void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2045{
2046 block_struct *block = psx_gpu->blocks;
2047 u32 num_blocks = psx_gpu->num_blocks;
2048
2049 texel_blocks_8bpp += num_blocks;
2050
2051 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2052 update_texture_8bpp_cache(psx_gpu);
2053
2054 vec_8x16u texels;
2055 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2056
2057 u32 texel;
2058 u32 offset;
2059 u32 i;
2060
2061 while(num_blocks)
2062 {
2063 for(i = 0; i < 8; i++)
2064 {
2065 offset = block->uv.e[i];
2066
2067 texel = texture_ptr_8bpp[offset];
2068 texels.e[i] = psx_gpu->clut_ptr[texel];
2069 }
2070
2071 block->texels = texels;
2072
2073 num_blocks--;
2074 block++;
2075 }
2076}
2077
2078void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2079{
2080 block_struct *block = psx_gpu->blocks;
2081 u32 num_blocks = psx_gpu->num_blocks;
2082
2083 texel_blocks_16bpp += num_blocks;
2084
2085 vec_8x16u texels;
2086
2087 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2088 u32 offset;
2089 u32 i;
2090
2091 while(num_blocks)
2092 {
2093 for(i = 0; i < 8; i++)
2094 {
2095 offset = block->uv.e[i];
2096 offset += ((offset & 0xFF00) * 3);
2097
2098 texels.e[i] = texture_ptr_16bpp[offset];
2099 }
2100
2101 block->texels = texels;
2102
2103 num_blocks--;
2104 block++;
2105 }
2106}
2107
2108#endif
2109
2110
2111#define shade_blocks_load_msb_mask_indirect() \
2112
2113#define shade_blocks_load_msb_mask_direct() \
2114 vec_8x16u msb_mask; \
2115 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2116
2117#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2118 block->draw_mask = _draw_mask; \
2119 block->pixels = _pixels \
2120
2121#define shade_blocks_store_direct(_draw_mask, _pixels) \
2122{ \
2123 vec_8x16u fb_pixels; \
2124 or_8x16b(_pixels, _pixels, msb_mask); \
2125 load_8x16b(fb_pixels, block->fb_ptr); \
2126 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2127 store_8x16b(fb_pixels, block->fb_ptr); \
2128} \
2129
2130
3867c6ef 2131#define shade_blocks_textured_false_modulated_check_dithered(target) \
b7ed0632
E
2132 if(psx_gpu->triangle_color == 0x808080) \
2133 { \
2134 false_modulated_blocks += num_blocks; \
2135 } \
3867c6ef
E
2136
2137#define shade_blocks_textured_false_modulated_check_undithered(target) \
2138 if(psx_gpu->triangle_color == 0x808080) \
2139 { \
2140 \
2141 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2142 false_modulated_blocks += num_blocks; \
2143 return; \
2144 } \
2145
2146
2147#define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2148 target) \
75e28f62 2149
3867c6ef
E
2150#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2151 target) \
75e28f62
E
2152{ \
2153 u32 color = psx_gpu->triangle_color; \
2154 dup_8x8b(colors_r, color); \
2155 dup_8x8b(colors_g, color >> 8); \
2156 dup_8x8b(colors_b, color >> 16); \
3867c6ef 2157 shade_blocks_textured_false_modulated_check_##dithering(target); \
75e28f62
E
2158} \
2159
2160#define shade_blocks_textured_modulated_shaded_block_load() \
2161 colors_r = block->r; \
2162 colors_g = block->g; \
2163 colors_b = block->b \
2164
2165#define shade_blocks_textured_modulated_unshaded_block_load() \
2166
2167#define shade_blocks_textured_modulate_dithered(component) \
2168 pixels_##component = block->dither_offsets; \
2169 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2170
2171#define shade_blocks_textured_modulate_undithered(component) \
2172 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2173
2174#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2175void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2176 psx_gpu_struct *psx_gpu) \
2177{ \
2178 block_struct *block = psx_gpu->blocks; \
2179 u32 num_blocks = psx_gpu->num_blocks; \
2180 vec_8x16u texels; \
2181 \
2182 vec_8x8u texels_r; \
2183 vec_8x8u texels_g; \
2184 vec_8x8u texels_b; \
2185 \
2186 vec_8x8u colors_r; \
2187 vec_8x8u colors_g; \
2188 vec_8x8u colors_b; \
2189 \
2190 vec_8x8u pixels_r_low; \
2191 vec_8x8u pixels_g_low; \
2192 vec_8x8u pixels_b_low; \
2193 vec_8x16u pixels; \
2194 \
2195 vec_8x16u pixels_r; \
2196 vec_8x16u pixels_g; \
2197 vec_8x16u pixels_b; \
2198 \
2199 vec_8x16u draw_mask; \
2200 vec_8x16u zero_mask; \
2201 \
2202 vec_8x8u d64_0x07; \
2203 vec_8x8u d64_0x1F; \
2204 vec_8x8u d64_1; \
2205 vec_8x8u d64_4; \
2206 vec_8x8u d64_128; \
2207 \
2208 vec_8x16u d128_0x8000; \
2209 \
2210 vec_8x16u test_mask = psx_gpu->test_mask; \
2211 u32 draw_mask_bits; \
2212 shade_blocks_load_msb_mask_##target(); \
2213 \
2214 dup_8x8b(d64_0x07, 0x07); \
2215 dup_8x8b(d64_0x1F, 0x1F); \
2216 dup_8x8b(d64_1, 1); \
2217 dup_8x8b(d64_4, 4); \
2218 dup_8x8b(d64_128, 128); \
2219 \
2220 dup_8x16b(d128_0x8000, 0x8000); \
2221 \
3867c6ef
E
2222 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2223 target); \
75e28f62
E
2224 \
2225 while(num_blocks) \
2226 { \
2227 draw_mask_bits = block->draw_mask_bits; \
2228 dup_8x16b(draw_mask, draw_mask_bits); \
2229 tst_8x16b(draw_mask, draw_mask, test_mask); \
2230 \
2231 shade_blocks_textured_modulated_##shading##_block_load(); \
2232 \
2233 texels = block->texels; \
2234 \
2235 mov_narrow_8x16b(texels_r, texels); \
2236 shr_narrow_8x16b(texels_g, texels, 5); \
2237 shr_narrow_8x16b(texels_b, texels, 7); \
2238 \
2239 and_8x8b(texels_r, texels_r, d64_0x1F); \
2240 and_8x8b(texels_g, texels_g, d64_0x1F); \
2241 shr_8x8b(texels_b, texels_b, 3); \
2242 \
2243 shade_blocks_textured_modulate_##dithering(r); \
2244 shade_blocks_textured_modulate_##dithering(g); \
2245 shade_blocks_textured_modulate_##dithering(b); \
2246 \
2247 cmpeqz_8x16b(zero_mask, texels); \
2248 and_8x16b(pixels, texels, d128_0x8000); \
2249 \
2250 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2251 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2252 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2253 \
2254 or_8x16b(zero_mask, draw_mask, zero_mask); \
2255 \
2256 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2257 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2258 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2259 \
2260 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2261 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2262 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2263 \
2264 shade_blocks_store_##target(zero_mask, pixels); \
2265 \
2266 num_blocks--; \
2267 block++; \
2268 } \
2269} \
2270
2271void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2272 *psx_gpu);
2273void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2274 *psx_gpu);
2275void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2276 *psx_gpu);
2277void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2278 *psx_gpu);
2279
2280void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2281 *psx_gpu);
2282void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2283 *psx_gpu);
2284void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2285 *psx_gpu);
2286void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2287 *psx_gpu);
2288
3867c6ef
E
2289void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2290void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
2291
2bbbb7af 2292#ifndef NEON_BUILD
75e28f62
E
2293
2294shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2295shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2296shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2297shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2298
2299shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2300shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2301shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2302shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2303
2304#endif
2305
2306
2307#define shade_blocks_textured_unmodulated_builder(target) \
2308void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2309{ \
2310 block_struct *block = psx_gpu->blocks; \
2311 u32 num_blocks = psx_gpu->num_blocks; \
2312 vec_8x16u draw_mask; \
2313 vec_8x16u test_mask = psx_gpu->test_mask; \
2314 u32 draw_mask_bits; \
2315 \
2316 vec_8x16u pixels; \
2317 shade_blocks_load_msb_mask_##target(); \
2318 \
2319 while(num_blocks) \
2320 { \
2321 vec_8x16u zero_mask; \
2322 \
2323 draw_mask_bits = block->draw_mask_bits; \
2324 dup_8x16b(draw_mask, draw_mask_bits); \
2325 tst_8x16b(draw_mask, draw_mask, test_mask); \
2326 \
2327 pixels = block->texels; \
2328 \
2329 cmpeqz_8x16b(zero_mask, pixels); \
2330 or_8x16b(zero_mask, draw_mask, zero_mask); \
2331 \
2332 shade_blocks_store_##target(zero_mask, pixels); \
2333 \
2334 num_blocks--; \
2335 block++; \
2336 } \
2337} \
2338
3867c6ef
E
2339#define shade_blocks_textured_unmodulated_dithered_builder(target) \
2340void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2341 *psx_gpu) \
2342{ \
2343 block_struct *block = psx_gpu->blocks; \
2344 u32 num_blocks = psx_gpu->num_blocks; \
2345 vec_8x16u draw_mask; \
2346 vec_8x16u test_mask = psx_gpu->test_mask; \
2347 u32 draw_mask_bits; \
2348 \
2349 vec_8x16u pixels; \
2350 shade_blocks_load_msb_mask_##target(); \
2351 \
2352 while(num_blocks) \
2353 { \
2354 vec_8x16u zero_mask; \
2355 \
2356 draw_mask_bits = block->draw_mask_bits; \
2357 dup_8x16b(draw_mask, draw_mask_bits); \
2358 tst_8x16b(draw_mask, draw_mask, test_mask); \
2359 \
2360 pixels = block->texels; \
2361 \
2362 cmpeqz_8x16b(zero_mask, pixels); \
2363 or_8x16b(zero_mask, draw_mask, zero_mask); \
2364 \
2365 shade_blocks_store_##target(zero_mask, pixels); \
2366 \
2367 num_blocks--; \
2368 block++; \
2369 } \
2370} \
75e28f62 2371
2bbbb7af 2372#ifndef NEON_BUILD
75e28f62
E
2373
2374shade_blocks_textured_unmodulated_builder(indirect)
2375shade_blocks_textured_unmodulated_builder(direct)
2376
2377#endif
2378
2379
2380void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2381void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2382
2bbbb7af 2383#ifndef NEON_BUILD
f9248bbf 2384
75e28f62
E
2385void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2386{
2387}
2388
2389void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2390{
2391 block_struct *block = psx_gpu->blocks;
2392 u32 num_blocks = psx_gpu->num_blocks;
2393
2394 vec_8x16u pixels = block->pixels;
2395 shade_blocks_load_msb_mask_direct();
2396
2397 while(num_blocks)
2398 {
2399 shade_blocks_store_direct(block->draw_mask, pixels);
2400
2401 num_blocks--;
2402 block++;
2403 }
2404}
2405
2406#endif
2407
2408void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2409{
2410}
2411
2412
2413#define blend_blocks_mask_evaluate_on() \
2414 vec_8x16u mask_pixels; \
2415 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2416 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2417
2418#define blend_blocks_mask_evaluate_off() \
2419
2420#define blend_blocks_average() \
2421{ \
2422 vec_8x16u pixels_no_msb; \
2423 vec_8x16u fb_pixels_no_msb; \
2424 \
2425 vec_8x16u d128_0x0421; \
2426 vec_8x16u d128_0x8000; \
2427 \
2428 dup_8x16b(d128_0x0421, 0x0421); \
2429 dup_8x16b(d128_0x8000, 0x8000); \
2430 \
2431 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2432 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2433 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2434 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2435 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2436 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2437} \
2438
2439#define blend_blocks_add() \
2440{ \
2441 vec_8x16u pixels_rb, pixels_g; \
2442 vec_8x16u fb_rb, fb_g; \
2443 \
2444 vec_8x16u d128_0x7C1F; \
2445 vec_8x16u d128_0x03E0; \
2446 \
2447 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2448 dup_8x16b(d128_0x03E0, 0x03E0); \
2449 \
2450 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2451 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2452 \
2453 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2454 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2455 \
2456 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2457 add_8x16b(fb_g, fb_g, pixels_g); \
2458 \
2459 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2460 vector_cast(vec_16x8u, d128_0x7C1F)); \
2461 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2462 \
2463 or_8x16b(blend_pixels, fb_rb, fb_g); \
2464} \
2465
2466#define blend_blocks_subtract() \
2467{ \
2468 vec_8x16u pixels_rb, pixels_g; \
2469 vec_8x16u fb_rb, fb_g; \
2470 \
2471 vec_8x16u d128_0x7C1F; \
2472 vec_8x16u d128_0x03E0; \
2473 \
2474 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2475 dup_8x16b(d128_0x03E0, 0x03E0); \
2476 \
2477 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2478 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2479 \
2480 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2481 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2482 \
2483 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2484 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2485 subs_8x16b(fb_g, fb_g, pixels_g); \
2486 \
2487 or_8x16b(blend_pixels, fb_rb, fb_g); \
2488} \
2489
2490#define blend_blocks_add_fourth() \
2491{ \
2492 vec_8x16u pixels_rb, pixels_g; \
2493 vec_8x16u pixels_fourth; \
2494 vec_8x16u fb_rb, fb_g; \
2495 \
2496 vec_8x16u d128_0x7C1F; \
2497 vec_8x16u d128_0x1C07; \
2498 vec_8x16u d128_0x03E0; \
2499 vec_8x16u d128_0x00E0; \
2500 \
2501 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2502 dup_8x16b(d128_0x1C07, 0x1C07); \
2503 dup_8x16b(d128_0x03E0, 0x03E0); \
2504 dup_8x16b(d128_0x00E0, 0x00E0); \
2505 \
2506 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2507 \
2508 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2509 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2510 \
2511 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2512 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2513 \
2514 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2515 add_8x16b(fb_g, fb_g, pixels_g); \
2516 \
2517 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2518 vector_cast(vec_16x8u, d128_0x7C1F)); \
2519 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2520 \
2521 or_8x16b(blend_pixels, fb_rb, fb_g); \
2522} \
2523
2524#define blend_blocks_blended_combine_textured() \
2525{ \
2526 vec_8x16u blend_mask; \
2527 cmpltz_8x16b(blend_mask, pixels); \
2528 \
2529 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2530 bif_8x16b(blend_pixels, pixels, blend_mask); \
2531} \
2532
2533#define blend_blocks_blended_combine_untextured() \
2534
2535
2536#define blend_blocks_body_blend(blend_mode, texturing) \
2537{ \
2538 blend_blocks_##blend_mode(); \
2539 blend_blocks_blended_combine_##texturing(); \
2540} \
2541
2542#define blend_blocks_body_average(texturing) \
2543 blend_blocks_body_blend(average, texturing) \
2544
2545#define blend_blocks_body_add(texturing) \
2546 blend_blocks_body_blend(add, texturing) \
2547
2548#define blend_blocks_body_subtract(texturing) \
2549 blend_blocks_body_blend(subtract, texturing) \
2550
2551#define blend_blocks_body_add_fourth(texturing) \
2552 blend_blocks_body_blend(add_fourth, texturing) \
2553
2554#define blend_blocks_body_unblended(texturing) \
2555 blend_pixels = pixels \
2556
2557
2558#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2559void \
2560 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2561 *psx_gpu) \
2562{ \
2563 block_struct *block = psx_gpu->blocks; \
2564 u32 num_blocks = psx_gpu->num_blocks; \
2565 vec_8x16u draw_mask; \
2566 vec_8x16u pixels; \
2567 vec_8x16u blend_pixels; \
2568 vec_8x16u framebuffer_pixels; \
2569 vec_8x16u msb_mask; \
2570 \
2571 u16 *fb_ptr; \
2572 \
2573 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2574 \
2575 while(num_blocks) \
2576 { \
2577 pixels = block->pixels; \
2578 draw_mask = block->draw_mask; \
2579 fb_ptr = block->fb_ptr; \
2580 \
2581 load_8x16b(framebuffer_pixels, fb_ptr); \
2582 \
2583 blend_blocks_mask_evaluate_##mask_evaluate(); \
2584 blend_blocks_body_##blend_mode(texturing); \
2585 \
2586 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2587 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2588 store_8x16b(framebuffer_pixels, fb_ptr); \
2589 \
2590 blend_blocks++; \
2591 num_blocks--; \
2592 block++; \
2593 } \
2594} \
2595
2596void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu);
2597void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu);
2598void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu);
2599void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu);
2600void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu);
2601void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu);
2602void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu);
2603void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu);
2604
2605void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu);
2606void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu);
2607void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu);
2608void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu);
2609void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu);
2610void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu);
2611void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu);
2612void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu);
2613
2614void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2615void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2616
2bbbb7af 2617#ifndef NEON_BUILD
75e28f62
E
2618
2619void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2620{
2621}
2622
2623blend_blocks_builder(textured, average, off);
2624blend_blocks_builder(textured, average, on);
2625blend_blocks_builder(textured, add, off);
2626blend_blocks_builder(textured, add, on);
2627blend_blocks_builder(textured, subtract, off);
2628blend_blocks_builder(textured, subtract, on);
2629blend_blocks_builder(textured, add_fourth, off);
2630blend_blocks_builder(textured, add_fourth, on);
2631
2632blend_blocks_builder(untextured, average, off);
2633blend_blocks_builder(untextured, average, on);
2634blend_blocks_builder(untextured, add, off);
2635blend_blocks_builder(untextured, add, on);
2636blend_blocks_builder(untextured, subtract, off);
2637blend_blocks_builder(untextured, subtract, on);
2638blend_blocks_builder(untextured, add_fourth, off);
2639blend_blocks_builder(untextured, add_fourth, on);
2640
2641blend_blocks_builder(textured, unblended, on);
2642
2643#endif
2644
2645
2646#define vertex_swap(_a, _b) \
2647{ \
2648 vertex_struct *temp_vertex = _a; \
2649 _a = _b; \
2650 _b = temp_vertex; \
2651 triangle_winding ^= 1; \
2652} \
2653
2654
2655// Setup blocks parametric-variables:
2656// SHADE TEXTURE_MAP SWIZZLING
2657// 0 0 x
2658// 0 1 0
2659// 0 1 1
2660// 1 0 x
2661// 1 1 0
2662// 1 1 1
2663// 8 inputs, 6 combinations
2664
2665#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2666 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2667
2668#define setup_blocks_switch_untextured_shaded(dithering, target) \
2669 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2670
2671#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2672 target) \
2673 setup_blocks_switch_untextured_##shading(dithering, target) \
2674
2675#define setup_blocks_switch_texture_mode_4bpp(shading) \
2676 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2677
2678#define setup_blocks_switch_texture_mode_8bpp(shading) \
2679 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2680
2681#define setup_blocks_switch_texture_mode_16bpp(shading) \
2682 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2683
2684#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2685 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2686
2687#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2688 dithering, mask_evaluate) \
2689 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2690
2691#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2692 dithering) \
2693 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2694
2695#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2696 dithering) \
2697 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2698
2699#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2700 dithering, mask_evaluate) \
2701 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2702 texture_mode, dithering) \
2703
2704#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2705 blending, mask_evaluate) \
2706 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2707 dithering, mask_evaluate) \
2708
2709
2710// Texture blocks:
2711
2712#define texture_blocks_switch_untextured(texture_mode) \
2713 texture_blocks_untextured \
2714
2715#define texture_blocks_switch_textured(texture_mode) \
2716 texture_blocks_##texture_mode \
2717
2718#define texture_blocks_switch(texturing, texture_mode) \
2719 texture_blocks_switch_##texturing(texture_mode) \
2720
2721
2722// Shade blocks parametric-variables:
2723// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2724// 0 0 x x
2725// 0 1 0 0
2726// 0 1 0 1
2727// x 1 1 x
2728// 1 0 x 0
2729// 1 0 x 1
2730// 1 1 0 0
2731// 1 1 0 1
2732// 16 inputs, 8 combinations
2733
2734#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2735 shade_blocks_unshaded_untextured_##target \
2736
2737#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2738 shade_blocks_textured_unmodulated_##target \
2739
2740#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2741 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2742
2743#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2744 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2745
2746#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2747 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2748
2749#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2750 shade_blocks_shaded_untextured \
2751
2752#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2753 shade_blocks_textured_unmodulated_##target \
2754
2755#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2756 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2757
2758#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2759 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2760
2761#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2762 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2763
2764#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2765 dithering) \
2766 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2767
2768#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2769 dithering) \
2770 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2771
2772#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2773 mask_evaluate) \
2774 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2775
2776#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2777 dithering, mask_evaluate) \
2778 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2779 dithering) \
2780
2781#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2782 blending, mask_evaluate) \
2783 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2784 mask_evaluate) \
2785
2786
2787// Blend blocks parametric-variables:
2788// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2789// x 0 x x 0
2790// x 0 x x 1
2791// 0 1 0 0 0
2792// 0 1 0 0 1
2793// 0 1 0 1 0
2794// 0 1 0 1 1
2795// 0 1 1 0 0
2796// 0 1 1 0 1
2797// 0 1 1 1 0
2798// 0 1 1 1 1
2799// 1 1 0 0 0
2800// 1 1 0 0 1
2801// 1 1 0 1 0
2802// 1 1 0 1 1
2803// 1 1 1 0 0
2804// 1 1 1 0 1
2805// 1 1 1 1 0
2806// 1 1 1 1 1
2807// 32 inputs, 18 combinations
2808
2809#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2810 blend_blocks_textured_unblended_##mask_evaluate \
2811
2812#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2813 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2814
2815#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2816 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2817
2818
2819#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2820 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2821{ \
2822 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2823 mask_evaluate), \
2824 texture_blocks_switch(texturing, texture_mode), \
2825 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2826 mask_evaluate), \
2827 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2828} \
2829
2830#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2831 mask_evaluate, shading, dithering, texturing, blending) \
2832 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2833 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2834 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2835 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2836
2837#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2838 mask_evaluate, shading, dithering, texturing) \
2839 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2840 mask_evaluate, shading, dithering, texturing, unblended), \
2841 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2842 mask_evaluate, shading, dithering, texturing, blended) \
2843
2844#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2845 mask_evaluate, shading, dithering) \
2846 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2847 mask_evaluate, shading, dithering, untextured), \
2848 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2849 mask_evaluate, shading, dithering, textured) \
2850
2851#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2852 mask_evaluate, shading) \
2853 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2854 mask_evaluate, shading, undithered), \
2855 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2856 mask_evaluate, shading, dithered) \
2857
2858#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2859 mask_evaluate) \
2860 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2861 unshaded), \
2862 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2863 shaded) \
2864
2865#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2866 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2867 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2868
2869#define render_blocks_switch_block_texture_mode(texture_mode) \
2870 render_blocks_switch_block_blend_mode(texture_mode, average), \
2871 render_blocks_switch_block_blend_mode(texture_mode, add), \
2872 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2873 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2874
2875#define render_blocks_switch_block() \
2876 render_blocks_switch_block_texture_mode(4bpp), \
2877 render_blocks_switch_block_texture_mode(8bpp), \
2878 render_blocks_switch_block_texture_mode(16bpp), \
2879 render_blocks_switch_block_texture_mode(4bpp) \
2880
2881
2882render_block_handler_struct render_triangle_block_handlers[] =
2883{
2884 render_blocks_switch_block()
2885};
2886
2887#undef render_blocks_switch_block_modulation
2888
2889#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2890 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2891 "render flags:\n" \
2892 "texture mode: " #texture_mode "\n" \
2893 "blend mode: " #blend_mode "\n" \
2894 "mask evaluation: " #mask_evaluate "\n" \
2895 #shading "\n" \
2896 #dithering "\n" \
2897 #texturing "\n" \
2898 #blending "\n" \
2899 #modulation "\n" \
2900
2901char *render_block_flag_strings[] =
2902{
2903 render_blocks_switch_block()
2904};
2905
2906
2907#define triangle_y_direction_up 1
2908#define triangle_y_direction_flat 2
2909#define triangle_y_direction_down 0
2910
2911#define triangle_winding_positive 0
2912#define triangle_winding_negative 1
2913
2914#define triangle_set_direction(direction_variable, value) \
2915 u32 direction_variable = (u32)(value) >> 31; \
2916 if(value == 0) \
2917 direction_variable = 2 \
2918
2919#define triangle_case(direction_a, direction_b, direction_c, winding) \
2920 case (triangle_y_direction_##direction_a | \
2921 (triangle_y_direction_##direction_b << 2) | \
2922 (triangle_y_direction_##direction_c << 4) | \
2923 (triangle_winding_##winding << 6)) \
2924
c1817bd9 2925static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2926 vertex_struct *vertexes_out[3])
75e28f62
E
2927{
2928 s32 y_top, y_bottom;
2929 s32 triangle_area;
2930 u32 triangle_winding = 0;
2931
2932 vertex_struct *a = &(vertexes[0]);
2933 vertex_struct *b = &(vertexes[1]);
2934 vertex_struct *c = &(vertexes[2]);
2935
2936 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2937
3867c6ef 2938#ifdef PROFILE
75e28f62 2939 triangles++;
3867c6ef 2940#endif
75e28f62
E
2941
2942 if(triangle_area == 0)
2943 {
3867c6ef 2944#ifdef PROFILE
75e28f62 2945 trivial_rejects++;
3867c6ef 2946#endif
c1817bd9 2947 return 0;
75e28f62
E
2948 }
2949
2950 if(b->y < a->y)
2951 vertex_swap(a, b);
2952
2953 if(c->y < b->y)
2954 {
2955 vertex_swap(b, c);
2956
2957 if(b->y < a->y)
2958 vertex_swap(a, b);
2959 }
2960
2961 y_bottom = c->y;
2962 y_top = a->y;
2963
2964 if((y_bottom - y_top) >= 512)
2965 {
3867c6ef 2966#ifdef PROFILE
75e28f62 2967 trivial_rejects++;
3867c6ef 2968#endif
c1817bd9 2969 return 0;
75e28f62
E
2970 }
2971
2972 if(triangle_area < 0)
2973 {
2974 triangle_area = -triangle_area;
2975 triangle_winding ^= 1;
2976 vertex_swap(a, c);
2977 }
2978
2979 if(b->x < a->x)
2980 vertex_swap(a, b);
2981
2982 if(c->x < b->x)
2983 {
2984 vertex_swap(b, c);
2985
2986 if(b->x < a->x)
2987 vertex_swap(a, b);
2988 }
2989
af044cbf 2990 if((c->x - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024)
75e28f62 2991 {
3867c6ef 2992#ifdef PROFILE
75e28f62 2993 trivial_rejects++;
3867c6ef 2994#endif
c1817bd9 2995 return 0;
75e28f62
E
2996 }
2997
2998 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2999 y_bottom) == 0)
3000 {
3867c6ef 3001#ifdef PROFILE
75e28f62 3002 trivial_rejects++;
3867c6ef 3003#endif
c1817bd9 3004 return 0;
75e28f62
E
3005 }
3006
75e28f62
E
3007 psx_gpu->triangle_area = triangle_area;
3008 psx_gpu->triangle_winding = triangle_winding;
3009
c1817bd9 3010 vertexes_out[0] = a;
3011 vertexes_out[1] = b;
3012 vertexes_out[2] = c;
3013
3014 return 1;
3015}
3016
3017static void render_triangle_p(psx_gpu_struct *psx_gpu,
3018 vertex_struct *vertex_ptrs[3], u32 flags)
3019{
3020 psx_gpu->num_spans = 0;
3021
3022 vertex_struct *a = vertex_ptrs[0];
3023 vertex_struct *b = vertex_ptrs[1];
3024 vertex_struct *c = vertex_ptrs[2];
3025
75e28f62
E
3026 s32 y_delta_a = b->y - a->y;
3027 s32 y_delta_b = c->y - b->y;
3028 s32 y_delta_c = c->y - a->y;
3029
3030 triangle_set_direction(y_direction_a, y_delta_a);
3031 triangle_set_direction(y_direction_b, y_delta_b);
3032 triangle_set_direction(y_direction_c, y_delta_c);
3033
3034 compute_all_gradients(psx_gpu, a, b, c);
3035
3036 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
c1817bd9 3037 (psx_gpu->triangle_winding << 6))
75e28f62
E
3038 {
3039 triangle_case(up, up, up, negative):
3040 triangle_case(up, up, flat, negative):
3041 triangle_case(up, up, down, negative):
3042 setup_spans_up_right(psx_gpu, a, b, c);
3043 break;
3044
3045 triangle_case(flat, up, up, negative):
3046 triangle_case(flat, up, flat, negative):
3047 triangle_case(flat, up, down, negative):
3048 setup_spans_up_a(psx_gpu, a, b, c);
3049 break;
3050
3051 triangle_case(down, up, up, negative):
3052 setup_spans_up_down(psx_gpu, a, c, b);
3053 break;
3054
3055 triangle_case(down, up, flat, negative):
3056 setup_spans_down_a(psx_gpu, a, c, b);
3057 break;
3058
3059 triangle_case(down, up, down, negative):
3060 setup_spans_down_right(psx_gpu, a, c, b);
3061 break;
3062
3063 triangle_case(down, flat, up, negative):
3064 triangle_case(down, flat, flat, negative):
3065 triangle_case(down, flat, down, negative):
3066 setup_spans_down_b(psx_gpu, a, b, c);
3067 break;
3068
3069 triangle_case(down, down, up, negative):
3070 triangle_case(down, down, flat, negative):
3071 triangle_case(down, down, down, negative):
3072 setup_spans_down_left(psx_gpu, a, b, c);
3073 break;
3074
3075 triangle_case(up, up, up, positive):
3076 triangle_case(up, up, flat, positive):
3077 triangle_case(up, up, down, positive):
3078 setup_spans_up_left(psx_gpu, a, b, c);
3079 break;
3080
3081 triangle_case(up, flat, up, positive):
3082 triangle_case(up, flat, flat, positive):
3083 triangle_case(up, flat, down, positive):
3084 setup_spans_up_b(psx_gpu, a, b, c);
3085 break;
3086
3087 triangle_case(up, down, up, positive):
3088 setup_spans_up_right(psx_gpu, a, c, b);
3089 break;
3090
3091 triangle_case(up, down, flat, positive):
3092 setup_spans_up_a(psx_gpu, a, c, b);
3093 break;
3094
3095 triangle_case(up, down, down, positive):
3096 setup_spans_up_down(psx_gpu, a, b, c);
3097 break;
3098
3099 triangle_case(flat, down, up, positive):
3100 triangle_case(flat, down, flat, positive):
3101 triangle_case(flat, down, down, positive):
3102 setup_spans_down_a(psx_gpu, a, b, c);
3103 break;
3104
3105 triangle_case(down, down, up, positive):
3106 triangle_case(down, down, flat, positive):
3107 triangle_case(down, down, down, positive):
3108 setup_spans_down_right(psx_gpu, a, b, c);
3109 break;
3110 }
3111
3867c6ef 3112#ifdef PROFILE
75e28f62 3113 spans += psx_gpu->num_spans;
3867c6ef 3114#endif
75e28f62 3115
f1359c57 3116 if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
69b09c0d
E
3117 {
3118 u32 i;
3119
f1359c57 3120 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
69b09c0d
E
3121 {
3122 for(i = 0; i < psx_gpu->num_spans; i++)
3123 {
3124 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3125 psx_gpu->span_edge_data[i].num_blocks = 0;
3126 }
3127 }
3128 else
3129 {
3130 for(i = 0; i < psx_gpu->num_spans; i++)
3131 {
3132 if(psx_gpu->span_edge_data[i].y & 1)
3133 psx_gpu->span_edge_data[i].num_blocks = 0;
3134 }
3135 }
3136 }
3137
75e28f62
E
3138 u32 render_state = flags &
3139 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3140 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3141 render_state |= psx_gpu->render_state_base;
3142
3143 if((psx_gpu->render_state != render_state) ||
3144 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3145 {
3146 psx_gpu->render_state = render_state;
3147 flush_render_block_buffer(psx_gpu);
3867c6ef 3148#ifdef PROFILE
75e28f62 3149 state_changes++;
3867c6ef 3150#endif
75e28f62
E
3151 }
3152
3153 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3154
3155 psx_gpu->render_block_handler =
3156 &(render_triangle_block_handlers[render_state]);
3157 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3158 (psx_gpu);
3159}
3160
c1817bd9 3161void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3162 u32 flags)
3163{
3164 vertex_struct *vertex_ptrs[3];
3165 if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs))
3166 render_triangle_p(psx_gpu, vertex_ptrs, flags);
3167}
3168
75e28f62
E
3169
3170void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
3171
2bbbb7af 3172#ifndef NEON_BUILD
75e28f62
E
3173
3174void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3175{
3176 block_struct *block = psx_gpu->blocks;
3177 u32 num_blocks = psx_gpu->num_blocks;
3178
3179 vec_8x16u texels;
3180 vec_8x8u texel_indexes;
3181
3182 u16 *clut_ptr = psx_gpu->clut_ptr;
3183 u32 i;
3184
3185 while(num_blocks)
3186 {
3187 texel_indexes = block->r;
3188
3189 for(i = 0; i < 8; i++)
3190 {
3191 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3192 }
3193
3194 block->texels = texels;
3195
3196 num_blocks--;
3197 block++;
3198 }
3199}
3200
3201#endif
3202
3203
59d15d23 3204#define setup_sprite_tiled_initialize_4bpp_clut() \
75e28f62
E
3205 u16 *clut_ptr = psx_gpu->clut_ptr; \
3206 vec_8x16u clut_a, clut_b; \
3207 vec_16x8u clut_low, clut_high; \
3208 \
3209 load_8x16b(clut_a, clut_ptr); \
3210 load_8x16b(clut_b, clut_ptr + 8); \
59d15d23 3211 unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \
3212
3213#define setup_sprite_tiled_initialize_4bpp() \
3214 setup_sprite_tiled_initialize_4bpp_clut(); \
75e28f62
E
3215 \
3216 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3217 update_texture_4bpp_cache(psx_gpu) \
3218
3219#define setup_sprite_tiled_initialize_8bpp() \
3220 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3221 update_texture_8bpp_cache(psx_gpu) \
3222
3223
3224#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
3225 texture_block_ptr = psx_gpu->texture_page_ptr + \
3226 ((texture_offset + offset) & texture_mask); \
3227 \
3228 load_64b(texels, texture_block_ptr) \
3229
3230
75e28f62
E
3231#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3232 num_blocks += tile_num_blocks; \
3233 sprite_blocks += tile_num_blocks; \
3234 \
3235 if(num_blocks > MAX_BLOCKS) \
3236 { \
3237 flush_render_block_buffer(psx_gpu); \
3238 num_blocks = tile_num_blocks; \
3239 block = psx_gpu->blocks; \
3240 } \
3241
3242#define setup_sprite_tile_full_4bpp(edge) \
3243{ \
3244 vec_8x8u texels_low, texels_high; \
3245 vec_8x16u pixels; \
3246 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3247 \
3248 while(sub_tile_height) \
3249 { \
3250 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3251 tbl_16(texels_low, texels, clut_low); \
3252 tbl_16(texels_high, texels, clut_high); \
3253 zip_8x16b(pixels, texels_low, texels_high); \
3254 \
3255 block->texels = pixels; \
3256 block->draw_mask_bits = left_mask_bits; \
3257 block->fb_ptr = fb_ptr; \
3258 block++; \
3259 \
3260 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3261 tbl_16(texels_low, texels, clut_low); \
3262 tbl_16(texels_high, texels, clut_high); \
3263 zip_8x16b(pixels, texels_low, texels_high); \
3264 \
3265 block->texels = pixels; \
3266 block->draw_mask_bits = right_mask_bits; \
3267 block->fb_ptr = fb_ptr + 8; \
3268 block++; \
3269 \
3270 fb_ptr += 1024; \
3271 texture_offset += 0x10; \
3272 sub_tile_height--; \
3273 } \
3274 texture_offset += 0xF00; \
3275 psx_gpu->num_blocks = num_blocks; \
3276} \
3277
3278#define setup_sprite_tile_half_4bpp(edge) \
3279{ \
3280 vec_8x8u texels_low, texels_high; \
3281 vec_8x16u pixels; \
3282 setup_sprite_tile_add_blocks(sub_tile_height); \
3283 \
3284 while(sub_tile_height) \
3285 { \
3286 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3287 tbl_16(texels_low, texels, clut_low); \
3288 tbl_16(texels_high, texels, clut_high); \
3289 zip_8x16b(pixels, texels_low, texels_high); \
3290 \
3291 block->texels = pixels; \
3292 block->draw_mask_bits = edge##_mask_bits; \
3293 block->fb_ptr = fb_ptr; \
3294 block++; \
3295 \
3296 fb_ptr += 1024; \
3297 texture_offset += 0x10; \
3298 sub_tile_height--; \
3299 } \
3300 texture_offset += 0xF00; \
3301 psx_gpu->num_blocks = num_blocks; \
3302} \
3303
3304
3305#define setup_sprite_tile_full_8bpp(edge) \
3306{ \
3307 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3308 \
3309 while(sub_tile_height) \
3310 { \
3311 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3312 block->r = texels; \
3313 block->draw_mask_bits = left_mask_bits; \
3314 block->fb_ptr = fb_ptr; \
3315 block++; \
3316 \
3317 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3318 block->r = texels; \
3319 block->draw_mask_bits = right_mask_bits; \
3320 block->fb_ptr = fb_ptr + 8; \
3321 block++; \
3322 \
3323 fb_ptr += 1024; \
3324 texture_offset += 0x10; \
3325 sub_tile_height--; \
3326 } \
3327 texture_offset += 0xF00; \
3328 psx_gpu->num_blocks = num_blocks; \
3329} \
3330
3331#define setup_sprite_tile_half_8bpp(edge) \
3332{ \
3333 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3334 \
3335 while(sub_tile_height) \
3336 { \
3337 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3338 block->r = texels; \
3339 block->draw_mask_bits = edge##_mask_bits; \
3340 block->fb_ptr = fb_ptr; \
3341 block++; \
3342 \
3343 fb_ptr += 1024; \
3344 texture_offset += 0x10; \
3345 sub_tile_height--; \
3346 } \
3347 texture_offset += 0xF00; \
3348 psx_gpu->num_blocks = num_blocks; \
3349} \
3350
3351
3352#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3353 texture_offset = texture_offset_base + 8; \
3354 fb_ptr += 8 \
3355
3356#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3357 texture_offset = texture_offset_base \
3358
3359#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3360 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3361
3362#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3363 texture_offset = texture_offset_base \
3364
3365#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3366 fb_ptr -= 8 \
3367
3368#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3369
3370#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3371 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3372
3373#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3374
3375
59d15d23 3376#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
3377 x4mode) \
75e28f62
E
3378do \
3379{ \
3380 sub_tile_height = column_data; \
59d15d23 3381 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3382 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3383 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3384} while(0) \
3385
59d15d23 3386#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
3387 x4mode) \
75e28f62
E
3388do \
3389{ \
3390 u32 tiles_remaining = column_data >> 16; \
3391 sub_tile_height = column_data & 0xFF; \
59d15d23 3392 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3393 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3394 tiles_remaining -= 1; \
3395 \
3396 while(tiles_remaining) \
3397 { \
3398 sub_tile_height = 16; \
59d15d23 3399 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3400 tiles_remaining--; \
3401 } \
3402 \
3403 sub_tile_height = (column_data >> 8) & 0xFF; \
59d15d23 3404 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3405 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3406} while(0) \
3407
3408
3409#define setup_sprite_column_data_single() \
3410 column_data = height \
3411
3412#define setup_sprite_column_data_multi() \
3413 column_data = 16 - offset_v; \
3414 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3415 column_data |= (tile_height - 1) << 16 \
3416
3417
59d15d23 3418#define RIGHT_MASK_BIT_SHIFT 8
3419#define RIGHT_MASK_BIT_SHIFT_4x 16
3420
75e28f62 3421#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
59d15d23 3422 edge_mode, edge, x4mode) \
75e28f62
E
3423{ \
3424 setup_sprite_column_data_##multi_height(); \
3425 left_mask_bits = left_block_mask | right_block_mask; \
59d15d23 3426 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3427 \
3428 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
59d15d23 3429 texture_mode, x4mode); \
75e28f62
E
3430} \
3431
3432#define setup_sprite_tiled_advance_column() \
3433 texture_offset_base += 0x100; \
3434 if((texture_offset_base & 0xF00) == 0) \
3435 texture_offset_base -= (0x100 + 0xF00) \
3436
59d15d23 3437#define FB_PTR_MULTIPLIER 1
3438#define FB_PTR_MULTIPLIER_4x 2
3439
75e28f62 3440#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
59d15d23 3441 left_mode, right_mode, x4mode) \
75e28f62
E
3442{ \
3443 setup_sprite_column_data_##multi_height(); \
59d15d23 3444 s32 fb_ptr_advance_column = (16 - (1024 * height)) \
3445 * FB_PTR_MULTIPLIER##x4mode; \
75e28f62
E
3446 \
3447 tile_width -= 2; \
3448 left_mask_bits = left_block_mask; \
59d15d23 3449 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3450 \
3451 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
59d15d23 3452 texture_mode, x4mode); \
75e28f62
E
3453 fb_ptr += fb_ptr_advance_column; \
3454 \
3455 left_mask_bits = 0x00; \
3456 right_mask_bits = 0x00; \
3457 \
3458 while(tile_width) \
3459 { \
3460 setup_sprite_tiled_advance_column(); \
59d15d23 3461 setup_sprite_tile_column_height_##multi_height(full, none, \
3462 texture_mode, x4mode); \
75e28f62
E
3463 fb_ptr += fb_ptr_advance_column; \
3464 tile_width--; \
3465 } \
3466 \
3467 left_mask_bits = right_block_mask; \
59d15d23 3468 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3469 \
3470 setup_sprite_tiled_advance_column(); \
3471 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
59d15d23 3472 texture_mode, x4mode); \
3473} \
3474
3475
3476/* 4x stuff */
3477#define setup_sprite_tiled_initialize_4bpp_4x() \
3478 setup_sprite_tiled_initialize_4bpp_clut() \
3479
3480#define setup_sprite_tiled_initialize_8bpp_4x() \
3481
3482
3483#define setup_sprite_tile_full_4bpp_4x(edge) \
3484{ \
3485 vec_8x8u texels_low, texels_high; \
3486 vec_8x16u pixels, pixels_wide; \
3487 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3488 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3489 u32 left_mask_bits_b = left_mask_bits >> 8; \
3490 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3491 u32 right_mask_bits_b = right_mask_bits >> 8; \
3492 \
3493 while(sub_tile_height) \
3494 { \
3495 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3496 tbl_16(texels_low, texels, clut_low); \
3497 tbl_16(texels_high, texels, clut_high); \
3498 zip_8x16b(pixels, texels_low, texels_high); \
3499 \
3500 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3501 block->texels = pixels_wide; \
3502 block->draw_mask_bits = left_mask_bits_a; \
3503 block->fb_ptr = fb_ptr; \
3504 block++; \
3505 \
3506 block->texels = pixels_wide; \
3507 block->draw_mask_bits = left_mask_bits_a; \
3508 block->fb_ptr = fb_ptr + 1024; \
3509 block++; \
3510 \
3511 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3512 block->texels = pixels_wide; \
3513 block->draw_mask_bits = left_mask_bits_b; \
3514 block->fb_ptr = fb_ptr + 8; \
3515 block++; \
3516 \
3517 block->texels = pixels_wide; \
3518 block->draw_mask_bits = left_mask_bits_b; \
3519 block->fb_ptr = fb_ptr + 1024 + 8; \
3520 block++; \
3521 \
3522 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3523 tbl_16(texels_low, texels, clut_low); \
3524 tbl_16(texels_high, texels, clut_high); \
3525 zip_8x16b(pixels, texels_low, texels_high); \
3526 \
3527 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3528 block->texels = pixels_wide; \
3529 block->draw_mask_bits = right_mask_bits_a; \
3530 block->fb_ptr = fb_ptr + 16; \
3531 block++; \
3532 \
3533 block->texels = pixels_wide; \
3534 block->draw_mask_bits = right_mask_bits_a; \
3535 block->fb_ptr = fb_ptr + 1024 + 16; \
3536 block++; \
3537 \
3538 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3539 block->texels = pixels_wide; \
3540 block->draw_mask_bits = right_mask_bits_b; \
3541 block->fb_ptr = fb_ptr + 24; \
3542 block++; \
3543 \
3544 block->texels = pixels_wide; \
3545 block->draw_mask_bits = right_mask_bits_b; \
3546 block->fb_ptr = fb_ptr + 1024 + 24; \
3547 block++; \
3548 \
3549 fb_ptr += 2048; \
3550 texture_offset += 0x10; \
3551 sub_tile_height--; \
3552 } \
3553 texture_offset += 0xF00; \
3554 psx_gpu->num_blocks = num_blocks; \
75e28f62
E
3555} \
3556
59d15d23 3557#define setup_sprite_tile_half_4bpp_4x(edge) \
3558{ \
3559 vec_8x8u texels_low, texels_high; \
3560 vec_8x16u pixels, pixels_wide; \
3561 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3562 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3563 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3564 \
3565 while(sub_tile_height) \
3566 { \
3567 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3568 tbl_16(texels_low, texels, clut_low); \
3569 tbl_16(texels_high, texels, clut_high); \
3570 zip_8x16b(pixels, texels_low, texels_high); \
3571 \
3572 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3573 block->texels = pixels_wide; \
3574 block->draw_mask_bits = edge##_mask_bits_a; \
3575 block->fb_ptr = fb_ptr; \
3576 block++; \
3577 \
3578 block->texels = pixels_wide; \
3579 block->draw_mask_bits = edge##_mask_bits_a; \
3580 block->fb_ptr = fb_ptr + 1024; \
3581 block++; \
3582 \
3583 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3584 block->texels = pixels_wide; \
3585 block->draw_mask_bits = edge##_mask_bits_b; \
3586 block->fb_ptr = fb_ptr + 8; \
3587 block++; \
3588 \
3589 block->texels = pixels_wide; \
3590 block->draw_mask_bits = edge##_mask_bits_b; \
3591 block->fb_ptr = fb_ptr + 1024 + 8; \
3592 block++; \
3593 \
3594 fb_ptr += 2048; \
3595 texture_offset += 0x10; \
3596 sub_tile_height--; \
3597 } \
3598 texture_offset += 0xF00; \
3599 psx_gpu->num_blocks = num_blocks; \
3600} \
75e28f62 3601
59d15d23 3602
3603#define setup_sprite_tile_full_8bpp_4x(edge) \
3604{ \
3605 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3606 vec_16x8u texels_wide; \
3607 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3608 u32 left_mask_bits_b = left_mask_bits >> 8; \
3609 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3610 u32 right_mask_bits_b = right_mask_bits >> 8; \
3611 \
3612 while(sub_tile_height) \
3613 { \
3614 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3615 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3616 block->r = texels_wide.low; \
3617 block->draw_mask_bits = left_mask_bits_a; \
3618 block->fb_ptr = fb_ptr; \
3619 block++; \
3620 \
3621 block->r = texels_wide.low; \
3622 block->draw_mask_bits = left_mask_bits_a; \
3623 block->fb_ptr = fb_ptr + 1024; \
3624 block++; \
3625 \
3626 block->r = texels_wide.high; \
3627 block->draw_mask_bits = left_mask_bits_b; \
3628 block->fb_ptr = fb_ptr + 8; \
3629 block++; \
3630 \
3631 block->r = texels_wide.high; \
3632 block->draw_mask_bits = left_mask_bits_b; \
3633 block->fb_ptr = fb_ptr + 1024 + 8; \
3634 block++; \
3635 \
3636 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3637 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3638 block->r = texels_wide.low; \
3639 block->draw_mask_bits = right_mask_bits_a; \
3640 block->fb_ptr = fb_ptr + 16; \
3641 block++; \
3642 \
3643 block->r = texels_wide.low; \
3644 block->draw_mask_bits = right_mask_bits_a; \
3645 block->fb_ptr = fb_ptr + 1024 + 16; \
3646 block++; \
3647 \
3648 block->r = texels_wide.high; \
3649 block->draw_mask_bits = right_mask_bits_b; \
3650 block->fb_ptr = fb_ptr + 24; \
3651 block++; \
3652 \
3653 block->r = texels_wide.high; \
3654 block->draw_mask_bits = right_mask_bits_b; \
3655 block->fb_ptr = fb_ptr + 24 + 1024; \
3656 block++; \
3657 \
3658 fb_ptr += 2048; \
3659 texture_offset += 0x10; \
3660 sub_tile_height--; \
3661 } \
3662 texture_offset += 0xF00; \
3663 psx_gpu->num_blocks = num_blocks; \
3664} \
3665
3666#define setup_sprite_tile_half_8bpp_4x(edge) \
3667{ \
3668 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3669 vec_16x8u texels_wide; \
3670 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3671 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3672 \
3673 while(sub_tile_height) \
3674 { \
3675 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3676 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3677 block->r = texels_wide.low; \
3678 block->draw_mask_bits = edge##_mask_bits_a; \
3679 block->fb_ptr = fb_ptr; \
3680 block++; \
3681 \
3682 block->r = texels_wide.low; \
3683 block->draw_mask_bits = edge##_mask_bits_a; \
3684 block->fb_ptr = fb_ptr + 1024; \
3685 block++; \
3686 \
3687 block->r = texels_wide.high; \
3688 block->draw_mask_bits = edge##_mask_bits_b; \
3689 block->fb_ptr = fb_ptr + 8; \
3690 block++; \
3691 \
3692 block->r = texels_wide.high; \
3693 block->draw_mask_bits = edge##_mask_bits_b; \
3694 block->fb_ptr = fb_ptr + 8 + 1024; \
3695 block++; \
3696 \
3697 fb_ptr += 2048; \
3698 texture_offset += 0x10; \
3699 sub_tile_height--; \
3700 } \
3701 texture_offset += 0xF00; \
3702 psx_gpu->num_blocks = num_blocks; \
3703} \
3704
3705
3706#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
3707 texture_offset = texture_offset_base + 8; \
3708 fb_ptr += 16 \
3709
3710#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
3711 texture_offset = texture_offset_base \
3712
3713#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
3714 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
3715
3716#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
3717 texture_offset = texture_offset_base \
3718
3719#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
3720 fb_ptr -= 16 \
3721
3722#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
3723
3724#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
3725 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
3726
3727#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
3728
3729
3730#define setup_sprite_offset_u_adjust() \
3731
3732#define setup_sprite_comapre_left_block_mask() \
3733 ((left_block_mask & 0xFF) == 0xFF) \
3734
3735#define setup_sprite_comapre_right_block_mask() \
3736 (((right_block_mask >> 8) & 0xFF) == 0xFF) \
3737
3738
3739#define setup_sprite_offset_u_adjust_4x() \
3740 offset_u *= 2; \
3741 offset_u_right = offset_u_right * 2 + 1 \
3742
3743#define setup_sprite_comapre_left_block_mask_4x() \
3744 ((left_block_mask & 0xFFFF) == 0xFFFF) \
3745
3746#define setup_sprite_comapre_right_block_mask_4x() \
3747 (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) \
3748
3749
3750#define setup_sprite_tiled_builder(texture_mode, x4mode) \
3751void setup_sprite_##texture_mode##x4mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,\
75e28f62
E
3752 s32 u, s32 v, s32 width, s32 height, u32 color) \
3753{ \
3754 s32 offset_u = u & 0xF; \
3755 s32 offset_v = v & 0xF; \
3756 \
3757 s32 width_rounded = offset_u + width + 15; \
3758 s32 height_rounded = offset_v + height + 15; \
3759 s32 tile_height = height_rounded / 16; \
3760 s32 tile_width = width_rounded / 16; \
3761 u32 offset_u_right = width_rounded & 0xF; \
3762 \
59d15d23 3763 setup_sprite_offset_u_adjust##x4mode(); \
3764 \
3765 u32 left_block_mask = ~(0xFFFFFFFF << offset_u); \
3766 u32 right_block_mask = 0xFFFFFFFE << offset_u_right; \
75e28f62
E
3767 \
3768 u32 left_mask_bits; \
3769 u32 right_mask_bits; \
3770 \
3771 u32 sub_tile_height; \
3772 u32 column_data; \
3773 \
3774 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3775 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3776 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3777 ((psx_gpu->texture_mask_height >> 4) << 12); \
3778 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3779 ((v & 0xF0) << 8); \
3780 u32 texture_offset_base = texture_offset; \
3781 u32 control_mask; \
3782 \
59d15d23 3783 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u); \
75e28f62
E
3784 u32 num_blocks = psx_gpu->num_blocks; \
3785 block_struct *block = psx_gpu->blocks + num_blocks; \
3786 \
3787 u16 *texture_block_ptr; \
3788 vec_8x8u texels; \
3789 \
59d15d23 3790 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
3791 \
3792 control_mask = tile_width == 1; \
3793 control_mask |= (tile_height == 1) << 1; \
59d15d23 3794 control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2; \
3795 control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3; \
75e28f62
E
3796 \
3797 sprites_##texture_mode++; \
3798 \
3799 switch(control_mask) \
3800 { \
3801 default: \
3802 case 0x0: \
59d15d23 3803 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
3804 x4mode); \
75e28f62
E
3805 break; \
3806 \
3807 case 0x1: \
59d15d23 3808 setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
3809 x4mode); \
75e28f62
E
3810 break; \
3811 \
3812 case 0x2: \
59d15d23 3813 setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
3814 x4mode); \
75e28f62
E
3815 break; \
3816 \
3817 case 0x3: \
59d15d23 3818 setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
3819 x4mode); \
75e28f62
E
3820 break; \
3821 \
3822 case 0x4: \
59d15d23 3823 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
3824 x4mode); \
75e28f62
E
3825 break; \
3826 \
3827 case 0x5: \
59d15d23 3828 setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
3829 x4mode); \
75e28f62
E
3830 break; \
3831 \
3832 case 0x6: \
59d15d23 3833 setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
3834 x4mode); \
75e28f62
E
3835 break; \
3836 \
3837 case 0x7: \
59d15d23 3838 setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3839 x4mode); \
75e28f62
E
3840 break; \
3841 \
3842 case 0x8: \
59d15d23 3843 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
3844 x4mode); \
75e28f62
E
3845 break; \
3846 \
3847 case 0x9: \
59d15d23 3848 setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
3849 x4mode); \
75e28f62
E
3850 break; \
3851 \
3852 case 0xA: \
59d15d23 3853 setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
3854 x4mode); \
75e28f62
E
3855 break; \
3856 \
3857 case 0xB: \
59d15d23 3858 setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
3859 x4mode); \
75e28f62
E
3860 break; \
3861 \
3862 case 0xC: \
59d15d23 3863 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
3864 x4mode); \
75e28f62
E
3865 break; \
3866 \
3867 case 0xE: \
59d15d23 3868 setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
3869 x4mode); \
75e28f62
E
3870 break; \
3871 } \
3872} \
3873
75e28f62
E
3874void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3875 s32 width, s32 height, u32 color);
3876void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3877 s32 width, s32 height, u32 color);
3878void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3879 s32 width, s32 height, u32 color);
3880
59d15d23 3881void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3882 s32 width, s32 height, u32 color);
3883void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3884 s32 width, s32 height, u32 color);
3885void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3886 s32 width, s32 height, u32 color);
3887
2bbbb7af 3888#ifndef NEON_BUILD
59d15d23 3889setup_sprite_tiled_builder(4bpp,);
3890setup_sprite_tiled_builder(8bpp,);
3891
3892setup_sprite_tiled_builder(4bpp,_4x);
3893setup_sprite_tiled_builder(8bpp,_4x);
75e28f62
E
3894
3895void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3896 s32 v, s32 width, s32 height, u32 color)
3897{
3898 u32 left_offset = u & 0x7;
3899 u32 width_rounded = width + left_offset + 7;
3900
fc6cef7d 3901 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset);
75e28f62
E
3902 u32 right_width = width_rounded & 0x7;
3903 u32 block_width = width_rounded / 8;
3904 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3905
3906 u32 left_mask_bits = ~(0xFF << left_offset);
3907 u32 right_mask_bits = 0xFE << right_width;
3908
3909 u32 texture_offset_base = u + (v * 1024);
3910 u32 texture_mask =
3911 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3912
3913 u32 blocks_remaining;
3914 u32 num_blocks = psx_gpu->num_blocks;
3915 block_struct *block = psx_gpu->blocks + num_blocks;
3916
3917 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3918 u16 *texture_block_ptr;
3919
3920 texture_offset_base &= ~0x7;
3921
3922 sprites_16bpp++;
3923
3924 if(block_width == 1)
3925 {
3926 u32 mask_bits = left_mask_bits | right_mask_bits;
3927
3928 while(height)
3929 {
3930 num_blocks++;
3931 sprite_blocks++;
3932
3933 if(num_blocks > MAX_BLOCKS)
3934 {
3935 flush_render_block_buffer(psx_gpu);
3936 num_blocks = 1;
3937 block = psx_gpu->blocks;
3938 }
3939
3940 texture_block_ptr =
3941 texture_page_ptr + (texture_offset_base & texture_mask);
3942
3943 load_128b(block->texels, texture_block_ptr);
3944 block->draw_mask_bits = mask_bits;
3945 block->fb_ptr = fb_ptr;
3946
3947 block++;
3948
3949 texture_offset_base += 1024;
3950 fb_ptr += 1024;
3951
3952 height--;
3953 psx_gpu->num_blocks = num_blocks;
3954 }
3955 }
3956 else
3957 {
3958 u32 texture_offset;
3959
3960 while(height)
3961 {
3962 blocks_remaining = block_width - 2;
3963 num_blocks += block_width;
3964 sprite_blocks += block_width;
3965
3966 if(num_blocks > MAX_BLOCKS)
3967 {
3968 flush_render_block_buffer(psx_gpu);
3969 num_blocks = block_width;
3970 block = psx_gpu->blocks;
3971 }
3972
3973 texture_offset = texture_offset_base;
3974 texture_offset_base += 1024;
3975
3976 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3977 load_128b(block->texels, texture_block_ptr);
3978
3979 block->draw_mask_bits = left_mask_bits;
3980 block->fb_ptr = fb_ptr;
3981
3982 texture_offset += 8;
3983 fb_ptr += 8;
3984 block++;
3985
3986 while(blocks_remaining)
3987 {
3988 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3989 load_128b(block->texels, texture_block_ptr);
3990
3991 block->draw_mask_bits = 0;
3992 block->fb_ptr = fb_ptr;
3993
3994 texture_offset += 8;
3995 fb_ptr += 8;
3996 block++;
3997
3998 blocks_remaining--;
3999 }
4000
4001 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
4002 load_128b(block->texels, texture_block_ptr);
4003
4004 block->draw_mask_bits = right_mask_bits;
4005 block->fb_ptr = fb_ptr;
4006
4007 fb_ptr += fb_ptr_pitch;
4008 block++;
4009
4010 height--;
4011 psx_gpu->num_blocks = num_blocks;
4012 }
4013 }
4014}
4015
4016#endif
4017
4018void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4019 s32 v, s32 width, s32 height, u32 color)
4020{
4021 u32 right_width = ((width - 1) & 0x7) + 1;
4022 u32 right_mask_bits = (0xFF << right_width);
fc6cef7d 4023 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
75e28f62
E
4024 u32 block_width = (width + 7) / 8;
4025 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
4026 u32 blocks_remaining;
4027 u32 num_blocks = psx_gpu->num_blocks;
4028 block_struct *block = psx_gpu->blocks + num_blocks;
4029
4030 u32 color_r = color & 0xFF;
4031 u32 color_g = (color >> 8) & 0xFF;
4032 u32 color_b = (color >> 16) & 0xFF;
4033 vec_8x16u colors;
4034 vec_8x16u right_mask;
4035 vec_8x16u test_mask = psx_gpu->test_mask;
4036 vec_8x16u zero_mask;
4037
4038 sprites_untextured++;
4039
4040 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
4041
4042 dup_8x16b(colors, color);
4043 dup_8x16b(zero_mask, 0x00);
4044 dup_8x16b(right_mask, right_mask_bits);
4045 tst_8x16b(right_mask, right_mask, test_mask);
4046
4047 while(height)
4048 {
4049 blocks_remaining = block_width - 1;
4050 num_blocks += block_width;
3867c6ef
E
4051
4052#ifdef PROFILE
75e28f62 4053 sprite_blocks += block_width;
3867c6ef 4054#endif
75e28f62
E
4055
4056 if(num_blocks > MAX_BLOCKS)
4057 {
4058 flush_render_block_buffer(psx_gpu);
4059 num_blocks = block_width;
4060 block = psx_gpu->blocks;
4061 }
4062
4063 while(blocks_remaining)
4064 {
4065 block->pixels = colors;
4066 block->draw_mask = zero_mask;
4067 block->fb_ptr = fb_ptr;
4068
4069 fb_ptr += 8;
4070 block++;
4071 blocks_remaining--;
4072 }
4073
4074 block->pixels = colors;
4075 block->draw_mask = right_mask;
4076 block->fb_ptr = fb_ptr;
4077
4078 block++;
4079 fb_ptr += fb_ptr_pitch;
4080
4081 height--;
4082 psx_gpu->num_blocks = num_blocks;
4083 }
4084}
4085
4086
4087
4088#define setup_sprite_blocks_switch_textured(texture_mode) \
4089 setup_sprite_##texture_mode \
4090
4091#define setup_sprite_blocks_switch_untextured(texture_mode) \
4092 setup_sprite_untextured \
4093
4094#define setup_sprite_blocks_switch(texturing, texture_mode) \
4095 setup_sprite_blocks_switch_##texturing(texture_mode) \
4096
4097
4098#define texture_sprite_blocks_switch_4bpp() \
4099 texture_blocks_untextured \
4100
4101#define texture_sprite_blocks_switch_8bpp() \
4102 texture_sprite_blocks_8bpp \
4103
4104#define texture_sprite_blocks_switch_16bpp() \
4105 texture_blocks_untextured \
4106
4107#define texture_sprite_blocks_switch_untextured(texture_mode) \
4108 texture_blocks_untextured \
4109
4110#define texture_sprite_blocks_switch_textured(texture_mode) \
4111 texture_sprite_blocks_switch_##texture_mode() \
4112
4113#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4114 mask_evaluate, shading, dithering, texturing, blending, modulation) \
4115{ \
4116 setup_sprite_blocks_switch(texturing, texture_mode), \
4117 texture_sprite_blocks_switch_##texturing(texture_mode), \
4118 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
4119 mask_evaluate), \
4120 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
4121} \
4122
4123#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4124 mask_evaluate, shading, dithering, texturing, blending) \
4125 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4126 mask_evaluate, shading, dithering, texturing, blending, modulated), \
4127 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4128 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
4129
4130#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4131 mask_evaluate, shading, dithering, texturing) \
4132 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4133 mask_evaluate, shading, dithering, texturing, unblended), \
4134 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4135 mask_evaluate, shading, dithering, texturing, blended) \
4136
4137#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4138 mask_evaluate, shading, dithering) \
4139 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4140 mask_evaluate, shading, dithering, untextured), \
4141 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4142 mask_evaluate, shading, dithering, textured) \
4143
4144#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4145 mask_evaluate, shading) \
4146 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4147 mask_evaluate, shading, undithered), \
4148 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4149 mask_evaluate, shading, dithered) \
4150
4151#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
4152 blend_mode, mask_evaluate) \
4153 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4154 mask_evaluate, unshaded), \
4155 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4156 mask_evaluate, shaded) \
4157
4158#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
4159 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4160 off), \
4161 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4162 on) \
4163
4164#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
4165 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
4166 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
4167 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
4168 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
4169
4170#define render_sprite_blocks_switch_block() \
4171 render_sprite_blocks_switch_block_texture_mode(4bpp), \
4172 render_sprite_blocks_switch_block_texture_mode(8bpp), \
4173 render_sprite_blocks_switch_block_texture_mode(16bpp), \
4174 render_sprite_blocks_switch_block_texture_mode(4bpp) \
4175
4176
4177render_block_handler_struct render_sprite_block_handlers[] =
4178{
4179 render_sprite_blocks_switch_block()
4180};
4181
4182
4183void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
4184 s32 width, s32 height, u32 flags, u32 color)
4185{
4186 s32 x_right = x + width - 1;
4187 s32 y_bottom = y + height - 1;
4188
3867c6ef
E
4189#ifdef PROFILE
4190 sprites++;
4191#endif
4192
75e28f62
E
4193 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4194 y_bottom) == 0)
4195 {
4196 return;
4197 }
4198
4199 if(x < psx_gpu->viewport_start_x)
4200 {
4201 u32 clip = psx_gpu->viewport_start_x - x;
4202 x += clip;
4203 u += clip;
4204 width -= clip;
4205 }
4206
4207 if(y < psx_gpu->viewport_start_y)
4208 {
4209 s32 clip = psx_gpu->viewport_start_y - y;
4210 y += clip;
4211 v += clip;
4212 height -= clip;
4213 }
4214
4215 if(x_right > psx_gpu->viewport_end_x)
4216 width -= x_right - psx_gpu->viewport_end_x;
4217
4218 if(y_bottom > psx_gpu->viewport_end_y)
4219 height -= y_bottom - psx_gpu->viewport_end_y;
4220
4221 if((width <= 0) || (height <= 0))
4222 return;
4223
3867c6ef 4224#ifdef PROFILE
75e28f62
E
4225 span_pixels += width * height;
4226 spans += height;
3867c6ef 4227#endif
75e28f62
E
4228
4229 u32 render_state = flags &
4230 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4231 RENDER_FLAGS_TEXTURE_MAP);
4232 render_state |=
4233 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
1f88961f 4234
75e28f62
E
4235 if((psx_gpu->render_state != render_state) ||
4236 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4237 {
4238 psx_gpu->render_state = render_state;
4239 flush_render_block_buffer(psx_gpu);
3867c6ef 4240#ifdef PROFILE
75e28f62 4241 state_changes++;
3867c6ef 4242#endif
75e28f62
E
4243 }
4244
4245 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4246
4247 color &= 0xFFFFFF;
4248
4249 if(psx_gpu->triangle_color != color)
4250 {
4251 flush_render_block_buffer(psx_gpu);
4252 psx_gpu->triangle_color = color;
4253 }
4254
4255 if(color == 0x808080)
4256 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4257
4258 render_block_handler_struct *render_block_handler =
4259 &(render_sprite_block_handlers[render_state]);
4260 psx_gpu->render_block_handler = render_block_handler;
4261
4262 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
4263 (psx_gpu, x, y, u, v, width, height, color);
4264}
4265
4266#define draw_pixel_line_mask_evaluate_yes() \
4267 if(*vram_ptr & 0x8000) \
4268
4269#define draw_pixel_line_mask_evaluate_no() \
4270
4271
4272#define draw_pixel_line_shaded() \
4273{ \
4274 color_r = fixed_to_int(current_r); \
4275 color_g = fixed_to_int(current_g); \
4276 color_b = fixed_to_int(current_b); \
4277 \
4278 current_r += gradient_r; \
4279 current_g += gradient_g; \
4280 current_b += gradient_b; \
4281} \
4282
4283#define draw_pixel_line_unshaded() \
4284{ \
4285 color_r = color & 0xFF; \
4286 color_g = (color >> 8) & 0xFF; \
4287 color_b = (color >> 16) & 0xFF; \
4288} \
4289
4290
4291#define draw_pixel_line_dithered(_x, _y) \
4292{ \
4293 u32 dither_xor = _x ^ _y; \
4294 s32 dither_offset = (dither_xor >> 1) & 0x1; \
4295 dither_offset |= (_y & 0x1) << 1; \
4296 dither_offset |= (dither_xor & 0x1) << 2; \
4297 dither_offset -= 4; \
4298 \
4299 color_r += dither_offset; \
4300 color_g += dither_offset; \
4301 color_b += dither_offset; \
4302 \
4303 if(color_r < 0) \
4304 color_r = 0; \
4305 \
4306 if(color_g < 0) \
4307 color_g = 0; \
4308 \
4309 if(color_b < 0) \
4310 color_b = 0; \
4311 \
4312 if(color_r > 255) \
4313 color_r = 255; \
4314 \
4315 if(color_g > 255) \
4316 color_g = 255; \
4317 \
4318 if(color_b > 255) \
4319 color_b = 255; \
4320} \
4321
4322#define draw_pixel_line_undithered(_x, _y) \
4323
4324
4325#define draw_pixel_line_average() \
4326 color_r = (color_r + fb_r) / 2; \
4327 color_g = (color_g + fb_g) / 2; \
4328 color_b = (color_b + fb_b) / 2 \
4329
4330#define draw_pixel_line_add() \
4331 color_r += fb_r; \
4332 color_g += fb_g; \
4333 color_b += fb_b; \
4334 \
4335 if(color_r > 31) \
4336 color_r = 31; \
4337 \
4338 if(color_g > 31) \
4339 color_g = 31; \
4340 \
4341 if(color_b > 31) \
4342 color_b = 31 \
4343 \
4344
4345#define draw_pixel_line_subtract() \
4346 color_r = fb_r - color_r; \
4347 color_g = fb_g - color_g; \
4348 color_b = fb_b - color_b; \
4349 \
4350 if(color_r < 0) \
4351 color_r = 0; \
4352 \
4353 if(color_g < 0) \
4354 color_g = 0; \
4355 \
4356 if(color_b < 0) \
4357 color_b = 0 \
4358
4359#define draw_pixel_line_add_fourth() \
4360 color_r = fb_r + (color_r / 4); \
4361 color_g = fb_g + (color_g / 4); \
4362 color_b = fb_b + (color_b / 4); \
4363 \
4364 if(color_r > 31) \
4365 color_r = 31; \
4366 \
4367 if(color_g > 31) \
4368 color_g = 31; \
4369 \
4370 if(color_b > 31) \
4371 color_b = 31 \
4372
4373
4374#define draw_pixel_line_blended(blend_mode) \
4375 s32 fb_pixel = *vram_ptr; \
4376 s32 fb_r = fb_pixel & 0x1F; \
4377 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
4378 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
4379 \
4380 draw_pixel_line_##blend_mode() \
4381
4382#define draw_pixel_line_unblended(blend_mode) \
4383
4384
4385#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
4386 blend_mode) \
4387 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4388 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
4389 { \
4390 draw_pixel_line_mask_evaluate_##mask_evaluate() \
4391 { \
4392 draw_pixel_line_##shading(); \
4393 draw_pixel_line_##dithering(_x, _y); \
4394 \
4395 color_r >>= 3; \
4396 color_g >>= 3; \
4397 color_b >>= 3; \
4398 \
4399 draw_pixel_line_##blending(blend_mode); \
4400 \
4401 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4402 psx_gpu->mask_msb; \
4403 } \
4404 } \
4405
4406#define update_increment(value) \
4407 value++ \
4408
4409#define update_decrement(value) \
4410 value-- \
4411
4412#define update_vram_row_increment(value) \
4413 vram_ptr += 1024 \
4414
4415#define update_vram_row_decrement(value) \
4416 vram_ptr -= 1024 \
4417
4418#define compare_increment(a, b) \
4419 (a <= b) \
4420
4421#define compare_decrement(a, b) \
4422 (a >= b) \
4423
4424#define set_line_gradients(minor) \
4425{ \
4426 s32 gradient_divisor = delta_##minor; \
e86b6fec
E
4427 if(gradient_divisor != 0) \
4428 { \
4429 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
4430 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
4431 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
4432 } \
4433 else \
4434 { \
4435 gradient_r = 0; \
4436 gradient_g = 0; \
4437 gradient_b = 0; \
4438 } \
75e28f62
E
4439 current_r = fixed_center(vertex_a->r); \
4440 current_g = fixed_center(vertex_a->g); \
4441 current_b = fixed_center(vertex_a->b); \
4442}
4443
4444#define draw_line_span_horizontal(direction, shading, blending, dithering, \
4445 mask_evaluate, blend_mode) \
4446do \
4447{ \
4448 error_step = delta_y * 2; \
4449 error_wrap = delta_x * 2; \
4450 error = delta_x; \
4451 \
4452 current_y = y_a; \
4453 set_line_gradients(x); \
4454 \
4455 for(current_x = x_a; current_x <= x_b; current_x++) \
4456 { \
4457 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4458 mask_evaluate, blend_mode); \
4459 error += error_step; \
4460 vram_ptr++; \
4461 \
4462 if(error >= error_wrap) \
4463 { \
4464 update_##direction(current_y); \
4465 update_vram_row_##direction(); \
4466 error -= error_wrap; \
4467 } \
4468 } \
4469} while(0) \
4470
4471#define draw_line_span_vertical(direction, shading, blending, dithering, \
4472 mask_evaluate, blend_mode) \
4473do \
4474{ \
4475 error_step = delta_x * 2; \
4476 error_wrap = delta_y * 2; \
4477 error = delta_y; \
4478 \
4479 current_x = x_a; \
4480 set_line_gradients(y); \
4481 \
4482 for(current_y = y_a; compare_##direction(current_y, y_b); \
4483 update_##direction(current_y)) \
4484 { \
4485 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4486 mask_evaluate, blend_mode); \
4487 error += error_step; \
4488 update_vram_row_##direction(); \
4489 \
4490 if(error > error_wrap) \
4491 { \
4492 vram_ptr++; \
4493 current_x++; \
4494 error -= error_wrap; \
4495 } \
4496 } \
4497} while(0) \
4498
4499
4500#define render_line_body(shading, blending, dithering, mask_evaluate, \
4501 blend_mode) \
4502 if(delta_y < 0) \
4503 { \
4504 delta_y *= -1; \
4505 \
75e28f62
E
4506 if(delta_x > delta_y) \
4507 { \
4508 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4509 mask_evaluate, blend_mode); \
4510 } \
4511 else \
4512 { \
4513 draw_line_span_vertical(decrement, shading, blending, dithering, \
4514 mask_evaluate, blend_mode); \
4515 } \
4516 } \
4517 else \
4518 { \
75e28f62
E
4519 if(delta_x > delta_y) \
4520 { \
4521 draw_line_span_horizontal(increment, shading, blending, dithering, \
4522 mask_evaluate, blend_mode); \
4523 } \
4524 else \
4525 { \
4526 draw_line_span_vertical(increment, shading, blending, dithering, \
4527 mask_evaluate, blend_mode); \
4528 } \
4529 } \
4530
4531
4532void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
3b3dee71 4533 u32 color, int double_resolution)
75e28f62
E
4534{
4535 s32 color_r, color_g, color_b;
4536 u32 triangle_winding = 0;
4537
4538 fixed_type gradient_r = 0;
4539 fixed_type gradient_g = 0;
4540 fixed_type gradient_b = 0;
4541 fixed_type current_r = 0;
4542 fixed_type current_g = 0;
4543 fixed_type current_b = 0;
4544
4545 s32 y_a, y_b;
4546 s32 x_a, x_b;
4547
4548 s32 delta_x, delta_y;
4549
4550 s32 current_x;
4551 s32 current_y;
4552
4553 u32 error_step;
4554 u32 error;
4555 u32 error_wrap;
4556
4557 u16 *vram_ptr;
4558
4559 flush_render_block_buffer(psx_gpu);
4560 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4561
4562 vertex_struct *vertex_a = &(vertexes[0]);
4563 vertex_struct *vertex_b = &(vertexes[1]);
4564
4565 u32 control_mask;
4566
3867c6ef 4567#ifdef PROFILE
75e28f62 4568 lines++;
3867c6ef 4569#endif
75e28f62
E
4570
4571 if(vertex_a->x >= vertex_b->x)
4572 {
4573 vertex_swap(vertex_a, vertex_b);
4574 }
4575
4576 x_a = vertex_a->x;
4577 x_b = vertex_b->x;
4578
4579 y_a = vertex_a->y;
4580 y_b = vertex_b->y;
4581
4582 delta_x = x_b - x_a;
4583 delta_y = y_b - y_a;
4584
3b3dee71 4585 if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
75e28f62
E
4586 return;
4587
3b3dee71 4588 if(double_resolution)
4589 {
4590 x_a *= 2;
4591 x_b *= 2;
4592 y_a *= 2;
4593 y_b *= 2;
4594 delta_x *= 2;
4595 delta_y *= 2;
4596 }
4597
75e28f62
E
4598 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4599
c1817bd9 4600 vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
75e28f62
E
4601
4602 control_mask = 0x0;
4603
4604 if(flags & RENDER_FLAGS_SHADE)
4605 control_mask |= 0x1;
4606
4607 if(flags & RENDER_FLAGS_BLEND)
4608 {
4609 control_mask |= 0x2;
4610 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4611 }
4612
4613 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4614 control_mask |= 0x4;
4615
4616 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4617 control_mask |= 0x8;
4618
4619 switch(control_mask)
4620 {
4621 case 0x0:
4622 render_line_body(unshaded, unblended, undithered, no, none);
4623 break;
4624
4625 case 0x1:
4626 render_line_body(shaded, unblended, undithered, no, none);
4627 break;
4628
4629 case 0x2:
4630 render_line_body(unshaded, blended, undithered, no, average);
4631 break;
4632
4633 case 0x3:
4634 render_line_body(shaded, blended, undithered, no, average);
4635 break;
4636
4637 case 0x4:
4638 render_line_body(unshaded, unblended, dithered, no, none);
4639 break;
4640
4641 case 0x5:
4642 render_line_body(shaded, unblended, dithered, no, none);
4643 break;
4644
4645 case 0x6:
4646 render_line_body(unshaded, blended, dithered, no, average);
4647 break;
4648
4649 case 0x7:
4650 render_line_body(shaded, blended, dithered, no, average);
4651 break;
4652
4653 case 0x8:
4654 render_line_body(unshaded, unblended, undithered, yes, none);
4655 break;
4656
4657 case 0x9:
4658 render_line_body(shaded, unblended, undithered, yes, none);
4659 break;
4660
4661 case 0xA:
4662 render_line_body(unshaded, blended, undithered, yes, average);
4663 break;
4664
4665 case 0xB:
4666 render_line_body(shaded, blended, undithered, yes, average);
4667 break;
4668
4669 case 0xC:
4670 render_line_body(unshaded, unblended, dithered, yes, none);
4671 break;
4672
4673 case 0xD:
4674 render_line_body(shaded, unblended, dithered, yes, none);
4675 break;
4676
4677 case 0xE:
4678 render_line_body(unshaded, blended, dithered, yes, average);
4679 break;
4680
4681 case 0xF:
4682 render_line_body(shaded, blended, dithered, yes, average);
4683 break;
4684
4685 case 0x12:
4686 render_line_body(unshaded, blended, undithered, no, add);
4687 break;
4688
4689 case 0x13:
4690 render_line_body(shaded, blended, undithered, no, add);
4691 break;
4692
4693 case 0x16:
4694 render_line_body(unshaded, blended, dithered, no, add);
4695 break;
4696
4697 case 0x17:
4698 render_line_body(shaded, blended, dithered, no, add);
4699 break;
4700
4701 case 0x1A:
4702 render_line_body(unshaded, blended, undithered, yes, add);
4703 break;
4704
4705 case 0x1B:
4706 render_line_body(shaded, blended, undithered, yes, add);
4707 break;
4708
4709 case 0x1E:
4710 render_line_body(unshaded, blended, dithered, yes, add);
4711 break;
4712
4713 case 0x1F:
4714 render_line_body(shaded, blended, dithered, yes, add);
4715 break;
4716
4717 case 0x22:
4718 render_line_body(unshaded, blended, undithered, no, subtract);
4719 break;
4720
4721 case 0x23:
4722 render_line_body(shaded, blended, undithered, no, subtract);
4723 break;
4724
4725 case 0x26:
4726 render_line_body(unshaded, blended, dithered, no, subtract);
4727 break;
4728
4729 case 0x27:
4730 render_line_body(shaded, blended, dithered, no, subtract);
4731 break;
4732
4733 case 0x2A:
4734 render_line_body(unshaded, blended, undithered, yes, subtract);
4735 break;
4736
4737 case 0x2B:
4738 render_line_body(shaded, blended, undithered, yes, subtract);
4739 break;
4740
4741 case 0x2E:
4742 render_line_body(unshaded, blended, dithered, yes, subtract);
4743 break;
4744
4745 case 0x2F:
4746 render_line_body(shaded, blended, dithered, yes, subtract);
4747 break;
4748
4749 case 0x32:
4750 render_line_body(unshaded, blended, undithered, no, add_fourth);
4751 break;
4752
4753 case 0x33:
4754 render_line_body(shaded, blended, undithered, no, add_fourth);
4755 break;
4756
4757 case 0x36:
4758 render_line_body(unshaded, blended, dithered, no, add_fourth);
4759 break;
4760
4761 case 0x37:
4762 render_line_body(shaded, blended, dithered, no, add_fourth);
4763 break;
4764
4765 case 0x3A:
4766 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4767 break;
4768
4769 case 0x3B:
4770 render_line_body(shaded, blended, undithered, yes, add_fourth);
4771 break;
4772
4773 case 0x3E:
4774 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4775 break;
4776
4777 case 0x3F:
4778 render_line_body(shaded, blended, dithered, yes, add_fourth);
4779 break;
4780 }
4781}
4782
4783
4784void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4785 u32 width, u32 height)
4786{
1f88961f
E
4787 if((width == 0) || (height == 0))
4788 return;
4789
75e28f62
E
4790 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4791
75e28f62
E
4792 u32 r = color & 0xFF;
4793 u32 g = (color >> 8) & 0xFF;
4794 u32 b = (color >> 16) & 0xFF;
6c4a10c4
E
4795 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4796 psx_gpu->mask_msb;
4797 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4798
c1817bd9 4799 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
6c4a10c4
E
4800
4801 u32 pitch = 512 - (width / 2);
4802 u32 num_width;
75e28f62 4803
f1359c57 4804 if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
6c4a10c4
E
4805 {
4806 pitch += 512;
4807 height /= 2;
4808
f1359c57 4809 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
6c4a10c4
E
4810 vram_ptr += 512;
4811 }
75e28f62 4812
6c4a10c4 4813 while(height)
75e28f62 4814 {
6c4a10c4
E
4815 num_width = width;
4816 while(num_width)
75e28f62 4817 {
6c4a10c4
E
4818 vram_ptr[0] = color_32bpp;
4819 vram_ptr[1] = color_32bpp;
4820 vram_ptr[2] = color_32bpp;
4821 vram_ptr[3] = color_32bpp;
4822 vram_ptr[4] = color_32bpp;
4823 vram_ptr[5] = color_32bpp;
4824 vram_ptr[6] = color_32bpp;
4825 vram_ptr[7] = color_32bpp;
4826
4827 vram_ptr += 8;
4828 num_width -= 16;
75e28f62
E
4829 }
4830
6c4a10c4
E
4831 vram_ptr += pitch;
4832 height--;
75e28f62 4833 }
75e28f62
E
4834}
4835
f1359c57 4836void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4837 u32 width, u32 height)
4838{
4839 if((width == 0) || (height == 0))
4840 return;
4841
e929dec5 4842 if(width > 1024)
4843 width = 1024;
4844
f1359c57 4845 u32 r = color & 0xFF;
4846 u32 g = (color >> 8) & 0xFF;
4847 u32 b = (color >> 16) & 0xFF;
4848 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4849 psx_gpu->mask_msb;
4850 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4851
e929dec5 4852 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
f1359c57 4853
e929dec5 4854 u32 pitch = 1024 / 2 - (width / 2);
f1359c57 4855 u32 num_width;
4856
4857 while(height)
4858 {
4859 num_width = width;
4860 while(num_width)
4861 {
4862 vram_ptr[0] = color_32bpp;
4863 vram_ptr[1] = color_32bpp;
4864 vram_ptr[2] = color_32bpp;
4865 vram_ptr[3] = color_32bpp;
4866 vram_ptr[4] = color_32bpp;
4867 vram_ptr[5] = color_32bpp;
4868 vram_ptr[6] = color_32bpp;
4869 vram_ptr[7] = color_32bpp;
4870
4871 vram_ptr += 8;
4872 num_width -= 16;
4873 }
4874
4875 vram_ptr += pitch;
4876 height--;
4877 }
4878}
4879
75e28f62
E
4880void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4881 u32 width, u32 height, u32 pitch)
4882{
4883 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4884 u32 draw_x, draw_y;
87c45ad1 4885 u32 mask_msb = psx_gpu->mask_msb;
75e28f62 4886
1f88961f
E
4887 if((width == 0) || (height == 0))
4888 return;
4889
cec398c0 4890 flush_render_block_buffer(psx_gpu);
75e28f62
E
4891 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4892
75e28f62
E
4893 for(draw_y = 0; draw_y < height; draw_y++)
4894 {
4895 for(draw_x = 0; draw_x < width; draw_x++)
4896 {
24b9bacc 4897 vram_ptr[draw_x] = source[draw_x] | mask_msb;
75e28f62
E
4898 }
4899
4900 source += pitch;
4901 vram_ptr += 1024;
4902 }
4903}
4904
4905void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4906 u32 dest_x, u32 dest_y, u32 width, u32 height)
4907{
4908 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4909 dest_x, dest_y, width, height, 1024);
4910}
4911
4912
4913void initialize_reciprocal_table(void)
4914{
4915 u32 height;
4916 u32 height_normalized;
4917 u32 height_reciprocal;
4918 s32 shift;
4919
c1817bd9 4920 for(height = 1; height < sizeof(reciprocal_table)
4921 / sizeof(reciprocal_table[0]); height++)
75e28f62
E
4922 {
4923 shift = __builtin_clz(height);
4924 height_normalized = height << shift;
c111e8f8 4925 height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
75e28f62
E
4926 height_normalized;
4927
c111e8f8 4928 shift = 32 - (51 - shift);
75e28f62 4929
7d5140f5 4930 reciprocal_table[height] = (height_reciprocal << 10) | shift;
75e28f62
E
4931 }
4932}
4933
4934
4935#define dither_table_row(a, b, c, d) \
4936 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4937
e8c0e0bb 4938void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
75e28f62
E
4939{
4940 vec_8x16u test_mask =
4941 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4942
4943 psx_gpu->test_mask = test_mask;
4944
75e28f62
E
4945 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4946 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4947 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4948 psx_gpu->viewport_mask = 0;
4949 psx_gpu->current_texture_page = 0;
4950 psx_gpu->current_texture_mask = 0;
4951 psx_gpu->last_8bpp_texture_page = 0;
4952
4953 psx_gpu->clut_settings = 0;
4954 psx_gpu->texture_settings = 0;
4955 psx_gpu->render_state = 0;
4956 psx_gpu->render_state_base = 0;
4957 psx_gpu->num_blocks = 0;
c6063f89 4958 psx_gpu->uvrgb_phase = 0x8000;
75e28f62 4959
e8c0e0bb 4960 psx_gpu->vram_ptr = vram;
c1817bd9 4961 psx_gpu->vram_out_ptr = vram;
75e28f62 4962
3867c6ef 4963 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
75e28f62
E
4964 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4965 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4966
4967 psx_gpu->mask_msb = 0;
4968
f9248bbf
E
4969 psx_gpu->texture_window_x = 0;
4970 psx_gpu->texture_window_y = 0;
4971 psx_gpu->texture_mask_width = 0xFF;
4972 psx_gpu->texture_mask_height = 0xFF;
4973
f1359c57 4974 psx_gpu->render_mode = 0;
69b09c0d 4975
75e28f62
E
4976 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4977
4978 initialize_reciprocal_table();
4979
4980 // 00 01 10 11
4981 // 00 0 4 1 5
4982 // 01 6 2 7 3
4983 // 10 1 5 0 4
4984 // 11 7 3 6 2
4985 // (minus ones(4) * 4)
4986
4987 // d0: (1 3 5 7): x1 ^ y1
4988 // d1: (2 3 6 7): y0
4989 // d2: (4 5 6 7): x0 ^ y0
4990
75e28f62
E
4991 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4992 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4993 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4994 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4995
4996 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
e929dec5 4997
4998 psx_gpu->enhancement_x_threshold = 256;
75e28f62
E
4999}
5000
5001u64 get_us(void)
5002{
5003 struct timeval tv;
5004 gettimeofday(&tv, NULL);
5005
5006 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
5007}
5008
2bbbb7af 5009#ifdef NEON_BUILD
75e28f62
E
5010
5011u32 get_counter()
5012{
5013 u32 counter;
5014 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
5015
5016 return counter;
5017}
5018
5019void init_counter(void)
5020{
5021 u32 value;
5022 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
5023 value |= 5; // master enable, ccnt reset
5024 value &= ~8; // ccnt divider 0
5025 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
5026 // enable cycle counter
5027 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
5028}
5029
5030void triangle_benchmark(psx_gpu_struct *psx_gpu)
5031{
5032 u32 i;
5033
5034 u32 ticks;
5035 u32 ticks_elapsed;
5036
5037 const u32 iterations = 500000;
5038
5039 psx_gpu->num_blocks = 64;
5040 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5041
5042 for(i = 0; i < 64; i++)
5043 {
5044 memset(&(psx_gpu->blocks[i].r), 0, 16);
5045 }
5046
5047 init_counter();
5048
5049 ticks = get_counter();
5050
5051 for(i = 0; i < iterations; i++)
5052 {
5053 texture_sprite_blocks_8bpp(psx_gpu);
5054 }
5055
5056 ticks_elapsed = get_counter() - ticks;
5057
5058 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5059}
5060
5061#endif
5062
fc6cef7d 5063#include "psx_gpu_4x.c"