gpu_neon/psx_gpu: rename a define
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#include <stdio.h>
16#include <stdlib.h>
17#include <string.h>
18
19#include "common.h"
20
21u32 span_pixels = 0;
22u32 span_pixel_blocks = 0;
23u32 span_pixel_blocks_unaligned = 0;
24u32 spans = 0;
25u32 triangles = 0;
26u32 sprites = 0;
27u32 sprites_4bpp = 0;
28u32 sprites_8bpp = 0;
29u32 sprites_16bpp = 0;
30u32 sprite_blocks = 0;
31u32 sprites_untextured = 0;
32u32 lines = 0;
33u32 trivial_rejects = 0;
34u32 texels_4bpp = 0;
35u32 texels_8bpp = 0;
36u32 texels_16bpp = 0;
37u32 texel_blocks_4bpp = 0;
38u32 texel_blocks_8bpp = 0;
39u32 texel_blocks_16bpp = 0;
40u32 texel_blocks_untextured = 0;
41u32 blend_blocks = 0;
42u32 untextured_pixels = 0;
43u32 blend_pixels = 0;
44u32 transparent_pixels = 0;
45u32 render_buffer_flushes = 0;
46u32 state_changes = 0;
47u32 left_split_triangles = 0;
48u32 flat_triangles = 0;
49u32 clipped_triangles = 0;
50u32 zero_block_spans = 0;
51u32 texture_cache_loads = 0;
52u32 false_modulated_triangles = 0;
53u32 false_modulated_sprites = 0;
54
55u32 reciprocal_table[512];
56
57
58typedef s32 fixed_type;
59
60#define EDGE_STEP_BITS 32
61#define FIXED_BITS 12
62
63#define fixed_center(value) \
64 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
65
66#define int_to_fixed(value) \
67 (((fixed_type)(value)) << FIXED_BITS) \
68
69#define fixed_to_int(value) \
70 ((value) >> FIXED_BITS) \
71
72#define fixed_to_double(value) \
73 ((value) / (double)(1 << FIXED_BITS)) \
74
75#define double_to_fixed(value) \
76 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
77
78typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
79typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
80typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
81typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
82
83typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
84 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
85
86struct render_block_handler_struct
87{
88 void *setup_blocks;
89 texture_blocks_function_type *texture_blocks;
90 shade_blocks_function_type *shade_blocks;
91 blend_blocks_function_type *blend_blocks;
92};
93
2bbbb7af 94#ifndef NEON_BUILD
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95
96u32 fixed_reciprocal(u32 denominator, u32 *_shift)
97{
98 u32 shift = __builtin_clz(denominator);
99 u32 denominator_normalized = denominator << shift;
100
101 double numerator = (1ULL << 62) + denominator_normalized;
102 double numerator_b;
103
104 double denominator_normalized_dp_b;
105 u64 denominator_normalized_dp_u64;
106
107 u32 reciprocal;
108 double reciprocal_dp;
109
110 u64 numerator_u64 = (denominator_normalized >> 10) |
111 ((u64)(62 + 1023) << 52);
112 *((u64 *)(&numerator_b)) = numerator_u64;
113
114 denominator_normalized_dp_u64 =
115 (u64)(denominator_normalized << 21) |
116 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
117 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
118
119 // Implement with a DP divide
120 reciprocal_dp = numerator / denominator_normalized_dp_b;
121 reciprocal = reciprocal_dp;
122
123 if(reciprocal == 0x80000001)
124 reciprocal = 0x80000000;
125
126 *_shift = 62 - shift;
127 return reciprocal;
128}
129
130double reciprocal_estimate(double a)
131{
132 int q, s;
133 double r;
134
135 q = (int)(a * 512.0);
136 /* a in units of 1/512 rounded down */
137 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
138 s = (int)(256.0 * r + 0.5);
139
140 /* r in units of 1/256 rounded to nearest */
141
142 return (double)s / 256.0;
143}
144
145u32 reciprocal_estimate_u32(u32 value)
146{
147 u64 dp_value_u64;
148 volatile double dp_value;
149 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
150
151 if((value >> 31) == 0)
152 return 0xFFFFFFFF;
153
154 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
155
156 *dp_value_ptr = dp_value_u64;
157
158 dp_value = reciprocal_estimate(dp_value);
159 dp_value_u64 = *dp_value_ptr;
160
161 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
162}
163
164u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
165{
166 u32 shift = __builtin_clz(value);
167 u32 value_normalized = value << shift;
168
169 *_shift = 62 - shift;
170
171 value_normalized -= 2;
172
173 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
174
175 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
176 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
177 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
178 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
179 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
180 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
181
182 return reciprocal_normalized;
183}
184
185#endif
186
187
188s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
189{
190 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
191}
192
193u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
194{
195 s32 coverage_x, coverage_y;
196
197 u32 mask_up_left;
198 u32 mask_down_right;
199
200 coverage_x = x2 >> 6;
201 coverage_y = y2 >> 8;
202
203 if(coverage_x < 0)
204 coverage_x = 0;
205
206 if(coverage_x > 31)
207 coverage_x = 31;
208
209 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
210
211 if(coverage_y >= 1)
212 mask_down_right |= mask_down_right << 16;
213
214 coverage_x = x1 >> 6;
215
216 mask_up_left = 0xFFFF0000 << coverage_x;
217 if(coverage_x < 0)
218 mask_up_left = 0xFFFF0000;
219
220 coverage_y = y1 >> 8;
221 if(coverage_y <= 0)
222 mask_up_left |= mask_up_left >> 16;
223
224 return mask_up_left & mask_down_right;
225}
226
227u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
228 u32 x2, u32 y2)
229{
230 u32 mask = texture_region_mask(x1, y1, x2, y2);
231
232 psx_gpu->dirty_textures_4bpp_mask |= mask;
233 psx_gpu->dirty_textures_8bpp_mask |= mask;
234 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
235
236 return mask;
237}
238
239u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
240 u32 y1, u32 x2, u32 y2)
241{
242 u32 mask = texture_region_mask(x1, y1, x2, y2) &
243 psx_gpu->viewport_mask;
244 psx_gpu->dirty_textures_4bpp_mask |= mask;
245 psx_gpu->dirty_textures_8bpp_mask |= mask;
246 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
247
248 return mask;
249}
250
251
252void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
253 u32 texture_page);
254
2bbbb7af 255#ifndef NEON_BUILD
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256
257void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
258{
259 u32 current_texture_page = psx_gpu->current_texture_page;
260 u8 *texture_page_ptr = psx_gpu->texture_page_ptr;
261 u16 *vram_ptr = psx_gpu->vram_ptr;
262
263 u32 texel_block;
264 u32 tile_x, tile_y;
265 u32 sub_x, sub_y;
266
267 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
268 vram_ptr += (current_texture_page & 0xF) * 64;
269
270 texture_cache_loads++;
271
272 tile_y = 16;
273 tile_x = 16;
274 sub_x = 4;
275 sub_y = 16;
276
277 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
278
279 while(tile_y)
280 {
281 while(tile_x)
282 {
283 while(sub_y)
284 {
285 while(sub_x)
286 {
287 texel_block = *vram_ptr;
288 texture_page_ptr[0] = texel_block & 0xF;
289 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
290 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
291 texture_page_ptr[3] = texel_block >> 12;
292
293 vram_ptr++;
294 texture_page_ptr += 4;
295
296 sub_x--;
297 }
298
299 vram_ptr -= 4;
300 sub_x = 4;
301
302 sub_y--;
303 vram_ptr += 1024;
304 }
305
306 sub_y = 16;
307
308 vram_ptr -= (1024 * 16) - 4;
309 tile_x--;
310 }
311
312 tile_x = 16;
313
314 vram_ptr += (16 * 1024) - (4 * 16);
315 tile_y--;
316 }
317}
318
319void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
320 u32 texture_page)
321{
322 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
323 u16 *vram_ptr = psx_gpu->vram_ptr;
324
325 u32 tile_x, tile_y;
326 u32 sub_y;
327
328 vec_8x16u texels;
329
330 texture_cache_loads++;
331
332 vram_ptr += (texture_page >> 4) * 256 * 1024;
333 vram_ptr += (texture_page & 0xF) * 64;
334
335 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
336 texture_page_ptr += (8 * 16) * 8;
337
338 tile_x = 8;
339 tile_y = 16;
340
341 sub_y = 16;
342
343 while(tile_y)
344 {
345 while(tile_x)
346 {
347 while(sub_y)
348 {
349 load_128b(texels, vram_ptr);
350 store_128b(texels, texture_page_ptr);
351
352 texture_page_ptr += 8;
353 vram_ptr += 1024;
354
355 sub_y--;
356 }
357
358 sub_y = 16;
359
360 vram_ptr -= (1024 * 16);
361 vram_ptr += 8;
362
363 tile_x--;
364 }
365
366 tile_x = 8;
367
368 vram_ptr -= (8 * 8);
369 vram_ptr += (16 * 1024);
370
371 texture_page_ptr += (8 * 16) * 8;
372 tile_y--;
373 }
374}
375
376#endif
377
378
379void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
380{
381 u32 current_texture_page = psx_gpu->current_texture_page;
382 u32 update_textures =
383 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
384
385 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
386
387 if(update_textures & (1 << current_texture_page))
388 {
389 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
390 update_textures &= ~(1 << current_texture_page);
391 }
392
393 if(update_textures)
394 {
395 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
396 (current_texture_page & 0x10);
397
398 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
399 }
400}
401
402void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
403 psx_gpu_struct *psx_gpu);
404
405void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
406{
407 if(psx_gpu->num_blocks)
408 {
409 render_block_handler_struct *render_block_handler =
410 psx_gpu->render_block_handler;
411
412 render_block_handler->texture_blocks(psx_gpu);
413 render_block_handler->shade_blocks(psx_gpu);
414 render_block_handler->blend_blocks(psx_gpu);
415
416 span_pixel_blocks += psx_gpu->num_blocks;
417 render_buffer_flushes++;
418
419 psx_gpu->num_blocks = 0;
420 }
421}
422
423
424void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
425 vertex_struct *b, vertex_struct *c);
426
2bbbb7af 427#ifndef NEON_BUILD
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428
429#define setup_gradient_calculation_input(set, vertex) \
430 /* First type is: uvrg bxxx xxxx */\
431 /* Second type is: yyyy ybyy uvrg */\
432 /* Since x_a and y_c are the same the same variable is used for both. */\
433 x##set##_a_y##set##_c.e[0] = vertex->u; \
434 x##set##_a_y##set##_c.e[1] = vertex->v; \
435 x##set##_a_y##set##_c.e[2] = vertex->r; \
436 x##set##_a_y##set##_c.e[3] = vertex->g; \
437 dup_4x16b(x##set##_b, vertex->x); \
438 dup_4x16b(x##set##_c, vertex->x); \
439 dup_4x16b(y##set##_a, vertex->y); \
440 dup_4x16b(y##set##_b, vertex->y); \
441 x##set##_b.e[0] = vertex->b; \
442 y##set##_b.e[1] = vertex->b \
443
444
445void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
446 vertex_struct *b, vertex_struct *c)
447{
448 u32 triangle_area = psx_gpu->triangle_area;
449 u32 winding_mask_scalar;
450
451 u32 triangle_area_shift;
452 u64 triangle_area_reciprocal =
453 fixed_reciprocal(triangle_area, &triangle_area_shift);
454 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
455
456 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
457 // ( d0 * d1 ) - ( d2 * d3 ) =
458 // ( m0 ) - ( m1 ) = gradient
459
460 // This is split to do 12 elements at a time over three sets: a, b, and c.
461 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
462 // two of the slots are unused.
463
464 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
465 // is g.
466
467 vec_4x16s x0_a_y0_c, x0_b, x0_c;
468 vec_4x16s y0_a, y0_b;
469 vec_4x16s x1_a_y1_c, x1_b, x1_c;
470 vec_4x16s y1_a, y1_b;
471 vec_4x16s x2_a_y2_c, x2_b, x2_c;
472 vec_4x16s y2_a, y2_b;
473
474 vec_4x32u uvrg_base;
475 vec_4x32u b_base;
476 vec_4x32u const_0x8000;
477
478 vec_4x16s d0_a_d3_c, d0_b, d0_c;
479 vec_4x16s d1_a, d1_b, d1_c_d2_a;
480 vec_4x16s d2_b, d2_c;
481 vec_4x16s d3_a, d3_b;
482
483 vec_4x32s m0_a, m0_b, m0_c;
484 vec_4x32s m1_a, m1_b, m1_c;
485
486 vec_4x32u gradient_area_a, gradient_area_c;
487 vec_2x32u gradient_area_b;
488
489 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
490 vec_2x32u gradient_area_sign_b;
491 vec_4x32u winding_mask;
492
493 vec_2x64u gradient_wide_a0, gradient_wide_a1;
494 vec_2x64u gradient_wide_c0, gradient_wide_c1;
495 vec_2x64u gradient_wide_b;
496
497 vec_4x32u gradient_a, gradient_c;
498 vec_2x32u gradient_b;
499 vec_16x8s gradient_shift;
500
501 setup_gradient_calculation_input(0, a);
502 setup_gradient_calculation_input(1, b);
503 setup_gradient_calculation_input(2, c);
504
505 dup_4x32b(const_0x8000, 0x8000);
506 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
507 shl_long_4x16b(b_base, x0_b, 16);
508
509 add_4x32b(uvrg_base, uvrg_base, const_0x8000);
510 add_4x32b(b_base, b_base, const_0x8000);
511
512 // Can probably pair these, but it'll require careful register allocation
513 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
514 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
515
516 sub_4x16b(d0_b, x1_b, x0_b);
517 sub_4x16b(d0_c, x1_c, x0_c);
518
519 sub_4x16b(d1_a, y2_a, y1_a);
520 sub_4x16b(d1_b, y2_b, y1_b);
521
522 sub_4x16b(d2_b, x2_b, x1_b);
523 sub_4x16b(d2_c, x2_c, x1_c);
524
525 sub_4x16b(d3_a, y1_a, y0_a);
526 sub_4x16b(d3_b, y1_b, y0_b);
527
528 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
529 mul_long_4x16b(m0_b, d0_b, d1_b);
530 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
531
532 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
533 mul_long_4x16b(m1_b, d2_b, d3_b);
534 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
535
536 sub_4x32b(gradient_area_a, m0_a, m1_a);
537 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
538 sub_4x32b(gradient_area_c, m0_c, m1_c);
539
540 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
541 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
542 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
543
544 abs_4x32b(gradient_area_a, gradient_area_a);
545 abs_2x32b(gradient_area_b, gradient_area_b);
546 abs_4x32b(gradient_area_c, gradient_area_c);
547
548 winding_mask_scalar = -psx_gpu->triangle_winding;
549
550 dup_4x32b(winding_mask, winding_mask_scalar);
551 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
552 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
553 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
554
555 mul_scalar_long_2x32b(gradient_wide_a0,
556 vector_cast(vec_2x32s, gradient_area_a.low),
557 (s64)triangle_area_reciprocal);
558 mul_scalar_long_2x32b(gradient_wide_a1,
559 vector_cast(vec_2x32s, gradient_area_a.high),
560 (s64)triangle_area_reciprocal);
561 mul_scalar_long_2x32b(gradient_wide_b,
562 vector_cast(vec_2x32s, gradient_area_b),
563 (s64)triangle_area_reciprocal);
564 mul_scalar_long_2x32b(gradient_wide_c0,
565 vector_cast(vec_2x32s, gradient_area_c.low),
566 (s64)triangle_area_reciprocal);
567 mul_scalar_long_2x32b(gradient_wide_c1,
568 vector_cast(vec_2x32s, gradient_area_c.high),
569 (s64)triangle_area_reciprocal);
570
571 dup_16x8b(gradient_shift, triangle_area_shift);
572 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
573 vector_cast(vec_2x64u, gradient_shift));
574 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
575 vector_cast(vec_2x64u, gradient_shift));
576 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
577 vector_cast(vec_2x64u, gradient_shift));
578 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
579 vector_cast(vec_2x64u, gradient_shift));
580 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
581 vector_cast(vec_2x64u, gradient_shift));
582
583 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
584 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
585 mov_narrow_2x64b(gradient_b, gradient_wide_b);
586 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
587 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
588
589 shl_4x32b(gradient_a, gradient_a, 4);
590 shl_2x32b(gradient_b, gradient_b, 4);
591 shl_4x32b(gradient_c, gradient_c, 4);
592
593 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
594 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
595 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
596
597 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
598 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
599 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
600
601 u32 left_adjust = a->x;
602 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
603 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
604
605 vec_4x32u uvrg_dx2;
606 vec_2x32u b_dx2;
607
608 vec_4x32u uvrg_dx3;
609 vec_2x32u b_dx3;
610
611 vec_4x32u zero;
612
613 eor_4x32b(zero, zero, zero);
614 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
615 add_2x32b(b_dx2, gradient_b, gradient_b);
616 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
617 add_2x32b(b_dx3, gradient_b, b_dx2);
618
619 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
620 // lined up properly
621 psx_gpu->u_block_span.e[0] = zero.e[0];
622 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
623 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
624 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
625
626 psx_gpu->v_block_span.e[0] = zero.e[1];
627 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
628 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
629 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
630
631 psx_gpu->r_block_span.e[0] = zero.e[2];
632 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
633 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
634 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
635
636 psx_gpu->g_block_span.e[0] = zero.e[3];
637 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
638 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
639 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
640
641 psx_gpu->b_block_span.e[0] = zero.e[0];
642 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
643 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
644 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
645
646 psx_gpu->uvrg = uvrg_base;
647 psx_gpu->b = b_base.e[0];
648
649 psx_gpu->uvrg_dx = gradient_a;
650 psx_gpu->uvrg_dy = gradient_c;
651 psx_gpu->b_dy = gradient_b.e[1];
652}
653#endif
654
655#define vector_check(_a, _b) \
656 if(memcmp(&_a, &_b, sizeof(_b))) \
657 { \
658 if(sizeof(_b) == 8) \
659 { \
660 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
661 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
662 } \
663 else \
664 { \
665 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
666 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
667 _b.e[2], _b.e[3]); \
668 } \
669 } \
670
671#define scalar_check(_a, _b) \
672 if(_a != _b) \
673 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
674
675
676#define setup_spans_prologue_alternate_yes() \
677 vec_2x64s alternate_x; \
678 vec_2x64s alternate_dx_dy; \
679 vec_4x32s alternate_x_32; \
680 vec_2x32s alternate_x_16; \
681 \
682 vec_4x16u alternate_select; \
683 vec_4x16s y_mid_point; \
684 \
685 s32 y_b = v_b->y; \
686 s64 edge_alt; \
687 s32 edge_dx_dy_alt; \
688 u32 edge_shift_alt \
689
690#define setup_spans_prologue_alternate_no() \
691
692#define setup_spans_prologue(alternate_active) \
693 edge_data_struct *span_edge_data; \
694 vec_4x32u *span_uvrg_offset; \
695 u32 *span_b_offset; \
696 \
697 s32 clip; \
698 \
699 vec_2x64s edges_xy; \
700 vec_2x32s edges_dx_dy; \
701 vec_2x32u edge_shifts; \
702 \
703 vec_2x64s left_x, right_x; \
704 vec_2x64s left_dx_dy, right_dx_dy; \
705 vec_4x32s left_x_32, right_x_32; \
706 vec_8x16s left_right_x_16; \
707 vec_4x16s y_x4; \
708 vec_8x16s left_edge; \
709 vec_8x16s right_edge; \
710 vec_4x16u span_shift; \
711 \
712 vec_2x32u c_0x01; \
713 vec_4x16u c_0x04; \
714 vec_4x16u c_0xFFFE; \
715 vec_4x16u c_0x07; \
716 \
717 vec_2x32s x_starts; \
718 vec_2x32s x_ends; \
719 \
720 s32 x_a = v_a->x; \
721 s32 x_b = v_b->x; \
722 s32 x_c = v_c->x; \
723 s32 y_a = v_a->y; \
724 s32 y_c = v_c->y; \
725 \
726 vec_4x32u uvrg = psx_gpu->uvrg; \
727 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
728 u32 b = psx_gpu->b; \
729 u32 b_dy = psx_gpu->b_dy; \
730 \
731 dup_2x32b(c_0x01, 0x01); \
732 setup_spans_prologue_alternate_##alternate_active() \
733
734#define setup_spans_prologue_b() \
735 span_edge_data = psx_gpu->span_edge_data; \
736 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
737 span_b_offset = psx_gpu->span_b_offset; \
738 \
739 vec_8x16u c_0x0001; \
740 \
741 dup_8x16b(c_0x0001, 0x0001); \
742 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
743 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
744 add_8x16b(right_edge, right_edge, c_0x0001); \
745 dup_4x16b(c_0x04, 0x04); \
746 dup_4x16b(c_0x07, 0x07); \
747 dup_4x16b(c_0xFFFE, 0xFFFE); \
748
749
750#define compute_edge_delta_x2() \
751{ \
752 vec_2x32s heights; \
753 vec_2x32s height_reciprocals; \
754 vec_2x32s heights_b; \
755 vec_4x32u widths; \
756 \
757 u32 edge_shift = reciprocal_table[height]; \
758 \
759 dup_2x32b(heights, height); \
760 sub_2x32b(widths, x_ends, x_starts); \
761 \
762 dup_2x32b(edge_shifts, edge_shift); \
763 sub_2x32b(heights_b, heights, c_0x01); \
764 shr_2x32b(height_reciprocals, edge_shifts, 12); \
765 \
766 mla_2x32b(heights_b, x_starts, heights); \
767 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
768 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
769 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
770} \
771
772#define compute_edge_delta_x3(start_c, height_a, height_b) \
773{ \
774 vec_2x32s heights; \
775 vec_2x32s height_reciprocals; \
776 vec_2x32s heights_b; \
777 vec_2x32u widths; \
778 \
779 u32 width_alt; \
780 s32 height_b_alt; \
781 u32 height_reciprocal_alt; \
782 \
783 heights.e[0] = height_a; \
784 heights.e[1] = height_b; \
785 \
786 edge_shifts.e[0] = reciprocal_table[height_a]; \
787 edge_shifts.e[1] = reciprocal_table[height_b]; \
788 edge_shift_alt = reciprocal_table[height_minor_b]; \
789 \
790 sub_2x32b(widths, x_ends, x_starts); \
791 width_alt = x_c - start_c; \
792 \
793 shr_2x32b(height_reciprocals, edge_shifts, 12); \
794 height_reciprocal_alt = edge_shift_alt >> 12; \
795 \
796 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
797 edge_shift_alt &= 0x1F; \
798 \
799 sub_2x32b(heights_b, heights, c_0x01); \
800 height_b_alt = height_minor_b - 1; \
801 \
802 mla_2x32b(heights_b, x_starts, heights); \
803 height_b_alt += height_minor_b * start_c; \
804 \
805 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
806 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
807 \
808 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
809 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
810} \
811
812
813#define setup_spans_adjust_y_up() \
814 sub_4x32b(y_x4, y_x4, c_0x04) \
815
816#define setup_spans_adjust_y_down() \
817 add_4x32b(y_x4, y_x4, c_0x04) \
818
819#define setup_spans_adjust_interpolants_up() \
820 sub_4x32b(uvrg, uvrg, uvrg_dy); \
821 b -= b_dy \
822
823#define setup_spans_adjust_interpolants_down() \
824 add_4x32b(uvrg, uvrg, uvrg_dy); \
825 b += b_dy \
826
827
828#define setup_spans_clip_interpolants_increment() \
829 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
830 b += b_dy * clip \
831
832#define setup_spans_clip_interpolants_decrement() \
833 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
834 b -= b_dy * clip \
835
836#define setup_spans_clip_alternate_yes() \
837 edge_alt += edge_dx_dy_alt * (s64)(clip) \
838
839#define setup_spans_clip_alternate_no() \
840
841#define setup_spans_clip(direction, alternate_active) \
842{ \
843 clipped_triangles++; \
844 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
845 setup_spans_clip_alternate_##alternate_active(); \
846 setup_spans_clip_interpolants_##direction(); \
847} \
848
849
850#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
851{ \
852 vec_2x64u edge_shifts_64; \
853 vec_2x64s edges_dx_dy_64; \
854 \
855 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
856 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
857 \
858 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
859 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
860 \
861 left_x.e[0] = edges_xy.e[left_index]; \
862 right_x.e[0] = edges_xy.e[right_index]; \
863 \
864 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
865 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
866 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
867 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
868 \
869 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
870 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
871 \
872 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
873 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
874} \
875
876#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
877{ \
878 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
879 s64 edge_dx_dy_alt_64; \
880 \
881 dup_4x16b(y_mid_point, y_b); \
882 \
883 edge_alt <<= edge_shift_alt; \
884 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
885 \
886 alternate_x.e[0] = edge_alt; \
887 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
888 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
889 \
890 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
891 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
892} \
893
894
895#define setup_spans_y_select_up() \
896 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
897
898#define setup_spans_y_select_down() \
899 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
900
901#define setup_spans_y_select_alternate_yes(direction) \
902 setup_spans_y_select_##direction() \
903
904#define setup_spans_y_select_alternate_no(direction) \
905
906#define setup_spans_alternate_select_left() \
907 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
908
909#define setup_spans_alternate_select_right() \
910 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
911
912#define setup_spans_alternate_select_none() \
913
914#define setup_spans_increment_alternate_yes() \
915 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
916 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
917 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
918 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
919 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
920
921#define setup_spans_increment_alternate_no() \
922
923#define setup_spans_set_x4(alternate, direction, alternate_active) \
924{ \
925 span_uvrg_offset[0] = uvrg; \
926 span_b_offset[0] = b; \
927 setup_spans_adjust_interpolants_##direction(); \
928 \
929 span_uvrg_offset[1] = uvrg; \
930 span_b_offset[1] = b; \
931 setup_spans_adjust_interpolants_##direction(); \
932 \
933 span_uvrg_offset[2] = uvrg; \
934 span_b_offset[2] = b; \
935 setup_spans_adjust_interpolants_##direction(); \
936 \
937 span_uvrg_offset[3] = uvrg; \
938 span_b_offset[3] = b; \
939 setup_spans_adjust_interpolants_##direction(); \
940 \
941 span_uvrg_offset += 4; \
942 span_b_offset += 4; \
943 \
944 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
945 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
946 \
947 add_2x64b(left_x, left_x, left_dx_dy); \
948 add_2x64b(right_x, right_x, right_dx_dy); \
949 \
950 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
951 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
952 \
953 add_2x64b(left_x, left_x, left_dx_dy); \
954 add_2x64b(right_x, right_x, right_dx_dy); \
955 \
956 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
957 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
958 \
959 setup_spans_increment_alternate_##alternate_active(); \
960 setup_spans_y_select_alternate_##alternate_active(direction); \
961 setup_spans_alternate_select_##alternate(); \
962 \
963 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
964 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
965 \
966 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
967 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
968 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
969 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
970 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
971 \
972 u32 i; \
973 for(i = 0; i < 4; i++) \
974 { \
975 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
976 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
977 span_edge_data[i].right_mask = span_shift.e[i]; \
978 span_edge_data[i].y = y_x4.e[i]; \
979 } \
980 \
981 span_edge_data += 4; \
982 \
983 setup_spans_adjust_y_##direction(); \
984} \
985
986
987#define setup_spans_alternate_adjust_yes() \
988 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
989
990#define setup_spans_alternate_adjust_no() \
991
992
993#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
994 setup_spans_alternate_adjust_##alternate_active(); \
995 if(y_c > psx_gpu->viewport_end_y) \
996 height -= y_c - psx_gpu->viewport_end_y - 1; \
997 \
998 clip = psx_gpu->viewport_start_y - y_a; \
999 if(clip > 0) \
1000 { \
1001 height -= clip; \
1002 y_a += clip; \
1003 setup_spans_clip(increment, alternate_active); \
1004 } \
1005 \
1006 setup_spans_prologue_b(); \
1007 \
1008 if(height > 0) \
1009 { \
1010 y_x4.e[0] = y_a; \
1011 y_x4.e[1] = y_a + 1; \
1012 y_x4.e[2] = y_a + 2; \
1013 y_x4.e[3] = y_a + 3; \
1014 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1015 right_index); \
1016 \
1017 psx_gpu->num_spans = height; \
1018 do \
1019 { \
1020 setup_spans_set_x4(alternate, down, alternate_active); \
1021 height -= 4; \
1022 } while(height > 0); \
1023 } \
1024
1025
1026#define setup_spans_alternate_pre_increment_yes() \
1027 edge_alt += edge_dx_dy_alt \
1028
1029#define setup_spans_alternate_pre_increment_no() \
1030
1031#define setup_spans_up_decrement_height_yes() \
1032 height-- \
1033
1034#define setup_spans_up_decrement_height_no() \
1035 {} \
1036
1037#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1038 setup_spans_alternate_adjust_##alternate_active(); \
1039 y_a--; \
1040 \
1041 if(y_c < psx_gpu->viewport_start_y) \
1042 height -= psx_gpu->viewport_start_y - y_c; \
1043 else \
1044 setup_spans_up_decrement_height_##alternate_active(); \
1045 \
1046 clip = y_a - psx_gpu->viewport_end_y; \
1047 if(clip > 0) \
1048 { \
1049 height -= clip; \
1050 y_a -= clip; \
1051 setup_spans_clip(decrement, alternate_active); \
1052 } \
1053 \
1054 setup_spans_prologue_b(); \
1055 \
1056 if(height > 0) \
1057 { \
1058 y_x4.e[0] = y_a; \
1059 y_x4.e[1] = y_a - 1; \
1060 y_x4.e[2] = y_a - 2; \
1061 y_x4.e[3] = y_a - 3; \
1062 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1063 setup_spans_alternate_pre_increment_##alternate_active(); \
1064 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1065 right_index); \
1066 setup_spans_adjust_interpolants_up(); \
1067 \
1068 psx_gpu->num_spans = height; \
1069 while(height > 0) \
1070 { \
1071 setup_spans_set_x4(alternate, up, alternate_active); \
1072 height -= 4; \
1073 } \
1074 } \
1075
1076#define index_left 0
1077#define index_right 1
1078
1079#define setup_spans_up_up(minor, major) \
1080 setup_spans_prologue(yes); \
1081 s32 height_minor_a = y_a - y_b; \
1082 s32 height_minor_b = y_b - y_c; \
1083 s32 height = y_a - y_c; \
1084 \
1085 dup_2x32b(x_starts, x_a); \
1086 x_ends.e[0] = x_c; \
1087 x_ends.e[1] = x_b; \
1088 \
1089 compute_edge_delta_x3(x_b, height, height_minor_a); \
1090 setup_spans_up(index_##major, index_##minor, minor, yes) \
1091
1092
1093void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1094 vertex_struct *v_b, vertex_struct *v_c);
1095void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1096 vertex_struct *v_b, vertex_struct *v_c);
1097void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1098 vertex_struct *v_b, vertex_struct *v_c);
1099void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1100 vertex_struct *v_b, vertex_struct *v_c);
1101void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1102 vertex_struct *v_b, vertex_struct *v_c);
1103void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1104 vertex_struct *v_b, vertex_struct *v_c);
1105void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1106 vertex_struct *v_b, vertex_struct *v_c);
1107void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1108 vertex_struct *v_b, vertex_struct *v_c);
1109void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1110 vertex_struct *v_b, vertex_struct *v_c);
1111
1112
2bbbb7af 1113#ifndef NEON_BUILD
75e28f62
E
1114
1115void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1116 vertex_struct *v_b, vertex_struct *v_c)
1117{
1118 setup_spans_up_up(left, right);
1119}
1120
1121void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1122 vertex_struct *v_b, vertex_struct *v_c)
1123{
1124 setup_spans_up_up(right, left);
1125}
1126
1127#define setup_spans_down_down(minor, major) \
1128 setup_spans_prologue(yes); \
1129 s32 height_minor_a = y_b - y_a; \
1130 s32 height_minor_b = y_c - y_b; \
1131 s32 height = y_c - y_a; \
1132 \
1133 dup_2x32b(x_starts, x_a); \
1134 x_ends.e[0] = x_c; \
1135 x_ends.e[1] = x_b; \
1136 \
1137 compute_edge_delta_x3(x_b, height, height_minor_a); \
1138 setup_spans_down(index_##major, index_##minor, minor, yes) \
1139
1140void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1141 vertex_struct *v_b, vertex_struct *v_c)
1142{
1143 setup_spans_down_down(left, right);
1144}
1145
1146void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1147 vertex_struct *v_b, vertex_struct *v_c)
1148{
1149 setup_spans_down_down(right, left);
1150}
1151
1152#define setup_spans_up_flat() \
1153 s32 height = y_a - y_c; \
1154 \
1155 flat_triangles++; \
1156 compute_edge_delta_x2(); \
1157 setup_spans_up(index_left, index_right, none, no) \
1158
1159void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1160 vertex_struct *v_b, vertex_struct *v_c)
1161{
1162 setup_spans_prologue(no);
1163 x_starts.e[0] = x_a;
1164 x_starts.e[1] = x_b;
1165 dup_2x32b(x_ends, x_c);
1166
1167 setup_spans_up_flat();
1168}
1169
1170void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1171 vertex_struct *v_b, vertex_struct *v_c)
1172{
1173 setup_spans_prologue(no);
1174 dup_2x32b(x_starts, x_a);
1175 x_ends.e[0] = x_b;
1176 x_ends.e[1] = x_c;
1177
1178 setup_spans_up_flat();
1179}
1180
1181#define setup_spans_down_flat() \
1182 s32 height = y_c - y_a; \
1183 \
1184 flat_triangles++; \
1185 compute_edge_delta_x2(); \
1186 setup_spans_down(index_left, index_right, none, no) \
1187
1188void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1189 vertex_struct *v_b, vertex_struct *v_c)
1190{
1191 setup_spans_prologue(no);
1192 x_starts.e[0] = x_a;
1193 x_starts.e[1] = x_b;
1194 dup_2x32b(x_ends, x_c);
1195
1196 setup_spans_down_flat();
1197}
1198
1199void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1200 vertex_struct *v_b, vertex_struct *v_c)
1201{
1202 setup_spans_prologue(no);
1203 dup_2x32b(x_starts, x_a);
1204 x_ends.e[0] = x_b;
1205 x_ends.e[1] = x_c;
1206
1207 setup_spans_down_flat();
1208}
1209
1210void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1211 vertex_struct *v_b, vertex_struct *v_c)
1212{
1213 setup_spans_prologue(no);
1214
1215 s32 y_b = v_b->y;
1216 s64 edge_alt;
1217 s32 edge_dx_dy_alt;
1218 u32 edge_shift_alt;
1219
1220 s32 middle_y = y_a;
1221 s32 height_minor_a = y_a - y_b;
1222 s32 height_minor_b = y_c - y_a;
1223 s32 height_major = y_c - y_b;
1224
1225 vec_2x64s edges_xy_b;
1226 vec_2x32s edges_dx_dy_b;
1227 vec_2x32u edge_shifts_b;
1228
1229 vec_2x32s height_increment;
1230
1231 x_starts.e[0] = x_a;
1232 x_starts.e[1] = x_c;
1233 dup_2x32b(x_ends, x_b);
1234
1235 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1236
1237 height_increment.e[0] = 0;
1238 height_increment.e[1] = height_minor_b;
1239
1240 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1241
1242 edges_xy_b.e[0] = edge_alt;
1243 edges_xy_b.e[1] = edges_xy.e[1];
1244
1245 edge_shifts_b = edge_shifts;
1246 edge_shifts_b.e[0] = edge_shift_alt;
1247
1248 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1249 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1250
1251 y_a--;
1252
1253 if(y_b < psx_gpu->viewport_start_y)
1254 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1255
1256 clip = y_a - psx_gpu->viewport_end_y;
1257 if(clip > 0)
1258 {
1259 height_minor_a -= clip;
1260 y_a -= clip;
1261 setup_spans_clip(decrement, no);
1262 }
1263
1264 setup_spans_prologue_b();
1265
1266 if(height_minor_a > 0)
1267 {
1268 y_x4.e[0] = y_a;
1269 y_x4.e[1] = y_a - 1;
1270 y_x4.e[2] = y_a - 2;
1271 y_x4.e[3] = y_a - 3;
1272 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1273 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1274 setup_spans_adjust_interpolants_up();
1275
1276 psx_gpu->num_spans = height_minor_a;
1277 while(height_minor_a > 0)
1278 {
1279 setup_spans_set_x4(none, up, no);
1280 height_minor_a -= 4;
1281 }
1282
1283 span_edge_data += height_minor_a;
1284 span_uvrg_offset += height_minor_a;
1285 span_b_offset += height_minor_a;
1286 }
1287
1288 edges_xy = edges_xy_b;
1289 edges_dx_dy = edges_dx_dy_b;
1290 edge_shifts = edge_shifts_b;
1291
1292 uvrg = psx_gpu->uvrg;
1293 b = psx_gpu->b;
1294
1295 y_a = middle_y;
1296
1297 if(y_c > psx_gpu->viewport_end_y)
1298 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1299
1300 clip = psx_gpu->viewport_start_y - y_a;
1301 if(clip > 0)
1302 {
1303 height_minor_b -= clip;
1304 y_a += clip;
1305 setup_spans_clip(increment, no);
1306 }
1307
1308 if(height_minor_b > 0)
1309 {
1310 y_x4.e[0] = y_a;
1311 y_x4.e[1] = y_a + 1;
1312 y_x4.e[2] = y_a + 2;
1313 y_x4.e[3] = y_a + 3;
1314 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1315
1316 psx_gpu->num_spans += height_minor_b;
1317 do
1318 {
1319 setup_spans_set_x4(none, down, no);
1320 height_minor_b -= 4;
1321 } while(height_minor_b > 0);
1322 }
1323
1324 left_split_triangles++;
1325}
1326
1327#endif
1328
1329
1330#define dither_table_entry_normal(value) \
1331 (value) \
1332
1333
1334#define setup_blocks_load_msb_mask_indirect() \
1335
1336#define setup_blocks_load_msb_mask_direct() \
1337 vec_8x16u msb_mask; \
1338 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1339
1340
1341#define setup_blocks_variables_shaded_textured(target) \
1342 vec_4x32u u_block; \
1343 vec_4x32u v_block; \
1344 vec_4x32u r_block; \
1345 vec_4x32u g_block; \
1346 vec_4x32u b_block; \
1347 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1348 vec_4x32u uvrg_dx4; \
1349 vec_4x32u uvrg_dx8; \
1350 vec_4x32u uvrg; \
1351 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1352 u32 b_dx4 = b_dx << 2; \
1353 u32 b_dx8 = b_dx << 3; \
1354 u32 b; \
1355 \
1356 vec_16x8u texture_mask; \
1357 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1358 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1359 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1360 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1361
1362#define setup_blocks_variables_shaded_untextured(target) \
1363 vec_4x32u r_block; \
1364 vec_4x32u g_block; \
1365 vec_4x32u b_block; \
1366 vec_4x32u rgb_dx; \
1367 vec_4x32u rgb_dx4; \
1368 vec_4x32u rgb_dx8; \
1369 vec_4x32u rgb; \
1370 \
1371 vec_8x8u d64_0x07; \
1372 vec_8x8u d64_1; \
1373 vec_8x8u d64_4; \
1374 vec_8x8u d64_128; \
1375 \
1376 dup_8x8b(d64_0x07, 0x07); \
1377 dup_8x8b(d64_1, 1); \
1378 dup_8x8b(d64_4, 4); \
1379 dup_8x8b(d64_128, 128); \
1380 \
1381 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1382 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1383 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1384 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1385
1386#define setup_blocks_variables_unshaded_textured(target) \
1387 vec_4x32u u_block; \
1388 vec_4x32u v_block; \
1389 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1390 vec_2x32u uv_dx4; \
1391 vec_2x32u uv_dx8; \
1392 vec_2x32u uv = psx_gpu->uvrg.low; \
1393 \
1394 vec_16x8u texture_mask; \
1395 shl_2x32b(uv_dx4, uv_dx, 2); \
1396 shl_2x32b(uv_dx8, uv_dx, 3); \
1397 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1398 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1399
1400
1401#define setup_blocks_variables_unshaded_untextured_direct() \
1402 or_8x16b(colors, colors, msb_mask) \
1403
1404#define setup_blocks_variables_unshaded_untextured_indirect() \
1405
1406#define setup_blocks_variables_unshaded_untextured(target) \
1407 u32 color = psx_gpu->triangle_color; \
1408 vec_8x16u colors; \
1409 \
1410 u32 color_r = color & 0xFF; \
1411 u32 color_g = (color >> 8) & 0xFF; \
1412 u32 color_b = (color >> 16) & 0xFF; \
1413 \
1414 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1415 ((color_b >> 3) << 10); \
1416 dup_8x16b(colors, color); \
1417 setup_blocks_variables_unshaded_untextured_##target() \
1418
1419#define setup_blocks_span_initialize_dithered_textured() \
1420 vec_8x16u dither_offsets; \
1421 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1422
1423#define setup_blocks_span_initialize_dithered_untextured() \
1424 vec_8x8u dither_offsets; \
1425 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1426
1427#define setup_blocks_span_initialize_dithered(texturing) \
1428 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1429 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1430 vec_8x8s dither_offsets_short; \
1431 \
1432 dither_row = \
1433 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1434 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1435 setup_blocks_span_initialize_dithered_##texturing() \
1436
1437#define setup_blocks_span_initialize_undithered(texturing) \
1438
1439
1440#define setup_blocks_span_initialize_shaded_textured() \
1441{ \
1442 vec_4x32u block_span; \
1443 u32 offset = span_edge_data->left_x; \
1444 \
1445 uvrg = *span_uvrg_offset; \
1446 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1447 b = *span_b_offset; \
1448 b += b_dx * offset; \
1449 \
1450 dup_4x32b(u_block, uvrg.e[0]); \
1451 dup_4x32b(v_block, uvrg.e[1]); \
1452 dup_4x32b(r_block, uvrg.e[2]); \
1453 dup_4x32b(g_block, uvrg.e[3]); \
1454 dup_4x32b(b_block, b); \
1455 \
1456 block_span = psx_gpu->u_block_span; \
1457 add_4x32b(u_block, u_block, block_span); \
1458 block_span = psx_gpu->v_block_span; \
1459 add_4x32b(v_block, v_block, block_span); \
1460 block_span = psx_gpu->r_block_span; \
1461 add_4x32b(r_block, r_block, block_span); \
1462 block_span = psx_gpu->g_block_span; \
1463 add_4x32b(g_block, g_block, block_span); \
1464 block_span = psx_gpu->b_block_span; \
1465 add_4x32b(b_block, b_block, block_span); \
1466}
1467
1468#define setup_blocks_span_initialize_shaded_untextured() \
1469{ \
1470 vec_4x32u block_span; \
1471 u32 offset = span_edge_data->left_x; \
1472 \
1473 rgb.low = span_uvrg_offset->high; \
1474 rgb.high.e[0] = *span_b_offset; \
1475 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1476 \
1477 dup_4x32b(r_block, rgb.e[0]); \
1478 dup_4x32b(g_block, rgb.e[1]); \
1479 dup_4x32b(b_block, rgb.e[2]); \
1480 \
1481 block_span = psx_gpu->r_block_span; \
1482 add_4x32b(r_block, r_block, block_span); \
1483 block_span = psx_gpu->g_block_span; \
1484 add_4x32b(g_block, g_block, block_span); \
1485 block_span = psx_gpu->b_block_span; \
1486 add_4x32b(b_block, b_block, block_span); \
1487} \
1488
1489#define setup_blocks_span_initialize_unshaded_textured() \
1490{ \
1491 vec_4x32u block_span; \
1492 u32 offset = span_edge_data->left_x; \
1493 \
1494 uv = span_uvrg_offset->low; \
1495 mla_scalar_2x32b(uv, uv_dx, offset); \
1496 \
1497 dup_4x32b(u_block, uv.e[0]); \
1498 dup_4x32b(v_block, uv.e[1]); \
1499 \
1500 block_span = psx_gpu->u_block_span; \
1501 add_4x32b(u_block, u_block, block_span); \
1502 block_span = psx_gpu->v_block_span; \
1503 add_4x32b(v_block, v_block, block_span); \
1504} \
1505
1506#define setup_blocks_span_initialize_unshaded_untextured() \
1507
1508
1509#define setup_blocks_texture_swizzled() \
1510{ \
1511 vec_8x8u u_saved = u; \
1512 sli_8x8b(u, v, 4); \
1513 sri_8x8b(v, u_saved, 4); \
1514} \
1515
1516#define setup_blocks_texture_unswizzled() \
1517
1518#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1519 edge_type) \
1520{ \
1521 vec_8x16u u_whole; \
1522 vec_8x16u v_whole; \
1523 vec_8x16u r_whole; \
1524 vec_8x16u g_whole; \
1525 vec_8x16u b_whole; \
1526 \
1527 vec_8x8u u; \
1528 vec_8x8u v; \
1529 vec_8x8u r; \
1530 vec_8x8u g; \
1531 vec_8x8u b; \
1532 vec_8x16u uv; \
1533 \
1534 vec_4x32u dx4; \
1535 vec_4x32u dx8; \
1536 \
1537 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1538 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1539 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1540 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1541 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1542 \
1543 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1544 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1545 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1546 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1547 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1548 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1549 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1550 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1551 dup_4x32b(dx4, b_dx4); \
1552 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1553 \
1554 mov_narrow_8x16b(u, u_whole); \
1555 mov_narrow_8x16b(v, v_whole); \
1556 mov_narrow_8x16b(r, r_whole); \
1557 mov_narrow_8x16b(g, g_whole); \
1558 mov_narrow_8x16b(b, b_whole); \
1559 \
1560 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1561 add_4x32b(u_block, u_block, dx8); \
1562 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1563 add_4x32b(v_block, v_block, dx8); \
1564 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1565 add_4x32b(r_block, r_block, dx8); \
1566 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1567 add_4x32b(g_block, g_block, dx8); \
1568 dup_4x32b(dx8, b_dx8); \
1569 add_4x32b(b_block, b_block, dx8); \
1570 \
1571 and_8x8b(u, u, texture_mask.low); \
1572 and_8x8b(v, v, texture_mask.high); \
1573 setup_blocks_texture_##swizzling(); \
1574 \
1575 zip_8x16b(uv, u, v); \
1576 block->uv = uv; \
1577 block->r = r; \
1578 block->g = g; \
1579 block->b = b; \
1580 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1581 block->fb_ptr = fb_ptr; \
1582} \
1583
1584#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1585 edge_type) \
1586{ \
1587 vec_8x16u u_whole; \
1588 vec_8x16u v_whole; \
1589 \
1590 vec_8x8u u; \
1591 vec_8x8u v; \
1592 vec_8x16u uv; \
1593 \
1594 vec_4x32u dx4; \
1595 vec_4x32u dx8; \
1596 \
1597 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1598 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1599 \
1600 dup_4x32b(dx4, uv_dx4.e[0]); \
1601 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1602 dup_4x32b(dx4, uv_dx4.e[1]); \
1603 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1604 \
1605 mov_narrow_8x16b(u, u_whole); \
1606 mov_narrow_8x16b(v, v_whole); \
1607 \
1608 dup_4x32b(dx8, uv_dx8.e[0]); \
1609 add_4x32b(u_block, u_block, dx8); \
1610 dup_4x32b(dx8, uv_dx8.e[1]); \
1611 add_4x32b(v_block, v_block, dx8); \
1612 \
1613 and_8x8b(u, u, texture_mask.low); \
1614 and_8x8b(v, v, texture_mask.high); \
1615 setup_blocks_texture_##swizzling(); \
1616 \
1617 zip_8x16b(uv, u, v); \
1618 block->uv = uv; \
1619 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1620 block->fb_ptr = fb_ptr; \
1621} \
1622
1623#define setup_blocks_store_shaded_untextured_dithered() \
1624 addq_8x8b(r, r, dither_offsets); \
1625 addq_8x8b(g, g, dither_offsets); \
1626 addq_8x8b(b, b, dither_offsets); \
1627 \
1628 subq_8x8b(r, r, d64_4); \
1629 subq_8x8b(g, g, d64_4); \
1630 subq_8x8b(b, b, d64_4) \
1631
1632#define setup_blocks_store_shaded_untextured_undithered() \
1633
1634
1635#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1636 block->pixels = _pixels; \
1637 block->fb_ptr = fb_ptr \
1638
1639#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1640 block->pixels = _pixels; \
1641 block->fb_ptr = fb_ptr \
1642
1643#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1644 mul_long_8x8b(pixels, r, d64_1) \
1645
1646
1647#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1648 store_8x16b(_pixels, fb_ptr) \
1649
1650#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1651{ \
1652 vec_8x16u fb_pixels; \
1653 vec_8x16u draw_mask; \
1654 vec_8x16u test_mask = psx_gpu->test_mask; \
1655 \
1656 load_8x16b(fb_pixels, fb_ptr); \
1657 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1658 tst_8x16b(draw_mask, draw_mask, test_mask); \
1659 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1660 store_8x16b(fb_pixels, fb_ptr); \
1661} \
1662
1663#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1664 pixels = msb_mask; \
1665 mla_long_8x8b(pixels, r, d64_1) \
1666
1667
1668#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1669 edge_type) \
1670{ \
1671 vec_8x16u r_whole; \
1672 vec_8x16u g_whole; \
1673 vec_8x16u b_whole; \
1674 \
1675 vec_8x8u r; \
1676 vec_8x8u g; \
1677 vec_8x8u b; \
1678 \
1679 vec_4x32u dx4; \
1680 vec_4x32u dx8; \
1681 \
1682 vec_8x16u pixels; \
1683 \
1684 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1685 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1686 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1687 \
1688 dup_4x32b(dx4, rgb_dx4.e[0]); \
1689 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1690 dup_4x32b(dx4, rgb_dx4.e[1]); \
1691 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1692 dup_4x32b(dx4, rgb_dx4.e[2]); \
1693 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1694 \
1695 mov_narrow_8x16b(r, r_whole); \
1696 mov_narrow_8x16b(g, g_whole); \
1697 mov_narrow_8x16b(b, b_whole); \
1698 \
1699 dup_4x32b(dx8, rgb_dx8.e[0]); \
1700 add_4x32b(r_block, r_block, dx8); \
1701 dup_4x32b(dx8, rgb_dx8.e[1]); \
1702 add_4x32b(g_block, g_block, dx8); \
1703 dup_4x32b(dx8, rgb_dx8.e[2]); \
1704 add_4x32b(b_block, b_block, dx8); \
1705 \
1706 setup_blocks_store_shaded_untextured_##dithering(); \
1707 \
1708 shr_8x8b(r, r, 3); \
1709 bic_8x8b(g, g, d64_0x07); \
1710 bic_8x8b(b, b, d64_0x07); \
1711 \
1712 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1713 mla_long_8x8b(pixels, g, d64_4); \
1714 mla_long_8x8b(pixels, b, d64_128) \
1715 \
1716 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1717} \
1718
1719#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1720 edge_type) \
1721 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1722
1723
1724#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1725 (_block)->draw_mask_bits = bits \
1726
1727#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1728{ \
1729 vec_8x16u bits_mask; \
1730 vec_8x16u test_mask = psx_gpu->test_mask; \
1731 dup_8x16b(bits_mask, bits); \
1732 tst_8x16b(bits_mask, bits_mask, test_mask); \
1733 (_block)->draw_mask = bits_mask; \
1734} \
1735
1736#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1737
1738
1739#define setup_blocks_add_blocks_indirect() \
1740 num_blocks += span_num_blocks; \
1741 \
1742 if(num_blocks > MAX_BLOCKS) \
1743 { \
1744 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1745 flush_render_block_buffer(psx_gpu); \
1746 num_blocks = span_num_blocks; \
1747 block = psx_gpu->blocks; \
1748 } \
1749
1750#define setup_blocks_add_blocks_direct() \
1751
1752
1753#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1754void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1755 psx_gpu_struct *psx_gpu) \
1756{ \
1757 setup_blocks_load_msb_mask_##target(); \
1758 setup_blocks_variables_##shading##_##texturing(target); \
1759 \
1760 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1761 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1762 u32 *span_b_offset = psx_gpu->span_b_offset; \
1763 \
1764 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1765 \
1766 u32 num_spans = psx_gpu->num_spans; \
1767 \
1768 u16 *fb_ptr; \
1769 u32 y; \
1770 \
1771 u32 num_blocks = psx_gpu->num_blocks; \
1772 u32 span_num_blocks; \
1773 \
1774 while(num_spans) \
1775 { \
1776 span_num_blocks = span_edge_data->num_blocks; \
1777 if(span_num_blocks) \
1778 { \
1779 y = span_edge_data->y; \
1780 fb_ptr = psx_gpu->vram_ptr + span_edge_data->left_x + (y * 1024); \
1781 \
1782 setup_blocks_span_initialize_##shading##_##texturing(); \
1783 setup_blocks_span_initialize_##dithering(texturing); \
1784 \
1785 setup_blocks_add_blocks_##target(); \
1786 \
1787 s32 pixel_span = span_num_blocks * 8; \
1788 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1789 span_pixels += pixel_span; \
1790 span_pixel_blocks_unaligned += (pixel_span + 7) / 8; \
1791 \
1792 span_num_blocks--; \
1793 while(span_num_blocks) \
1794 { \
1795 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1796 full); \
1797 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1798 \
1799 fb_ptr += 8; \
1800 block++; \
1801 span_num_blocks--; \
1802 } \
1803 \
1804 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1805 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1806 span_edge_data->right_mask); \
1807 \
1808 block++; \
1809 } \
1810 else \
1811 { \
1812 zero_block_spans++; \
1813 } \
1814 \
1815 num_spans--; \
1816 span_edge_data++; \
1817 span_uvrg_offset++; \
1818 span_b_offset++; \
1819 } \
1820 \
1821 psx_gpu->num_blocks = num_blocks; \
1822} \
1823
1824void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1825 *psx_gpu);
1826
1827void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1828 *psx_gpu);
1829void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
1830 psx_gpu_struct *psx_gpu);
1831void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1832 *psx_gpu);
1833void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1834 psx_gpu_struct *psx_gpu);
1835
1836void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1837 *psx_gpu);
1838void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1839 psx_gpu_struct *psx_gpu);
1840void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1841 psx_gpu_struct *psx_gpu);
1842
1843void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1844 *psx_gpu);
1845void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1846 *psx_gpu);
1847
1848
1849//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1850
2bbbb7af 1851#ifndef NEON_BUILD
75e28f62
E
1852
1853setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1854setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1855
1856setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1857setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1858
1859setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1860setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1861setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1862setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1863
1864setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1865setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1866
1867#endif
1868
1869void texture_blocks_untextured(psx_gpu_struct *psx_gpu);
1870void texture_blocks_4bpp(psx_gpu_struct *psx_gpu);
1871void texture_blocks_8bpp(psx_gpu_struct *psx_gpu);
1872void texture_blocks_16bpp(psx_gpu_struct *psx_gpu);
1873
2bbbb7af 1874#ifndef NEON_BUILD
75e28f62
E
1875
1876void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1877{
1878 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1879 texel_blocks_untextured += psx_gpu->num_blocks;
1880}
1881
1882void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1883{
1884 block_struct *block = psx_gpu->blocks;
1885 u32 num_blocks = psx_gpu->num_blocks;
1886 texel_blocks_4bpp += num_blocks;
1887
1888 vec_8x8u texels_low;
1889 vec_8x8u texels_high;
1890 vec_8x8u texels;
1891 vec_8x16u pixels;
1892
1893 vec_8x16u clut_a;
1894 vec_8x16u clut_b;
1895 vec_16x8u clut_low;
1896 vec_16x8u clut_high;
1897
1898 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1899 u16 *clut_ptr = psx_gpu->clut_ptr;
1900
1901 // Can be done with one deinterleaving load on NEON
1902 load_8x16b(clut_a, clut_ptr);
1903 load_8x16b(clut_b, clut_ptr + 8);
1904 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1905
1906 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1907 update_texture_4bpp_cache(psx_gpu);
1908
1909 while(num_blocks)
1910 {
1911 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1912 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1913 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1914 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1915 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1916 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1917 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1918 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1919
1920 tbl_16(texels_low, texels, clut_low);
1921 tbl_16(texels_high, texels, clut_high);
1922
1923 // Can be done with an interleaving store on NEON
1924 zip_8x16b(pixels, texels_low, texels_high);
1925
1926 block->texels = pixels;
1927
1928 num_blocks--;
1929 block++;
1930 }
1931}
1932
1933void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
1934{
1935 block_struct *block = psx_gpu->blocks;
1936 u32 num_blocks = psx_gpu->num_blocks;
1937
1938 texel_blocks_8bpp += num_blocks;
1939
1940 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
1941 update_texture_8bpp_cache(psx_gpu);
1942
1943 vec_8x16u texels;
1944 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1945
1946 u32 texel;
1947 u32 offset;
1948 u32 i;
1949
1950 while(num_blocks)
1951 {
1952 for(i = 0; i < 8; i++)
1953 {
1954 offset = block->uv.e[i];
1955
1956 texel = texture_ptr_8bpp[offset];
1957 texels.e[i] = psx_gpu->clut_ptr[texel];
1958 }
1959
1960 block->texels = texels;
1961
1962 num_blocks--;
1963 block++;
1964 }
1965}
1966
1967void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
1968{
1969 block_struct *block = psx_gpu->blocks;
1970 u32 num_blocks = psx_gpu->num_blocks;
1971
1972 texel_blocks_16bpp += num_blocks;
1973
1974 vec_8x16u texels;
1975
1976 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
1977 u32 offset;
1978 u32 i;
1979
1980 while(num_blocks)
1981 {
1982 for(i = 0; i < 8; i++)
1983 {
1984 offset = block->uv.e[i];
1985 offset += ((offset & 0xFF00) * 3);
1986
1987 texels.e[i] = texture_ptr_16bpp[offset];
1988 }
1989
1990 block->texels = texels;
1991
1992 num_blocks--;
1993 block++;
1994 }
1995}
1996
1997#endif
1998
1999
2000#define shade_blocks_load_msb_mask_indirect() \
2001
2002#define shade_blocks_load_msb_mask_direct() \
2003 vec_8x16u msb_mask; \
2004 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2005
2006#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2007 block->draw_mask = _draw_mask; \
2008 block->pixels = _pixels \
2009
2010#define shade_blocks_store_direct(_draw_mask, _pixels) \
2011{ \
2012 vec_8x16u fb_pixels; \
2013 or_8x16b(_pixels, _pixels, msb_mask); \
2014 load_8x16b(fb_pixels, block->fb_ptr); \
2015 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2016 store_8x16b(fb_pixels, block->fb_ptr); \
2017} \
2018
2019
2020#define shade_blocks_textured_modulated_shaded_primitive_load() \
2021
2022#define shade_blocks_textured_modulated_unshaded_primitive_load() \
2023{ \
2024 u32 color = psx_gpu->triangle_color; \
2025 dup_8x8b(colors_r, color); \
2026 dup_8x8b(colors_g, color >> 8); \
2027 dup_8x8b(colors_b, color >> 16); \
2028 if(psx_gpu->triangle_color == 0x808080) \
2029 false_modulated_triangles++; \
2030} \
2031
2032#define shade_blocks_textured_modulated_shaded_block_load() \
2033 colors_r = block->r; \
2034 colors_g = block->g; \
2035 colors_b = block->b \
2036
2037#define shade_blocks_textured_modulated_unshaded_block_load() \
2038
2039#define shade_blocks_textured_modulate_dithered(component) \
2040 pixels_##component = block->dither_offsets; \
2041 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2042
2043#define shade_blocks_textured_modulate_undithered(component) \
2044 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2045
2046#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2047void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2048 psx_gpu_struct *psx_gpu) \
2049{ \
2050 block_struct *block = psx_gpu->blocks; \
2051 u32 num_blocks = psx_gpu->num_blocks; \
2052 vec_8x16u texels; \
2053 \
2054 vec_8x8u texels_r; \
2055 vec_8x8u texels_g; \
2056 vec_8x8u texels_b; \
2057 \
2058 vec_8x8u colors_r; \
2059 vec_8x8u colors_g; \
2060 vec_8x8u colors_b; \
2061 \
2062 vec_8x8u pixels_r_low; \
2063 vec_8x8u pixels_g_low; \
2064 vec_8x8u pixels_b_low; \
2065 vec_8x16u pixels; \
2066 \
2067 vec_8x16u pixels_r; \
2068 vec_8x16u pixels_g; \
2069 vec_8x16u pixels_b; \
2070 \
2071 vec_8x16u draw_mask; \
2072 vec_8x16u zero_mask; \
2073 \
2074 vec_8x8u d64_0x07; \
2075 vec_8x8u d64_0x1F; \
2076 vec_8x8u d64_1; \
2077 vec_8x8u d64_4; \
2078 vec_8x8u d64_128; \
2079 \
2080 vec_8x16u d128_0x8000; \
2081 \
2082 vec_8x16u test_mask = psx_gpu->test_mask; \
2083 u32 draw_mask_bits; \
2084 shade_blocks_load_msb_mask_##target(); \
2085 \
2086 dup_8x8b(d64_0x07, 0x07); \
2087 dup_8x8b(d64_0x1F, 0x1F); \
2088 dup_8x8b(d64_1, 1); \
2089 dup_8x8b(d64_4, 4); \
2090 dup_8x8b(d64_128, 128); \
2091 \
2092 dup_8x16b(d128_0x8000, 0x8000); \
2093 \
2094 shade_blocks_textured_modulated_##shading##_primitive_load(); \
2095 \
2096 while(num_blocks) \
2097 { \
2098 draw_mask_bits = block->draw_mask_bits; \
2099 dup_8x16b(draw_mask, draw_mask_bits); \
2100 tst_8x16b(draw_mask, draw_mask, test_mask); \
2101 \
2102 shade_blocks_textured_modulated_##shading##_block_load(); \
2103 \
2104 texels = block->texels; \
2105 \
2106 mov_narrow_8x16b(texels_r, texels); \
2107 shr_narrow_8x16b(texels_g, texels, 5); \
2108 shr_narrow_8x16b(texels_b, texels, 7); \
2109 \
2110 and_8x8b(texels_r, texels_r, d64_0x1F); \
2111 and_8x8b(texels_g, texels_g, d64_0x1F); \
2112 shr_8x8b(texels_b, texels_b, 3); \
2113 \
2114 shade_blocks_textured_modulate_##dithering(r); \
2115 shade_blocks_textured_modulate_##dithering(g); \
2116 shade_blocks_textured_modulate_##dithering(b); \
2117 \
2118 cmpeqz_8x16b(zero_mask, texels); \
2119 and_8x16b(pixels, texels, d128_0x8000); \
2120 \
2121 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2122 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2123 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2124 \
2125 or_8x16b(zero_mask, draw_mask, zero_mask); \
2126 \
2127 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2128 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2129 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2130 \
2131 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2132 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2133 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2134 \
2135 shade_blocks_store_##target(zero_mask, pixels); \
2136 \
2137 num_blocks--; \
2138 block++; \
2139 } \
2140} \
2141
2142void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2143 *psx_gpu);
2144void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2145 *psx_gpu);
2146void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2147 *psx_gpu);
2148void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2149 *psx_gpu);
2150
2151void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2152 *psx_gpu);
2153void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2154 *psx_gpu);
2155void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2156 *psx_gpu);
2157void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2158 *psx_gpu);
2159
2bbbb7af 2160#ifndef NEON_BUILD
75e28f62
E
2161
2162shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2163shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2164shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2165shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2166
2167shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2168shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2169shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2170shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2171
2172#endif
2173
2174
2175#define shade_blocks_textured_unmodulated_builder(target) \
2176void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2177{ \
2178 block_struct *block = psx_gpu->blocks; \
2179 u32 num_blocks = psx_gpu->num_blocks; \
2180 vec_8x16u draw_mask; \
2181 vec_8x16u test_mask = psx_gpu->test_mask; \
2182 u32 draw_mask_bits; \
2183 \
2184 vec_8x16u pixels; \
2185 shade_blocks_load_msb_mask_##target(); \
2186 \
2187 while(num_blocks) \
2188 { \
2189 vec_8x16u zero_mask; \
2190 \
2191 draw_mask_bits = block->draw_mask_bits; \
2192 dup_8x16b(draw_mask, draw_mask_bits); \
2193 tst_8x16b(draw_mask, draw_mask, test_mask); \
2194 \
2195 pixels = block->texels; \
2196 \
2197 cmpeqz_8x16b(zero_mask, pixels); \
2198 or_8x16b(zero_mask, draw_mask, zero_mask); \
2199 \
2200 shade_blocks_store_##target(zero_mask, pixels); \
2201 \
2202 num_blocks--; \
2203 block++; \
2204 } \
2205} \
2206
2207void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2208void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
2209
2bbbb7af 2210#ifndef NEON_BUILD
75e28f62
E
2211
2212shade_blocks_textured_unmodulated_builder(indirect)
2213shade_blocks_textured_unmodulated_builder(direct)
2214
2215#endif
2216
2217
2218void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2219void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2220
2bbbb7af 2221#ifndef NEON_BUILD
75e28f62
E
2222
2223void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2224{
2225}
2226
2227void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2228{
2229 block_struct *block = psx_gpu->blocks;
2230 u32 num_blocks = psx_gpu->num_blocks;
2231
2232 vec_8x16u pixels = block->pixels;
2233 shade_blocks_load_msb_mask_direct();
2234
2235 while(num_blocks)
2236 {
2237 shade_blocks_store_direct(block->draw_mask, pixels);
2238
2239 num_blocks--;
2240 block++;
2241 }
2242}
2243
2244#endif
2245
2246void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2247{
2248}
2249
2250
2251#define blend_blocks_mask_evaluate_on() \
2252 vec_8x16u mask_pixels; \
2253 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2254 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2255
2256#define blend_blocks_mask_evaluate_off() \
2257
2258#define blend_blocks_average() \
2259{ \
2260 vec_8x16u pixels_no_msb; \
2261 vec_8x16u fb_pixels_no_msb; \
2262 \
2263 vec_8x16u d128_0x0421; \
2264 vec_8x16u d128_0x8000; \
2265 \
2266 dup_8x16b(d128_0x0421, 0x0421); \
2267 dup_8x16b(d128_0x8000, 0x8000); \
2268 \
2269 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2270 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2271 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2272 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2273 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2274 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2275} \
2276
2277#define blend_blocks_add() \
2278{ \
2279 vec_8x16u pixels_rb, pixels_g; \
2280 vec_8x16u fb_rb, fb_g; \
2281 \
2282 vec_8x16u d128_0x7C1F; \
2283 vec_8x16u d128_0x03E0; \
2284 \
2285 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2286 dup_8x16b(d128_0x03E0, 0x03E0); \
2287 \
2288 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2289 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2290 \
2291 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2292 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2293 \
2294 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2295 add_8x16b(fb_g, fb_g, pixels_g); \
2296 \
2297 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2298 vector_cast(vec_16x8u, d128_0x7C1F)); \
2299 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2300 \
2301 or_8x16b(blend_pixels, fb_rb, fb_g); \
2302} \
2303
2304#define blend_blocks_subtract() \
2305{ \
2306 vec_8x16u pixels_rb, pixels_g; \
2307 vec_8x16u fb_rb, fb_g; \
2308 \
2309 vec_8x16u d128_0x7C1F; \
2310 vec_8x16u d128_0x03E0; \
2311 \
2312 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2313 dup_8x16b(d128_0x03E0, 0x03E0); \
2314 \
2315 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2316 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2317 \
2318 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2319 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2320 \
2321 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2322 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2323 subs_8x16b(fb_g, fb_g, pixels_g); \
2324 \
2325 or_8x16b(blend_pixels, fb_rb, fb_g); \
2326} \
2327
2328#define blend_blocks_add_fourth() \
2329{ \
2330 vec_8x16u pixels_rb, pixels_g; \
2331 vec_8x16u pixels_fourth; \
2332 vec_8x16u fb_rb, fb_g; \
2333 \
2334 vec_8x16u d128_0x7C1F; \
2335 vec_8x16u d128_0x1C07; \
2336 vec_8x16u d128_0x03E0; \
2337 vec_8x16u d128_0x00E0; \
2338 \
2339 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2340 dup_8x16b(d128_0x1C07, 0x1C07); \
2341 dup_8x16b(d128_0x03E0, 0x03E0); \
2342 dup_8x16b(d128_0x00E0, 0x00E0); \
2343 \
2344 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2345 \
2346 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2347 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2348 \
2349 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2350 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2351 \
2352 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2353 add_8x16b(fb_g, fb_g, pixels_g); \
2354 \
2355 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2356 vector_cast(vec_16x8u, d128_0x7C1F)); \
2357 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2358 \
2359 or_8x16b(blend_pixels, fb_rb, fb_g); \
2360} \
2361
2362#define blend_blocks_blended_combine_textured() \
2363{ \
2364 vec_8x16u blend_mask; \
2365 cmpltz_8x16b(blend_mask, pixels); \
2366 \
2367 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2368 bif_8x16b(blend_pixels, pixels, blend_mask); \
2369} \
2370
2371#define blend_blocks_blended_combine_untextured() \
2372
2373
2374#define blend_blocks_body_blend(blend_mode, texturing) \
2375{ \
2376 blend_blocks_##blend_mode(); \
2377 blend_blocks_blended_combine_##texturing(); \
2378} \
2379
2380#define blend_blocks_body_average(texturing) \
2381 blend_blocks_body_blend(average, texturing) \
2382
2383#define blend_blocks_body_add(texturing) \
2384 blend_blocks_body_blend(add, texturing) \
2385
2386#define blend_blocks_body_subtract(texturing) \
2387 blend_blocks_body_blend(subtract, texturing) \
2388
2389#define blend_blocks_body_add_fourth(texturing) \
2390 blend_blocks_body_blend(add_fourth, texturing) \
2391
2392#define blend_blocks_body_unblended(texturing) \
2393 blend_pixels = pixels \
2394
2395
2396#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2397void \
2398 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2399 *psx_gpu) \
2400{ \
2401 block_struct *block = psx_gpu->blocks; \
2402 u32 num_blocks = psx_gpu->num_blocks; \
2403 vec_8x16u draw_mask; \
2404 vec_8x16u pixels; \
2405 vec_8x16u blend_pixels; \
2406 vec_8x16u framebuffer_pixels; \
2407 vec_8x16u msb_mask; \
2408 \
2409 u16 *fb_ptr; \
2410 \
2411 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2412 \
2413 while(num_blocks) \
2414 { \
2415 pixels = block->pixels; \
2416 draw_mask = block->draw_mask; \
2417 fb_ptr = block->fb_ptr; \
2418 \
2419 load_8x16b(framebuffer_pixels, fb_ptr); \
2420 \
2421 blend_blocks_mask_evaluate_##mask_evaluate(); \
2422 blend_blocks_body_##blend_mode(texturing); \
2423 \
2424 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2425 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2426 store_8x16b(framebuffer_pixels, fb_ptr); \
2427 \
2428 blend_blocks++; \
2429 num_blocks--; \
2430 block++; \
2431 } \
2432} \
2433
2434void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu);
2435void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu);
2436void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu);
2437void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu);
2438void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu);
2439void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu);
2440void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu);
2441void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu);
2442
2443void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu);
2444void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu);
2445void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu);
2446void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu);
2447void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu);
2448void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu);
2449void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu);
2450void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu);
2451
2452void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2453void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2454
2bbbb7af 2455#ifndef NEON_BUILD
75e28f62
E
2456
2457void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2458{
2459}
2460
2461blend_blocks_builder(textured, average, off);
2462blend_blocks_builder(textured, average, on);
2463blend_blocks_builder(textured, add, off);
2464blend_blocks_builder(textured, add, on);
2465blend_blocks_builder(textured, subtract, off);
2466blend_blocks_builder(textured, subtract, on);
2467blend_blocks_builder(textured, add_fourth, off);
2468blend_blocks_builder(textured, add_fourth, on);
2469
2470blend_blocks_builder(untextured, average, off);
2471blend_blocks_builder(untextured, average, on);
2472blend_blocks_builder(untextured, add, off);
2473blend_blocks_builder(untextured, add, on);
2474blend_blocks_builder(untextured, subtract, off);
2475blend_blocks_builder(untextured, subtract, on);
2476blend_blocks_builder(untextured, add_fourth, off);
2477blend_blocks_builder(untextured, add_fourth, on);
2478
2479blend_blocks_builder(textured, unblended, on);
2480
2481#endif
2482
2483
2484#define vertex_swap(_a, _b) \
2485{ \
2486 vertex_struct *temp_vertex = _a; \
2487 _a = _b; \
2488 _b = temp_vertex; \
2489 triangle_winding ^= 1; \
2490} \
2491
2492
2493// Setup blocks parametric-variables:
2494// SHADE TEXTURE_MAP SWIZZLING
2495// 0 0 x
2496// 0 1 0
2497// 0 1 1
2498// 1 0 x
2499// 1 1 0
2500// 1 1 1
2501// 8 inputs, 6 combinations
2502
2503#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2504 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2505
2506#define setup_blocks_switch_untextured_shaded(dithering, target) \
2507 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2508
2509#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2510 target) \
2511 setup_blocks_switch_untextured_##shading(dithering, target) \
2512
2513#define setup_blocks_switch_texture_mode_4bpp(shading) \
2514 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2515
2516#define setup_blocks_switch_texture_mode_8bpp(shading) \
2517 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2518
2519#define setup_blocks_switch_texture_mode_16bpp(shading) \
2520 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2521
2522#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2523 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2524
2525#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2526 dithering, mask_evaluate) \
2527 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2528
2529#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2530 dithering) \
2531 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2532
2533#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2534 dithering) \
2535 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2536
2537#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2538 dithering, mask_evaluate) \
2539 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2540 texture_mode, dithering) \
2541
2542#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2543 blending, mask_evaluate) \
2544 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2545 dithering, mask_evaluate) \
2546
2547
2548// Texture blocks:
2549
2550#define texture_blocks_switch_untextured(texture_mode) \
2551 texture_blocks_untextured \
2552
2553#define texture_blocks_switch_textured(texture_mode) \
2554 texture_blocks_##texture_mode \
2555
2556#define texture_blocks_switch(texturing, texture_mode) \
2557 texture_blocks_switch_##texturing(texture_mode) \
2558
2559
2560// Shade blocks parametric-variables:
2561// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2562// 0 0 x x
2563// 0 1 0 0
2564// 0 1 0 1
2565// x 1 1 x
2566// 1 0 x 0
2567// 1 0 x 1
2568// 1 1 0 0
2569// 1 1 0 1
2570// 16 inputs, 8 combinations
2571
2572#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2573 shade_blocks_unshaded_untextured_##target \
2574
2575#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2576 shade_blocks_textured_unmodulated_##target \
2577
2578#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2579 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2580
2581#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2582 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2583
2584#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2585 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2586
2587#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2588 shade_blocks_shaded_untextured \
2589
2590#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2591 shade_blocks_textured_unmodulated_##target \
2592
2593#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2594 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2595
2596#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2597 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2598
2599#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2600 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2601
2602#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2603 dithering) \
2604 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2605
2606#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2607 dithering) \
2608 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2609
2610#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2611 mask_evaluate) \
2612 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2613
2614#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2615 dithering, mask_evaluate) \
2616 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2617 dithering) \
2618
2619#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2620 blending, mask_evaluate) \
2621 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2622 mask_evaluate) \
2623
2624
2625// Blend blocks parametric-variables:
2626// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2627// x 0 x x 0
2628// x 0 x x 1
2629// 0 1 0 0 0
2630// 0 1 0 0 1
2631// 0 1 0 1 0
2632// 0 1 0 1 1
2633// 0 1 1 0 0
2634// 0 1 1 0 1
2635// 0 1 1 1 0
2636// 0 1 1 1 1
2637// 1 1 0 0 0
2638// 1 1 0 0 1
2639// 1 1 0 1 0
2640// 1 1 0 1 1
2641// 1 1 1 0 0
2642// 1 1 1 0 1
2643// 1 1 1 1 0
2644// 1 1 1 1 1
2645// 32 inputs, 18 combinations
2646
2647#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2648 blend_blocks_textured_unblended_##mask_evaluate \
2649
2650#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2651 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2652
2653#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2654 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2655
2656
2657#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2658 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2659{ \
2660 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2661 mask_evaluate), \
2662 texture_blocks_switch(texturing, texture_mode), \
2663 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2664 mask_evaluate), \
2665 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2666} \
2667
2668#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2669 mask_evaluate, shading, dithering, texturing, blending) \
2670 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2671 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2672 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2673 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2674
2675#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2676 mask_evaluate, shading, dithering, texturing) \
2677 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2678 mask_evaluate, shading, dithering, texturing, unblended), \
2679 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2680 mask_evaluate, shading, dithering, texturing, blended) \
2681
2682#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2683 mask_evaluate, shading, dithering) \
2684 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2685 mask_evaluate, shading, dithering, untextured), \
2686 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2687 mask_evaluate, shading, dithering, textured) \
2688
2689#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2690 mask_evaluate, shading) \
2691 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2692 mask_evaluate, shading, undithered), \
2693 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2694 mask_evaluate, shading, dithered) \
2695
2696#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2697 mask_evaluate) \
2698 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2699 unshaded), \
2700 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2701 shaded) \
2702
2703#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2704 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2705 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2706
2707#define render_blocks_switch_block_texture_mode(texture_mode) \
2708 render_blocks_switch_block_blend_mode(texture_mode, average), \
2709 render_blocks_switch_block_blend_mode(texture_mode, add), \
2710 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2711 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2712
2713#define render_blocks_switch_block() \
2714 render_blocks_switch_block_texture_mode(4bpp), \
2715 render_blocks_switch_block_texture_mode(8bpp), \
2716 render_blocks_switch_block_texture_mode(16bpp), \
2717 render_blocks_switch_block_texture_mode(4bpp) \
2718
2719
2720render_block_handler_struct render_triangle_block_handlers[] =
2721{
2722 render_blocks_switch_block()
2723};
2724
2725#undef render_blocks_switch_block_modulation
2726
2727#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2728 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2729 "render flags:\n" \
2730 "texture mode: " #texture_mode "\n" \
2731 "blend mode: " #blend_mode "\n" \
2732 "mask evaluation: " #mask_evaluate "\n" \
2733 #shading "\n" \
2734 #dithering "\n" \
2735 #texturing "\n" \
2736 #blending "\n" \
2737 #modulation "\n" \
2738
2739char *render_block_flag_strings[] =
2740{
2741 render_blocks_switch_block()
2742};
2743
2744
2745#define triangle_y_direction_up 1
2746#define triangle_y_direction_flat 2
2747#define triangle_y_direction_down 0
2748
2749#define triangle_winding_positive 0
2750#define triangle_winding_negative 1
2751
2752#define triangle_set_direction(direction_variable, value) \
2753 u32 direction_variable = (u32)(value) >> 31; \
2754 if(value == 0) \
2755 direction_variable = 2 \
2756
2757#define triangle_case(direction_a, direction_b, direction_c, winding) \
2758 case (triangle_y_direction_##direction_a | \
2759 (triangle_y_direction_##direction_b << 2) | \
2760 (triangle_y_direction_##direction_c << 4) | \
2761 (triangle_winding_##winding << 6)) \
2762
2763psx_gpu_struct __attribute__((aligned(64))) psx_gpu_alt;
2764
2765void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2766 u32 flags)
2767{
2768 s32 y_top, y_bottom;
2769 s32 triangle_area;
2770 u32 triangle_winding = 0;
2771
2772 vertex_struct *a = &(vertexes[0]);
2773 vertex_struct *b = &(vertexes[1]);
2774 vertex_struct *c = &(vertexes[2]);
2775
2776 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2777
2778 triangles++;
2779
2780 if(triangle_area == 0)
2781 {
2782 trivial_rejects++;
2783 return;
2784 }
2785
2786 if(b->y < a->y)
2787 vertex_swap(a, b);
2788
2789 if(c->y < b->y)
2790 {
2791 vertex_swap(b, c);
2792
2793 if(b->y < a->y)
2794 vertex_swap(a, b);
2795 }
2796
2797 y_bottom = c->y;
2798 y_top = a->y;
2799
2800 if((y_bottom - y_top) >= 512)
2801 {
2802 trivial_rejects++;
2803 return;
2804 }
2805
2806 if(triangle_area < 0)
2807 {
2808 triangle_area = -triangle_area;
2809 triangle_winding ^= 1;
2810 vertex_swap(a, c);
2811 }
2812
2813 if(b->x < a->x)
2814 vertex_swap(a, b);
2815
2816 if(c->x < b->x)
2817 {
2818 vertex_swap(b, c);
2819
2820 if(b->x < a->x)
2821 vertex_swap(a, b);
2822 }
2823
2824 if((c->x - a->x) >= 1024)
2825 {
2826 trivial_rejects++;
2827 return;
2828 }
2829
2830 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2831 y_bottom) == 0)
2832 {
2833 trivial_rejects++;
2834 return;
2835 }
2836
2837 psx_gpu->num_spans = 0;
2838 psx_gpu->triangle_area = triangle_area;
2839 psx_gpu->triangle_winding = triangle_winding;
2840
2841 s32 y_delta_a = b->y - a->y;
2842 s32 y_delta_b = c->y - b->y;
2843 s32 y_delta_c = c->y - a->y;
2844
2845 triangle_set_direction(y_direction_a, y_delta_a);
2846 triangle_set_direction(y_direction_b, y_delta_b);
2847 triangle_set_direction(y_direction_c, y_delta_c);
2848
2849 compute_all_gradients(psx_gpu, a, b, c);
2850
2851 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
2852 (triangle_winding << 6))
2853 {
2854 triangle_case(up, up, up, negative):
2855 triangle_case(up, up, flat, negative):
2856 triangle_case(up, up, down, negative):
2857 setup_spans_up_right(psx_gpu, a, b, c);
2858 break;
2859
2860 triangle_case(flat, up, up, negative):
2861 triangle_case(flat, up, flat, negative):
2862 triangle_case(flat, up, down, negative):
2863 setup_spans_up_a(psx_gpu, a, b, c);
2864 break;
2865
2866 triangle_case(down, up, up, negative):
2867 setup_spans_up_down(psx_gpu, a, c, b);
2868 break;
2869
2870 triangle_case(down, up, flat, negative):
2871 setup_spans_down_a(psx_gpu, a, c, b);
2872 break;
2873
2874 triangle_case(down, up, down, negative):
2875 setup_spans_down_right(psx_gpu, a, c, b);
2876 break;
2877
2878 triangle_case(down, flat, up, negative):
2879 triangle_case(down, flat, flat, negative):
2880 triangle_case(down, flat, down, negative):
2881 setup_spans_down_b(psx_gpu, a, b, c);
2882 break;
2883
2884 triangle_case(down, down, up, negative):
2885 triangle_case(down, down, flat, negative):
2886 triangle_case(down, down, down, negative):
2887 setup_spans_down_left(psx_gpu, a, b, c);
2888 break;
2889
2890 triangle_case(up, up, up, positive):
2891 triangle_case(up, up, flat, positive):
2892 triangle_case(up, up, down, positive):
2893 setup_spans_up_left(psx_gpu, a, b, c);
2894 break;
2895
2896 triangle_case(up, flat, up, positive):
2897 triangle_case(up, flat, flat, positive):
2898 triangle_case(up, flat, down, positive):
2899 setup_spans_up_b(psx_gpu, a, b, c);
2900 break;
2901
2902 triangle_case(up, down, up, positive):
2903 setup_spans_up_right(psx_gpu, a, c, b);
2904 break;
2905
2906 triangle_case(up, down, flat, positive):
2907 setup_spans_up_a(psx_gpu, a, c, b);
2908 break;
2909
2910 triangle_case(up, down, down, positive):
2911 setup_spans_up_down(psx_gpu, a, b, c);
2912 break;
2913
2914 triangle_case(flat, down, up, positive):
2915 triangle_case(flat, down, flat, positive):
2916 triangle_case(flat, down, down, positive):
2917 setup_spans_down_a(psx_gpu, a, b, c);
2918 break;
2919
2920 triangle_case(down, down, up, positive):
2921 triangle_case(down, down, flat, positive):
2922 triangle_case(down, down, down, positive):
2923 setup_spans_down_right(psx_gpu, a, b, c);
2924 break;
2925 }
2926
2927 spans += psx_gpu->num_spans;
2928
2929 u32 render_state = flags &
2930 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
2931 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
2932 render_state |= psx_gpu->render_state_base;
2933
2934 if((psx_gpu->render_state != render_state) ||
2935 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
2936 {
2937 psx_gpu->render_state = render_state;
2938 flush_render_block_buffer(psx_gpu);
2939 state_changes++;
2940 }
2941
2942 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
2943
2944 psx_gpu->render_block_handler =
2945 &(render_triangle_block_handlers[render_state]);
2946 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
2947 (psx_gpu);
2948}
2949
2950
2951void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
2952
2bbbb7af 2953#ifndef NEON_BUILD
75e28f62
E
2954
2955void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
2956{
2957 block_struct *block = psx_gpu->blocks;
2958 u32 num_blocks = psx_gpu->num_blocks;
2959
2960 vec_8x16u texels;
2961 vec_8x8u texel_indexes;
2962
2963 u16 *clut_ptr = psx_gpu->clut_ptr;
2964 u32 i;
2965
2966 while(num_blocks)
2967 {
2968 texel_indexes = block->r;
2969
2970 for(i = 0; i < 8; i++)
2971 {
2972 texels.e[i] = clut_ptr[texel_indexes.e[i]];
2973 }
2974
2975 block->texels = texels;
2976
2977 num_blocks--;
2978 block++;
2979 }
2980}
2981
2982#endif
2983
2984
2985#define setup_sprite_tiled_initialize_4bpp() \
2986 u16 *clut_ptr = psx_gpu->clut_ptr; \
2987 vec_8x16u clut_a, clut_b; \
2988 vec_16x8u clut_low, clut_high; \
2989 \
2990 load_8x16b(clut_a, clut_ptr); \
2991 load_8x16b(clut_b, clut_ptr + 8); \
2992 unzip_16x8b(clut_low, clut_high, clut_a, clut_b); \
2993 \
2994 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
2995 update_texture_4bpp_cache(psx_gpu) \
2996
2997#define setup_sprite_tiled_initialize_8bpp() \
2998 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
2999 update_texture_8bpp_cache(psx_gpu) \
3000
3001
3002#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
3003 texture_block_ptr = psx_gpu->texture_page_ptr + \
3004 ((texture_offset + offset) & texture_mask); \
3005 \
3006 load_64b(texels, texture_block_ptr) \
3007
3008
3009#define setup_sprite_tile_setup_block_yes(side, offset, texture_mode) \
3010
3011#define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
3012
3013#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3014 num_blocks += tile_num_blocks; \
3015 sprite_blocks += tile_num_blocks; \
3016 \
3017 if(num_blocks > MAX_BLOCKS) \
3018 { \
3019 flush_render_block_buffer(psx_gpu); \
3020 num_blocks = tile_num_blocks; \
3021 block = psx_gpu->blocks; \
3022 } \
3023
3024#define setup_sprite_tile_full_4bpp(edge) \
3025{ \
3026 vec_8x8u texels_low, texels_high; \
3027 vec_8x16u pixels; \
3028 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3029 \
3030 while(sub_tile_height) \
3031 { \
3032 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3033 tbl_16(texels_low, texels, clut_low); \
3034 tbl_16(texels_high, texels, clut_high); \
3035 zip_8x16b(pixels, texels_low, texels_high); \
3036 \
3037 block->texels = pixels; \
3038 block->draw_mask_bits = left_mask_bits; \
3039 block->fb_ptr = fb_ptr; \
3040 block++; \
3041 \
3042 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3043 tbl_16(texels_low, texels, clut_low); \
3044 tbl_16(texels_high, texels, clut_high); \
3045 zip_8x16b(pixels, texels_low, texels_high); \
3046 \
3047 block->texels = pixels; \
3048 block->draw_mask_bits = right_mask_bits; \
3049 block->fb_ptr = fb_ptr + 8; \
3050 block++; \
3051 \
3052 fb_ptr += 1024; \
3053 texture_offset += 0x10; \
3054 sub_tile_height--; \
3055 } \
3056 texture_offset += 0xF00; \
3057 psx_gpu->num_blocks = num_blocks; \
3058} \
3059
3060#define setup_sprite_tile_half_4bpp(edge) \
3061{ \
3062 vec_8x8u texels_low, texels_high; \
3063 vec_8x16u pixels; \
3064 setup_sprite_tile_add_blocks(sub_tile_height); \
3065 \
3066 while(sub_tile_height) \
3067 { \
3068 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3069 tbl_16(texels_low, texels, clut_low); \
3070 tbl_16(texels_high, texels, clut_high); \
3071 zip_8x16b(pixels, texels_low, texels_high); \
3072 \
3073 block->texels = pixels; \
3074 block->draw_mask_bits = edge##_mask_bits; \
3075 block->fb_ptr = fb_ptr; \
3076 block++; \
3077 \
3078 fb_ptr += 1024; \
3079 texture_offset += 0x10; \
3080 sub_tile_height--; \
3081 } \
3082 texture_offset += 0xF00; \
3083 psx_gpu->num_blocks = num_blocks; \
3084} \
3085
3086
3087#define setup_sprite_tile_full_8bpp(edge) \
3088{ \
3089 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3090 \
3091 while(sub_tile_height) \
3092 { \
3093 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3094 block->r = texels; \
3095 block->draw_mask_bits = left_mask_bits; \
3096 block->fb_ptr = fb_ptr; \
3097 block++; \
3098 \
3099 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3100 block->r = texels; \
3101 block->draw_mask_bits = right_mask_bits; \
3102 block->fb_ptr = fb_ptr + 8; \
3103 block++; \
3104 \
3105 fb_ptr += 1024; \
3106 texture_offset += 0x10; \
3107 sub_tile_height--; \
3108 } \
3109 texture_offset += 0xF00; \
3110 psx_gpu->num_blocks = num_blocks; \
3111} \
3112
3113#define setup_sprite_tile_half_8bpp(edge) \
3114{ \
3115 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3116 \
3117 while(sub_tile_height) \
3118 { \
3119 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3120 block->r = texels; \
3121 block->draw_mask_bits = edge##_mask_bits; \
3122 block->fb_ptr = fb_ptr; \
3123 block++; \
3124 \
3125 fb_ptr += 1024; \
3126 texture_offset += 0x10; \
3127 sub_tile_height--; \
3128 } \
3129 texture_offset += 0xF00; \
3130 psx_gpu->num_blocks = num_blocks; \
3131} \
3132
3133
3134#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3135 texture_offset = texture_offset_base + 8; \
3136 fb_ptr += 8 \
3137
3138#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3139 texture_offset = texture_offset_base \
3140
3141#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3142 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3143
3144#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3145 texture_offset = texture_offset_base \
3146
3147#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3148 fb_ptr -= 8 \
3149
3150#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3151
3152#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3153 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3154
3155#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3156
3157
3158#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
3159do \
3160{ \
3161 sub_tile_height = column_data; \
3162 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3163 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3164 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3165} while(0) \
3166
3167#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
3168do \
3169{ \
3170 u32 tiles_remaining = column_data >> 16; \
3171 sub_tile_height = column_data & 0xFF; \
3172 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3173 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3174 tiles_remaining -= 1; \
3175 \
3176 while(tiles_remaining) \
3177 { \
3178 sub_tile_height = 16; \
3179 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3180 tiles_remaining--; \
3181 } \
3182 \
3183 sub_tile_height = (column_data >> 8) & 0xFF; \
3184 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3185 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3186} while(0) \
3187
3188
3189#define setup_sprite_column_data_single() \
3190 column_data = height \
3191
3192#define setup_sprite_column_data_multi() \
3193 column_data = 16 - offset_v; \
3194 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3195 column_data |= (tile_height - 1) << 16 \
3196
3197
3198#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
3199 edge_mode, edge) \
3200{ \
3201 setup_sprite_column_data_##multi_height(); \
3202 left_mask_bits = left_block_mask | right_block_mask; \
3203 right_mask_bits = left_mask_bits >> 8; \
3204 \
3205 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
3206 texture_mode); \
3207} \
3208
3209#define setup_sprite_tiled_advance_column() \
3210 texture_offset_base += 0x100; \
3211 if((texture_offset_base & 0xF00) == 0) \
3212 texture_offset_base -= (0x100 + 0xF00) \
3213
3214#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
3215 left_mode, right_mode) \
3216{ \
3217 setup_sprite_column_data_##multi_height(); \
3218 s32 fb_ptr_advance_column = 16 - (1024 * height); \
3219 \
3220 tile_width -= 2; \
3221 left_mask_bits = left_block_mask; \
3222 right_mask_bits = left_mask_bits >> 8; \
3223 \
3224 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
3225 texture_mode); \
3226 fb_ptr += fb_ptr_advance_column; \
3227 \
3228 left_mask_bits = 0x00; \
3229 right_mask_bits = 0x00; \
3230 \
3231 while(tile_width) \
3232 { \
3233 setup_sprite_tiled_advance_column(); \
3234 setup_sprite_tile_column_height_##multi_height(full, none, texture_mode); \
3235 fb_ptr += fb_ptr_advance_column; \
3236 tile_width--; \
3237 } \
3238 \
3239 left_mask_bits = right_block_mask; \
3240 right_mask_bits = left_mask_bits >> 8; \
3241 \
3242 setup_sprite_tiled_advance_column(); \
3243 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
3244 texture_mode); \
3245} \
3246
3247
3248#define setup_sprite_tiled_builder(texture_mode) \
3249void setup_sprite_##texture_mode(psx_gpu_struct *psx_gpu, s32 x, s32 y, \
3250 s32 u, s32 v, s32 width, s32 height, u32 color) \
3251{ \
3252 s32 offset_u = u & 0xF; \
3253 s32 offset_v = v & 0xF; \
3254 \
3255 s32 width_rounded = offset_u + width + 15; \
3256 s32 height_rounded = offset_v + height + 15; \
3257 s32 tile_height = height_rounded / 16; \
3258 s32 tile_width = width_rounded / 16; \
3259 u32 offset_u_right = width_rounded & 0xF; \
3260 \
3261 u32 left_block_mask = ~(0xFFFF << offset_u); \
3262 u32 right_block_mask = 0xFFFE << offset_u_right; \
3263 \
3264 u32 left_mask_bits; \
3265 u32 right_mask_bits; \
3266 \
3267 u32 sub_tile_height; \
3268 u32 column_data; \
3269 \
3270 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3271 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3272 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3273 ((psx_gpu->texture_mask_height >> 4) << 12); \
3274 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3275 ((v & 0xF0) << 8); \
3276 u32 texture_offset_base = texture_offset; \
3277 u32 control_mask; \
3278 \
3279 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u); \
3280 u32 num_blocks = psx_gpu->num_blocks; \
3281 block_struct *block = psx_gpu->blocks + num_blocks; \
3282 \
3283 u16 *texture_block_ptr; \
3284 vec_8x8u texels; \
3285 \
3286 setup_sprite_tiled_initialize_##texture_mode(); \
3287 \
3288 control_mask = tile_width == 1; \
3289 control_mask |= (tile_height == 1) << 1; \
3290 control_mask |= ((left_block_mask & 0xFF) == 0xFF) << 2; \
3291 control_mask |= (((right_block_mask >> 8) & 0xFF) == 0xFF) << 3; \
3292 \
3293 sprites_##texture_mode++; \
3294 \
3295 switch(control_mask) \
3296 { \
3297 default: \
3298 case 0x0: \
3299 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
3300 break; \
3301 \
3302 case 0x1: \
3303 setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
3304 break; \
3305 \
3306 case 0x2: \
3307 setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
3308 break; \
3309 \
3310 case 0x3: \
3311 setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
3312 break; \
3313 \
3314 case 0x4: \
3315 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
3316 break; \
3317 \
3318 case 0x5: \
3319 setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
3320 break; \
3321 \
3322 case 0x6: \
3323 setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
3324 break; \
3325 \
3326 case 0x7: \
3327 setup_sprite_tile_column_width_single(texture_mode, single, half, right);\
3328 break; \
3329 \
3330 case 0x8: \
3331 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
3332 break; \
3333 \
3334 case 0x9: \
3335 setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
3336 break; \
3337 \
3338 case 0xA: \
3339 setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
3340 break; \
3341 \
3342 case 0xB: \
3343 setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
3344 break; \
3345 \
3346 case 0xC: \
3347 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
3348 break; \
3349 \
3350 case 0xE: \
3351 setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
3352 break; \
3353 } \
3354} \
3355
3356
3357void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3358 s32 width, s32 height, u32 color);
3359void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3360 s32 width, s32 height, u32 color);
3361void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3362 s32 width, s32 height, u32 color);
3363
2bbbb7af 3364#ifndef NEON_BUILD
75e28f62
E
3365setup_sprite_tiled_builder(4bpp);
3366setup_sprite_tiled_builder(8bpp);
3367
3368void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3369 s32 v, s32 width, s32 height, u32 color)
3370{
3371 u32 left_offset = u & 0x7;
3372 u32 width_rounded = width + left_offset + 7;
3373
3374 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - left_offset);
3375 u32 right_width = width_rounded & 0x7;
3376 u32 block_width = width_rounded / 8;
3377 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3378
3379 u32 left_mask_bits = ~(0xFF << left_offset);
3380 u32 right_mask_bits = 0xFE << right_width;
3381
3382 u32 texture_offset_base = u + (v * 1024);
3383 u32 texture_mask =
3384 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3385
3386 u32 blocks_remaining;
3387 u32 num_blocks = psx_gpu->num_blocks;
3388 block_struct *block = psx_gpu->blocks + num_blocks;
3389
3390 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3391 u16 *texture_block_ptr;
3392
3393 texture_offset_base &= ~0x7;
3394
3395 sprites_16bpp++;
3396
3397 if(block_width == 1)
3398 {
3399 u32 mask_bits = left_mask_bits | right_mask_bits;
3400
3401 while(height)
3402 {
3403 num_blocks++;
3404 sprite_blocks++;
3405
3406 if(num_blocks > MAX_BLOCKS)
3407 {
3408 flush_render_block_buffer(psx_gpu);
3409 num_blocks = 1;
3410 block = psx_gpu->blocks;
3411 }
3412
3413 texture_block_ptr =
3414 texture_page_ptr + (texture_offset_base & texture_mask);
3415
3416 load_128b(block->texels, texture_block_ptr);
3417 block->draw_mask_bits = mask_bits;
3418 block->fb_ptr = fb_ptr;
3419
3420 block++;
3421
3422 texture_offset_base += 1024;
3423 fb_ptr += 1024;
3424
3425 height--;
3426 psx_gpu->num_blocks = num_blocks;
3427 }
3428 }
3429 else
3430 {
3431 u32 texture_offset;
3432
3433 while(height)
3434 {
3435 blocks_remaining = block_width - 2;
3436 num_blocks += block_width;
3437 sprite_blocks += block_width;
3438
3439 if(num_blocks > MAX_BLOCKS)
3440 {
3441 flush_render_block_buffer(psx_gpu);
3442 num_blocks = block_width;
3443 block = psx_gpu->blocks;
3444 }
3445
3446 texture_offset = texture_offset_base;
3447 texture_offset_base += 1024;
3448
3449 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3450 load_128b(block->texels, texture_block_ptr);
3451
3452 block->draw_mask_bits = left_mask_bits;
3453 block->fb_ptr = fb_ptr;
3454
3455 texture_offset += 8;
3456 fb_ptr += 8;
3457 block++;
3458
3459 while(blocks_remaining)
3460 {
3461 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3462 load_128b(block->texels, texture_block_ptr);
3463
3464 block->draw_mask_bits = 0;
3465 block->fb_ptr = fb_ptr;
3466
3467 texture_offset += 8;
3468 fb_ptr += 8;
3469 block++;
3470
3471 blocks_remaining--;
3472 }
3473
3474 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3475 load_128b(block->texels, texture_block_ptr);
3476
3477 block->draw_mask_bits = right_mask_bits;
3478 block->fb_ptr = fb_ptr;
3479
3480 fb_ptr += fb_ptr_pitch;
3481 block++;
3482
3483 height--;
3484 psx_gpu->num_blocks = num_blocks;
3485 }
3486 }
3487}
3488
3489#endif
3490
3491void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3492 s32 v, s32 width, s32 height, u32 color)
3493{
3494 u32 right_width = ((width - 1) & 0x7) + 1;
3495 u32 right_mask_bits = (0xFF << right_width);
3496 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + x;
3497 u32 block_width = (width + 7) / 8;
3498 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3499 u32 blocks_remaining;
3500 u32 num_blocks = psx_gpu->num_blocks;
3501 block_struct *block = psx_gpu->blocks + num_blocks;
3502
3503 u32 color_r = color & 0xFF;
3504 u32 color_g = (color >> 8) & 0xFF;
3505 u32 color_b = (color >> 16) & 0xFF;
3506 vec_8x16u colors;
3507 vec_8x16u right_mask;
3508 vec_8x16u test_mask = psx_gpu->test_mask;
3509 vec_8x16u zero_mask;
3510
3511 sprites_untextured++;
3512
3513 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3514
3515 dup_8x16b(colors, color);
3516 dup_8x16b(zero_mask, 0x00);
3517 dup_8x16b(right_mask, right_mask_bits);
3518 tst_8x16b(right_mask, right_mask, test_mask);
3519
3520 while(height)
3521 {
3522 blocks_remaining = block_width - 1;
3523 num_blocks += block_width;
3524 sprite_blocks += block_width;
3525
3526 if(num_blocks > MAX_BLOCKS)
3527 {
3528 flush_render_block_buffer(psx_gpu);
3529 num_blocks = block_width;
3530 block = psx_gpu->blocks;
3531 }
3532
3533 while(blocks_remaining)
3534 {
3535 block->pixels = colors;
3536 block->draw_mask = zero_mask;
3537 block->fb_ptr = fb_ptr;
3538
3539 fb_ptr += 8;
3540 block++;
3541 blocks_remaining--;
3542 }
3543
3544 block->pixels = colors;
3545 block->draw_mask = right_mask;
3546 block->fb_ptr = fb_ptr;
3547
3548 block++;
3549 fb_ptr += fb_ptr_pitch;
3550
3551 height--;
3552 psx_gpu->num_blocks = num_blocks;
3553 }
3554}
3555
3556
3557
3558#define setup_sprite_blocks_switch_textured(texture_mode) \
3559 setup_sprite_##texture_mode \
3560
3561#define setup_sprite_blocks_switch_untextured(texture_mode) \
3562 setup_sprite_untextured \
3563
3564#define setup_sprite_blocks_switch(texturing, texture_mode) \
3565 setup_sprite_blocks_switch_##texturing(texture_mode) \
3566
3567
3568#define texture_sprite_blocks_switch_4bpp() \
3569 texture_blocks_untextured \
3570
3571#define texture_sprite_blocks_switch_8bpp() \
3572 texture_sprite_blocks_8bpp \
3573
3574#define texture_sprite_blocks_switch_16bpp() \
3575 texture_blocks_untextured \
3576
3577#define texture_sprite_blocks_switch_untextured(texture_mode) \
3578 texture_blocks_untextured \
3579
3580#define texture_sprite_blocks_switch_textured(texture_mode) \
3581 texture_sprite_blocks_switch_##texture_mode() \
3582
3583#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3584 mask_evaluate, shading, dithering, texturing, blending, modulation) \
3585{ \
3586 setup_sprite_blocks_switch(texturing, texture_mode), \
3587 texture_sprite_blocks_switch_##texturing(texture_mode), \
3588 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
3589 mask_evaluate), \
3590 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
3591} \
3592
3593#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3594 mask_evaluate, shading, dithering, texturing, blending) \
3595 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3596 mask_evaluate, shading, dithering, texturing, blending, modulated), \
3597 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3598 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
3599
3600#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3601 mask_evaluate, shading, dithering, texturing) \
3602 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3603 mask_evaluate, shading, dithering, texturing, unblended), \
3604 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3605 mask_evaluate, shading, dithering, texturing, blended) \
3606
3607#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3608 mask_evaluate, shading, dithering) \
3609 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3610 mask_evaluate, shading, dithering, untextured), \
3611 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3612 mask_evaluate, shading, dithering, textured) \
3613
3614#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3615 mask_evaluate, shading) \
3616 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3617 mask_evaluate, shading, undithered), \
3618 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3619 mask_evaluate, shading, dithered) \
3620
3621#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
3622 blend_mode, mask_evaluate) \
3623 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3624 mask_evaluate, unshaded), \
3625 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3626 mask_evaluate, shaded) \
3627
3628#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
3629 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3630 off), \
3631 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3632 on) \
3633
3634#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
3635 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
3636 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
3637 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
3638 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
3639
3640#define render_sprite_blocks_switch_block() \
3641 render_sprite_blocks_switch_block_texture_mode(4bpp), \
3642 render_sprite_blocks_switch_block_texture_mode(8bpp), \
3643 render_sprite_blocks_switch_block_texture_mode(16bpp), \
3644 render_sprite_blocks_switch_block_texture_mode(4bpp) \
3645
3646
3647render_block_handler_struct render_sprite_block_handlers[] =
3648{
3649 render_sprite_blocks_switch_block()
3650};
3651
3652
3653void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
3654 s32 width, s32 height, u32 flags, u32 color)
3655{
3656 s32 x_right = x + width - 1;
3657 s32 y_bottom = y + height - 1;
3658
3659 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
3660 y_bottom) == 0)
3661 {
3662 return;
3663 }
3664
3665 if(x < psx_gpu->viewport_start_x)
3666 {
3667 u32 clip = psx_gpu->viewport_start_x - x;
3668 x += clip;
3669 u += clip;
3670 width -= clip;
3671 }
3672
3673 if(y < psx_gpu->viewport_start_y)
3674 {
3675 s32 clip = psx_gpu->viewport_start_y - y;
3676 y += clip;
3677 v += clip;
3678 height -= clip;
3679 }
3680
3681 if(x_right > psx_gpu->viewport_end_x)
3682 width -= x_right - psx_gpu->viewport_end_x;
3683
3684 if(y_bottom > psx_gpu->viewport_end_y)
3685 height -= y_bottom - psx_gpu->viewport_end_y;
3686
3687 if((width <= 0) || (height <= 0))
3688 return;
3689
3690 sprites++;
3691
3692 span_pixels += width * height;
3693 spans += height;
3694
3695 u32 render_state = flags &
3696 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3697 RENDER_FLAGS_TEXTURE_MAP);
3698 render_state |=
3699 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
3700
3701 if((psx_gpu->render_state != render_state) ||
3702 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
3703 {
3704 psx_gpu->render_state = render_state;
3705 flush_render_block_buffer(psx_gpu);
3706 state_changes++;
3707 }
3708
3709 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
3710
3711 color &= 0xFFFFFF;
3712
3713 if(psx_gpu->triangle_color != color)
3714 {
3715 flush_render_block_buffer(psx_gpu);
3716 psx_gpu->triangle_color = color;
3717 }
3718
3719 if(color == 0x808080)
3720 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
3721
3722 render_block_handler_struct *render_block_handler =
3723 &(render_sprite_block_handlers[render_state]);
3724 psx_gpu->render_block_handler = render_block_handler;
3725
3726 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
3727 (psx_gpu, x, y, u, v, width, height, color);
3728}
3729
3730#define draw_pixel_line_mask_evaluate_yes() \
3731 if(*vram_ptr & 0x8000) \
3732
3733#define draw_pixel_line_mask_evaluate_no() \
3734
3735
3736#define draw_pixel_line_shaded() \
3737{ \
3738 color_r = fixed_to_int(current_r); \
3739 color_g = fixed_to_int(current_g); \
3740 color_b = fixed_to_int(current_b); \
3741 \
3742 current_r += gradient_r; \
3743 current_g += gradient_g; \
3744 current_b += gradient_b; \
3745} \
3746
3747#define draw_pixel_line_unshaded() \
3748{ \
3749 color_r = color & 0xFF; \
3750 color_g = (color >> 8) & 0xFF; \
3751 color_b = (color >> 16) & 0xFF; \
3752} \
3753
3754
3755#define draw_pixel_line_dithered(_x, _y) \
3756{ \
3757 u32 dither_xor = _x ^ _y; \
3758 s32 dither_offset = (dither_xor >> 1) & 0x1; \
3759 dither_offset |= (_y & 0x1) << 1; \
3760 dither_offset |= (dither_xor & 0x1) << 2; \
3761 dither_offset -= 4; \
3762 \
3763 color_r += dither_offset; \
3764 color_g += dither_offset; \
3765 color_b += dither_offset; \
3766 \
3767 if(color_r < 0) \
3768 color_r = 0; \
3769 \
3770 if(color_g < 0) \
3771 color_g = 0; \
3772 \
3773 if(color_b < 0) \
3774 color_b = 0; \
3775 \
3776 if(color_r > 255) \
3777 color_r = 255; \
3778 \
3779 if(color_g > 255) \
3780 color_g = 255; \
3781 \
3782 if(color_b > 255) \
3783 color_b = 255; \
3784} \
3785
3786#define draw_pixel_line_undithered(_x, _y) \
3787
3788
3789#define draw_pixel_line_average() \
3790 color_r = (color_r + fb_r) / 2; \
3791 color_g = (color_g + fb_g) / 2; \
3792 color_b = (color_b + fb_b) / 2 \
3793
3794#define draw_pixel_line_add() \
3795 color_r += fb_r; \
3796 color_g += fb_g; \
3797 color_b += fb_b; \
3798 \
3799 if(color_r > 31) \
3800 color_r = 31; \
3801 \
3802 if(color_g > 31) \
3803 color_g = 31; \
3804 \
3805 if(color_b > 31) \
3806 color_b = 31 \
3807 \
3808
3809#define draw_pixel_line_subtract() \
3810 color_r = fb_r - color_r; \
3811 color_g = fb_g - color_g; \
3812 color_b = fb_b - color_b; \
3813 \
3814 if(color_r < 0) \
3815 color_r = 0; \
3816 \
3817 if(color_g < 0) \
3818 color_g = 0; \
3819 \
3820 if(color_b < 0) \
3821 color_b = 0 \
3822
3823#define draw_pixel_line_add_fourth() \
3824 color_r = fb_r + (color_r / 4); \
3825 color_g = fb_g + (color_g / 4); \
3826 color_b = fb_b + (color_b / 4); \
3827 \
3828 if(color_r > 31) \
3829 color_r = 31; \
3830 \
3831 if(color_g > 31) \
3832 color_g = 31; \
3833 \
3834 if(color_b > 31) \
3835 color_b = 31 \
3836
3837
3838#define draw_pixel_line_blended(blend_mode) \
3839 s32 fb_pixel = *vram_ptr; \
3840 s32 fb_r = fb_pixel & 0x1F; \
3841 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
3842 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
3843 \
3844 draw_pixel_line_##blend_mode() \
3845
3846#define draw_pixel_line_unblended(blend_mode) \
3847
3848
3849#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
3850 blend_mode) \
3851 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
3852 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
3853 { \
3854 draw_pixel_line_mask_evaluate_##mask_evaluate() \
3855 { \
3856 draw_pixel_line_##shading(); \
3857 draw_pixel_line_##dithering(_x, _y); \
3858 \
3859 color_r >>= 3; \
3860 color_g >>= 3; \
3861 color_b >>= 3; \
3862 \
3863 draw_pixel_line_##blending(blend_mode); \
3864 \
3865 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
3866 psx_gpu->mask_msb; \
3867 } \
3868 } \
3869
3870#define update_increment(value) \
3871 value++ \
3872
3873#define update_decrement(value) \
3874 value-- \
3875
3876#define update_vram_row_increment(value) \
3877 vram_ptr += 1024 \
3878
3879#define update_vram_row_decrement(value) \
3880 vram_ptr -= 1024 \
3881
3882#define compare_increment(a, b) \
3883 (a <= b) \
3884
3885#define compare_decrement(a, b) \
3886 (a >= b) \
3887
3888#define set_line_gradients(minor) \
3889{ \
3890 s32 gradient_divisor = delta_##minor; \
3891 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
3892 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
3893 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
3894 current_r = fixed_center(vertex_a->r); \
3895 current_g = fixed_center(vertex_a->g); \
3896 current_b = fixed_center(vertex_a->b); \
3897}
3898
3899#define draw_line_span_horizontal(direction, shading, blending, dithering, \
3900 mask_evaluate, blend_mode) \
3901do \
3902{ \
3903 error_step = delta_y * 2; \
3904 error_wrap = delta_x * 2; \
3905 error = delta_x; \
3906 \
3907 current_y = y_a; \
3908 set_line_gradients(x); \
3909 \
3910 for(current_x = x_a; current_x <= x_b; current_x++) \
3911 { \
3912 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
3913 mask_evaluate, blend_mode); \
3914 error += error_step; \
3915 vram_ptr++; \
3916 \
3917 if(error >= error_wrap) \
3918 { \
3919 update_##direction(current_y); \
3920 update_vram_row_##direction(); \
3921 error -= error_wrap; \
3922 } \
3923 } \
3924} while(0) \
3925
3926#define draw_line_span_vertical(direction, shading, blending, dithering, \
3927 mask_evaluate, blend_mode) \
3928do \
3929{ \
3930 error_step = delta_x * 2; \
3931 error_wrap = delta_y * 2; \
3932 error = delta_y; \
3933 \
3934 current_x = x_a; \
3935 set_line_gradients(y); \
3936 \
3937 for(current_y = y_a; compare_##direction(current_y, y_b); \
3938 update_##direction(current_y)) \
3939 { \
3940 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
3941 mask_evaluate, blend_mode); \
3942 error += error_step; \
3943 update_vram_row_##direction(); \
3944 \
3945 if(error > error_wrap) \
3946 { \
3947 vram_ptr++; \
3948 current_x++; \
3949 error -= error_wrap; \
3950 } \
3951 } \
3952} while(0) \
3953
3954
3955#define render_line_body(shading, blending, dithering, mask_evaluate, \
3956 blend_mode) \
3957 if(delta_y < 0) \
3958 { \
3959 delta_y *= -1; \
3960 \
3961 if(delta_y >= 512) \
3962 return; \
3963 \
3964 if(delta_x > delta_y) \
3965 { \
3966 draw_line_span_horizontal(decrement, shading, blending, dithering, \
3967 mask_evaluate, blend_mode); \
3968 } \
3969 else \
3970 { \
3971 draw_line_span_vertical(decrement, shading, blending, dithering, \
3972 mask_evaluate, blend_mode); \
3973 } \
3974 } \
3975 else \
3976 { \
3977 if(delta_y >= 512) \
3978 return; \
3979 \
3980 if(delta_x > delta_y) \
3981 { \
3982 draw_line_span_horizontal(increment, shading, blending, dithering, \
3983 mask_evaluate, blend_mode); \
3984 } \
3985 else \
3986 { \
3987 draw_line_span_vertical(increment, shading, blending, dithering, \
3988 mask_evaluate, blend_mode); \
3989 } \
3990 } \
3991
3992
3993void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
3994 u32 color)
3995{
3996 s32 color_r, color_g, color_b;
3997 u32 triangle_winding = 0;
3998
3999 fixed_type gradient_r = 0;
4000 fixed_type gradient_g = 0;
4001 fixed_type gradient_b = 0;
4002 fixed_type current_r = 0;
4003 fixed_type current_g = 0;
4004 fixed_type current_b = 0;
4005
4006 s32 y_a, y_b;
4007 s32 x_a, x_b;
4008
4009 s32 delta_x, delta_y;
4010
4011 s32 current_x;
4012 s32 current_y;
4013
4014 u32 error_step;
4015 u32 error;
4016 u32 error_wrap;
4017
4018 u16 *vram_ptr;
4019
4020 flush_render_block_buffer(psx_gpu);
4021 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4022
4023 vertex_struct *vertex_a = &(vertexes[0]);
4024 vertex_struct *vertex_b = &(vertexes[1]);
4025
4026 u32 control_mask;
4027
4028 lines++;
4029
4030 if(vertex_a->x >= vertex_b->x)
4031 {
4032 vertex_swap(vertex_a, vertex_b);
4033 }
4034
4035 x_a = vertex_a->x;
4036 x_b = vertex_b->x;
4037
4038 y_a = vertex_a->y;
4039 y_b = vertex_b->y;
4040
4041 delta_x = x_b - x_a;
4042 delta_y = y_b - y_a;
4043
4044 if(delta_x >= 1024)
4045 return;
4046
4047 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4048
4049 vram_ptr = psx_gpu->vram_ptr + (y_a * 1024) + x_a;
4050
4051 control_mask = 0x0;
4052
4053 if(flags & RENDER_FLAGS_SHADE)
4054 control_mask |= 0x1;
4055
4056 if(flags & RENDER_FLAGS_BLEND)
4057 {
4058 control_mask |= 0x2;
4059 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4060 }
4061
4062 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4063 control_mask |= 0x4;
4064
4065 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4066 control_mask |= 0x8;
4067
4068 switch(control_mask)
4069 {
4070 case 0x0:
4071 render_line_body(unshaded, unblended, undithered, no, none);
4072 break;
4073
4074 case 0x1:
4075 render_line_body(shaded, unblended, undithered, no, none);
4076 break;
4077
4078 case 0x2:
4079 render_line_body(unshaded, blended, undithered, no, average);
4080 break;
4081
4082 case 0x3:
4083 render_line_body(shaded, blended, undithered, no, average);
4084 break;
4085
4086 case 0x4:
4087 render_line_body(unshaded, unblended, dithered, no, none);
4088 break;
4089
4090 case 0x5:
4091 render_line_body(shaded, unblended, dithered, no, none);
4092 break;
4093
4094 case 0x6:
4095 render_line_body(unshaded, blended, dithered, no, average);
4096 break;
4097
4098 case 0x7:
4099 render_line_body(shaded, blended, dithered, no, average);
4100 break;
4101
4102 case 0x8:
4103 render_line_body(unshaded, unblended, undithered, yes, none);
4104 break;
4105
4106 case 0x9:
4107 render_line_body(shaded, unblended, undithered, yes, none);
4108 break;
4109
4110 case 0xA:
4111 render_line_body(unshaded, blended, undithered, yes, average);
4112 break;
4113
4114 case 0xB:
4115 render_line_body(shaded, blended, undithered, yes, average);
4116 break;
4117
4118 case 0xC:
4119 render_line_body(unshaded, unblended, dithered, yes, none);
4120 break;
4121
4122 case 0xD:
4123 render_line_body(shaded, unblended, dithered, yes, none);
4124 break;
4125
4126 case 0xE:
4127 render_line_body(unshaded, blended, dithered, yes, average);
4128 break;
4129
4130 case 0xF:
4131 render_line_body(shaded, blended, dithered, yes, average);
4132 break;
4133
4134 case 0x12:
4135 render_line_body(unshaded, blended, undithered, no, add);
4136 break;
4137
4138 case 0x13:
4139 render_line_body(shaded, blended, undithered, no, add);
4140 break;
4141
4142 case 0x16:
4143 render_line_body(unshaded, blended, dithered, no, add);
4144 break;
4145
4146 case 0x17:
4147 render_line_body(shaded, blended, dithered, no, add);
4148 break;
4149
4150 case 0x1A:
4151 render_line_body(unshaded, blended, undithered, yes, add);
4152 break;
4153
4154 case 0x1B:
4155 render_line_body(shaded, blended, undithered, yes, add);
4156 break;
4157
4158 case 0x1E:
4159 render_line_body(unshaded, blended, dithered, yes, add);
4160 break;
4161
4162 case 0x1F:
4163 render_line_body(shaded, blended, dithered, yes, add);
4164 break;
4165
4166 case 0x22:
4167 render_line_body(unshaded, blended, undithered, no, subtract);
4168 break;
4169
4170 case 0x23:
4171 render_line_body(shaded, blended, undithered, no, subtract);
4172 break;
4173
4174 case 0x26:
4175 render_line_body(unshaded, blended, dithered, no, subtract);
4176 break;
4177
4178 case 0x27:
4179 render_line_body(shaded, blended, dithered, no, subtract);
4180 break;
4181
4182 case 0x2A:
4183 render_line_body(unshaded, blended, undithered, yes, subtract);
4184 break;
4185
4186 case 0x2B:
4187 render_line_body(shaded, blended, undithered, yes, subtract);
4188 break;
4189
4190 case 0x2E:
4191 render_line_body(unshaded, blended, dithered, yes, subtract);
4192 break;
4193
4194 case 0x2F:
4195 render_line_body(shaded, blended, dithered, yes, subtract);
4196 break;
4197
4198 case 0x32:
4199 render_line_body(unshaded, blended, undithered, no, add_fourth);
4200 break;
4201
4202 case 0x33:
4203 render_line_body(shaded, blended, undithered, no, add_fourth);
4204 break;
4205
4206 case 0x36:
4207 render_line_body(unshaded, blended, dithered, no, add_fourth);
4208 break;
4209
4210 case 0x37:
4211 render_line_body(shaded, blended, dithered, no, add_fourth);
4212 break;
4213
4214 case 0x3A:
4215 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4216 break;
4217
4218 case 0x3B:
4219 render_line_body(shaded, blended, undithered, yes, add_fourth);
4220 break;
4221
4222 case 0x3E:
4223 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4224 break;
4225
4226 case 0x3F:
4227 render_line_body(shaded, blended, dithered, yes, add_fourth);
4228 break;
4229 }
4230}
4231
4232
4233void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4234 u32 width, u32 height)
4235{
4236 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4237
2bbbb7af 4238#ifndef NEON_BUILD
75e28f62
E
4239 u32 r = color & 0xFF;
4240 u32 g = (color >> 8) & 0xFF;
4241 u32 b = (color >> 16) & 0xFF;
4242 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10);
4243
4244 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4245 u32 draw_x, draw_y;
4246
4247 for(draw_y = 0; draw_y < height; draw_y++)
4248 {
4249 for(draw_x = 0; draw_x < width; draw_x++)
4250 {
4251 vram_ptr[draw_x] = color_16bpp;
4252 }
4253
4254 vram_ptr += 1024;
4255 }
4256#else
4257 void render_block_fill_body(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4258 u32 width, u32 height);
4259
4260 render_block_fill_body(psx_gpu, color, x, y, width, height);
4261#endif
4262}
4263
4264void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4265 u32 width, u32 height, u32 pitch)
4266{
4267 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4268 u32 draw_x, draw_y;
4269
4270 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4271
4272 //printf("copy for %d, %d\n", width, height);
4273
4274 for(draw_y = 0; draw_y < height; draw_y++)
4275 {
4276 for(draw_x = 0; draw_x < width; draw_x++)
4277 {
4278 vram_ptr[draw_x] = source[draw_x];
4279 }
4280
4281 source += pitch;
4282 vram_ptr += 1024;
4283 }
4284}
4285
4286void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4287 u32 dest_x, u32 dest_y, u32 width, u32 height)
4288{
4289 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4290 dest_x, dest_y, width, height, 1024);
4291}
4292
4293
4294void initialize_reciprocal_table(void)
4295{
4296 u32 height;
4297 u32 height_normalized;
4298 u32 height_reciprocal;
4299 s32 shift;
4300
4301 for(height = 1; height < 512; height++)
4302 {
4303 shift = __builtin_clz(height);
4304 height_normalized = height << shift;
4305 height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) /
4306 height_normalized;
4307
4308 shift = 32 - (50 - shift);
4309
4310 reciprocal_table[height] = (height_reciprocal << 12) | shift;
4311 }
4312}
4313
4314
4315#define dither_table_row(a, b, c, d) \
4316 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4317
e8c0e0bb 4318void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
75e28f62
E
4319{
4320 vec_8x16u test_mask =
4321 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4322
4323 psx_gpu->test_mask = test_mask;
4324
4325 psx_gpu->pixel_count_mode = 0;
4326 psx_gpu->pixel_compare_mode = 0;
4327
4328 psx_gpu->vram_pixel_counts_a = malloc(sizeof(u8) * 1024 * 512);
4329 psx_gpu->vram_pixel_counts_b = malloc(sizeof(u8) * 1024 * 512);
4330 memset(psx_gpu->vram_pixel_counts_a, 0, sizeof(u8) * 1024 * 512);
4331 memset(psx_gpu->vram_pixel_counts_b, 0, sizeof(u8) * 1024 * 512);
4332 psx_gpu->compare_vram = malloc(sizeof(u16) * 1024 * 512);
4333
4334 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4335 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4336 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4337 psx_gpu->viewport_mask = 0;
4338 psx_gpu->current_texture_page = 0;
4339 psx_gpu->current_texture_mask = 0;
4340 psx_gpu->last_8bpp_texture_page = 0;
4341
4342 psx_gpu->clut_settings = 0;
4343 psx_gpu->texture_settings = 0;
4344 psx_gpu->render_state = 0;
4345 psx_gpu->render_state_base = 0;
4346 psx_gpu->num_blocks = 0;
4347
e8c0e0bb 4348 psx_gpu->vram_ptr = vram;
75e28f62
E
4349
4350 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4351 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4352
4353 psx_gpu->mask_msb = 0;
4354
4355 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4356
4357 initialize_reciprocal_table();
4358
4359 // 00 01 10 11
4360 // 00 0 4 1 5
4361 // 01 6 2 7 3
4362 // 10 1 5 0 4
4363 // 11 7 3 6 2
4364 // (minus ones(4) * 4)
4365
4366 // d0: (1 3 5 7): x1 ^ y1
4367 // d1: (2 3 6 7): y0
4368 // d2: (4 5 6 7): x0 ^ y0
4369
4370
4371 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4372 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4373 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4374 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4375
4376 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4377}
4378
4379u64 get_us(void)
4380{
4381 struct timeval tv;
4382 gettimeofday(&tv, NULL);
4383
4384 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4385}
4386
2bbbb7af 4387#ifdef NEON_BUILD
75e28f62
E
4388
4389u32 get_counter()
4390{
4391 u32 counter;
4392 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4393
4394 return counter;
4395}
4396
4397void init_counter(void)
4398{
4399 u32 value;
4400 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4401 value |= 5; // master enable, ccnt reset
4402 value &= ~8; // ccnt divider 0
4403 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4404 // enable cycle counter
4405 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4406}
4407
4408void triangle_benchmark(psx_gpu_struct *psx_gpu)
4409{
4410 u32 i;
4411
4412 u32 ticks;
4413 u32 ticks_elapsed;
4414
4415 const u32 iterations = 500000;
4416
4417 psx_gpu->num_blocks = 64;
4418 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4419
4420 for(i = 0; i < 64; i++)
4421 {
4422 memset(&(psx_gpu->blocks[i].r), 0, 16);
4423 }
4424
4425 init_counter();
4426
4427 ticks = get_counter();
4428
4429 for(i = 0; i < iterations; i++)
4430 {
4431 texture_sprite_blocks_8bpp(psx_gpu);
4432 }
4433
4434 ticks_elapsed = get_counter() - ticks;
4435
4436 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
4437}
4438
4439#endif
4440