gpu_neon: place asm func prototypes into a separate header
[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"
a4021361 20#ifndef NEON_BUILD
21#include "vector_ops.h"
22#endif
37725e8c 23#include "psx_gpu_simd.h"
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24
25u32 span_pixels = 0;
26u32 span_pixel_blocks = 0;
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27u32 spans = 0;
28u32 triangles = 0;
29u32 sprites = 0;
30u32 sprites_4bpp = 0;
31u32 sprites_8bpp = 0;
32u32 sprites_16bpp = 0;
33u32 sprite_blocks = 0;
34u32 sprites_untextured = 0;
35u32 lines = 0;
36u32 trivial_rejects = 0;
37u32 texels_4bpp = 0;
38u32 texels_8bpp = 0;
39u32 texels_16bpp = 0;
40u32 texel_blocks_4bpp = 0;
41u32 texel_blocks_8bpp = 0;
42u32 texel_blocks_16bpp = 0;
43u32 texel_blocks_untextured = 0;
44u32 blend_blocks = 0;
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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;
3867c6ef 52u32 false_modulated_blocks = 0;
75e28f62 53
c1817bd9 54/* double size for enhancement */
55u32 reciprocal_table[512 * 2];
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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;
3867c6ef 244
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245 psx_gpu->dirty_textures_4bpp_mask |= mask;
246 psx_gpu->dirty_textures_8bpp_mask |= mask;
247 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
248
249 return mask;
250}
251
05740673 252void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
253 u32 x2, u32 y2)
254{
255 u32 mask = texture_region_mask(x1, y1, x2, y2);
256 u32 texture_page;
257 u8 *texture_page_ptr;
258 u16 *vram_ptr;
259 u32 texel_block;
260 u32 sub_x, sub_y;
261
262 psx_gpu->dirty_textures_8bpp_mask |= mask;
263 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
264
265 if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
266 (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
267 {
268 texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
269 texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
270 texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
271 vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
272 sub_x = 4;
273 sub_y = 16;
274
275 while(sub_y)
276 {
277 while(sub_x)
278 {
279 texel_block = *vram_ptr;
280
281 texture_page_ptr[0] = texel_block & 0xF;
282 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
283 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
284 texture_page_ptr[3] = texel_block >> 12;
285
286 vram_ptr++;
287 texture_page_ptr += 4;
288
289 sub_x--;
290 }
291
292 vram_ptr -= 4;
293 sub_x = 4;
294
295 sub_y--;
296 vram_ptr += 1024;
297 }
298 }
299 else
300 {
301 psx_gpu->dirty_textures_4bpp_mask |= mask;
302 }
303}
75e28f62 304
2bbbb7af 305#ifndef NEON_BUILD
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306
307void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
308{
309 u32 current_texture_page = psx_gpu->current_texture_page;
3867c6ef 310 u8 *texture_page_ptr = psx_gpu->texture_page_base;
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311 u16 *vram_ptr = psx_gpu->vram_ptr;
312
313 u32 texel_block;
314 u32 tile_x, tile_y;
315 u32 sub_x, sub_y;
316
317 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
318 vram_ptr += (current_texture_page & 0xF) * 64;
319
320 texture_cache_loads++;
321
322 tile_y = 16;
323 tile_x = 16;
324 sub_x = 4;
325 sub_y = 16;
326
327 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
328
329 while(tile_y)
330 {
331 while(tile_x)
332 {
333 while(sub_y)
334 {
335 while(sub_x)
336 {
337 texel_block = *vram_ptr;
b7ed0632 338
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339 texture_page_ptr[0] = texel_block & 0xF;
340 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
341 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
342 texture_page_ptr[3] = texel_block >> 12;
343
344 vram_ptr++;
345 texture_page_ptr += 4;
346
347 sub_x--;
348 }
349
350 vram_ptr -= 4;
351 sub_x = 4;
352
353 sub_y--;
354 vram_ptr += 1024;
355 }
356
357 sub_y = 16;
358
359 vram_ptr -= (1024 * 16) - 4;
360 tile_x--;
361 }
362
363 tile_x = 16;
364
365 vram_ptr += (16 * 1024) - (4 * 16);
366 tile_y--;
367 }
368}
369
370void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
371 u32 texture_page)
372{
3867c6ef 373 u16 *texture_page_ptr = psx_gpu->texture_page_base;
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374 u16 *vram_ptr = psx_gpu->vram_ptr;
375
376 u32 tile_x, tile_y;
377 u32 sub_y;
378
379 vec_8x16u texels;
380
381 texture_cache_loads++;
382
383 vram_ptr += (texture_page >> 4) * 256 * 1024;
384 vram_ptr += (texture_page & 0xF) * 64;
385
386 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
387 texture_page_ptr += (8 * 16) * 8;
388
389 tile_x = 8;
390 tile_y = 16;
391
392 sub_y = 16;
393
394 while(tile_y)
395 {
396 while(tile_x)
397 {
398 while(sub_y)
399 {
400 load_128b(texels, vram_ptr);
401 store_128b(texels, texture_page_ptr);
402
403 texture_page_ptr += 8;
404 vram_ptr += 1024;
405
406 sub_y--;
407 }
408
409 sub_y = 16;
410
411 vram_ptr -= (1024 * 16);
412 vram_ptr += 8;
413
414 tile_x--;
415 }
416
417 tile_x = 8;
418
419 vram_ptr -= (8 * 8);
420 vram_ptr += (16 * 1024);
421
422 texture_page_ptr += (8 * 16) * 8;
423 tile_y--;
424 }
425}
426
427#endif
428
429
430void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
431{
432 u32 current_texture_page = psx_gpu->current_texture_page;
433 u32 update_textures =
434 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
435
436 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
437
438 if(update_textures & (1 << current_texture_page))
439 {
440 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
441 update_textures &= ~(1 << current_texture_page);
442 }
443
444 if(update_textures)
445 {
446 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
447 (current_texture_page & 0x10);
448
449 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
450 }
451}
452
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453void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
454{
f1359c57 455 if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
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456 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
457 {
458 u32 num_blocks_dest = 0;
459 block_struct *block_src = psx_gpu->blocks;
460 block_struct *block_dest = psx_gpu->blocks;
461
462 u16 *vram_ptr = psx_gpu->vram_ptr;
463 u32 i;
464
f1359c57 465 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
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466 {
467 for(i = 0; i < psx_gpu->num_blocks; i++)
468 {
469 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
470 if(fb_offset & (1 << 11))
471 {
472 *block_dest = *block_src;
473 num_blocks_dest++;
474 block_dest++;
475 }
476 block_src++;
477 }
478 }
479 else
480 {
481 for(i = 0; i < psx_gpu->num_blocks; i++)
482 {
483 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
484 if((fb_offset & (1 << 11)) == 0)
485 {
486 *block_dest = *block_src;
487 num_blocks_dest++;
488 block_dest++;
489 }
490 block_src++;
491 }
492 }
493
494 psx_gpu->num_blocks = num_blocks_dest;
495 }
496
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497 if(psx_gpu->num_blocks)
498 {
499 render_block_handler_struct *render_block_handler =
500 psx_gpu->render_block_handler;
501
502 render_block_handler->texture_blocks(psx_gpu);
503 render_block_handler->shade_blocks(psx_gpu);
504 render_block_handler->blend_blocks(psx_gpu);
505
3867c6ef 506#ifdef PROFILE
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507 span_pixel_blocks += psx_gpu->num_blocks;
508 render_buffer_flushes++;
3867c6ef 509#endif
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510
511 psx_gpu->num_blocks = 0;
512 }
513}
514
515
2bbbb7af 516#ifndef NEON_BUILD
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517
518#define setup_gradient_calculation_input(set, vertex) \
519 /* First type is: uvrg bxxx xxxx */\
520 /* Second type is: yyyy ybyy uvrg */\
521 /* Since x_a and y_c are the same the same variable is used for both. */\
522 x##set##_a_y##set##_c.e[0] = vertex->u; \
523 x##set##_a_y##set##_c.e[1] = vertex->v; \
524 x##set##_a_y##set##_c.e[2] = vertex->r; \
525 x##set##_a_y##set##_c.e[3] = vertex->g; \
526 dup_4x16b(x##set##_b, vertex->x); \
527 dup_4x16b(x##set##_c, vertex->x); \
528 dup_4x16b(y##set##_a, vertex->y); \
529 dup_4x16b(y##set##_b, vertex->y); \
530 x##set##_b.e[0] = vertex->b; \
531 y##set##_b.e[1] = vertex->b \
532
533
534void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
535 vertex_struct *b, vertex_struct *c)
536{
537 u32 triangle_area = psx_gpu->triangle_area;
538 u32 winding_mask_scalar;
539
540 u32 triangle_area_shift;
541 u64 triangle_area_reciprocal =
542 fixed_reciprocal(triangle_area, &triangle_area_shift);
543 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
544
545 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
546 // ( d0 * d1 ) - ( d2 * d3 ) =
547 // ( m0 ) - ( m1 ) = gradient
548
549 // This is split to do 12 elements at a time over three sets: a, b, and c.
550 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
551 // two of the slots are unused.
552
553 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
554 // is g.
555
556 vec_4x16s x0_a_y0_c, x0_b, x0_c;
557 vec_4x16s y0_a, y0_b;
558 vec_4x16s x1_a_y1_c, x1_b, x1_c;
559 vec_4x16s y1_a, y1_b;
560 vec_4x16s x2_a_y2_c, x2_b, x2_c;
561 vec_4x16s y2_a, y2_b;
562
563 vec_4x32u uvrg_base;
564 vec_4x32u b_base;
c6063f89 565 vec_4x32u uvrgb_phase;
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566
567 vec_4x16s d0_a_d3_c, d0_b, d0_c;
568 vec_4x16s d1_a, d1_b, d1_c_d2_a;
569 vec_4x16s d2_b, d2_c;
570 vec_4x16s d3_a, d3_b;
571
572 vec_4x32s m0_a, m0_b, m0_c;
573 vec_4x32s m1_a, m1_b, m1_c;
574
575 vec_4x32u gradient_area_a, gradient_area_c;
576 vec_2x32u gradient_area_b;
577
578 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
579 vec_2x32u gradient_area_sign_b;
580 vec_4x32u winding_mask;
581
582 vec_2x64u gradient_wide_a0, gradient_wide_a1;
583 vec_2x64u gradient_wide_c0, gradient_wide_c1;
584 vec_2x64u gradient_wide_b;
585
586 vec_4x32u gradient_a, gradient_c;
587 vec_2x32u gradient_b;
588 vec_16x8s gradient_shift;
589
590 setup_gradient_calculation_input(0, a);
591 setup_gradient_calculation_input(1, b);
592 setup_gradient_calculation_input(2, c);
593
c6063f89 594 dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
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595 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
596 shl_long_4x16b(b_base, x0_b, 16);
597
c6063f89 598 add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
599 add_4x32b(b_base, b_base, uvrgb_phase);
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600
601 // Can probably pair these, but it'll require careful register allocation
602 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
603 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
604
605 sub_4x16b(d0_b, x1_b, x0_b);
606 sub_4x16b(d0_c, x1_c, x0_c);
607
608 sub_4x16b(d1_a, y2_a, y1_a);
609 sub_4x16b(d1_b, y2_b, y1_b);
610
611 sub_4x16b(d2_b, x2_b, x1_b);
612 sub_4x16b(d2_c, x2_c, x1_c);
613
614 sub_4x16b(d3_a, y1_a, y0_a);
615 sub_4x16b(d3_b, y1_b, y0_b);
616
617 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
618 mul_long_4x16b(m0_b, d0_b, d1_b);
619 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
620
621 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
622 mul_long_4x16b(m1_b, d2_b, d3_b);
623 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
624
625 sub_4x32b(gradient_area_a, m0_a, m1_a);
626 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
627 sub_4x32b(gradient_area_c, m0_c, m1_c);
628
629 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
630 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
631 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
632
633 abs_4x32b(gradient_area_a, gradient_area_a);
634 abs_2x32b(gradient_area_b, gradient_area_b);
635 abs_4x32b(gradient_area_c, gradient_area_c);
636
637 winding_mask_scalar = -psx_gpu->triangle_winding;
638
639 dup_4x32b(winding_mask, winding_mask_scalar);
640 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
641 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
642 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
643
644 mul_scalar_long_2x32b(gradient_wide_a0,
645 vector_cast(vec_2x32s, gradient_area_a.low),
646 (s64)triangle_area_reciprocal);
647 mul_scalar_long_2x32b(gradient_wide_a1,
648 vector_cast(vec_2x32s, gradient_area_a.high),
649 (s64)triangle_area_reciprocal);
650 mul_scalar_long_2x32b(gradient_wide_b,
651 vector_cast(vec_2x32s, gradient_area_b),
652 (s64)triangle_area_reciprocal);
653 mul_scalar_long_2x32b(gradient_wide_c0,
654 vector_cast(vec_2x32s, gradient_area_c.low),
655 (s64)triangle_area_reciprocal);
656 mul_scalar_long_2x32b(gradient_wide_c1,
657 vector_cast(vec_2x32s, gradient_area_c.high),
658 (s64)triangle_area_reciprocal);
659
660 dup_16x8b(gradient_shift, triangle_area_shift);
661 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
662 vector_cast(vec_2x64u, gradient_shift));
663 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
664 vector_cast(vec_2x64u, gradient_shift));
665 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
666 vector_cast(vec_2x64u, gradient_shift));
667 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
668 vector_cast(vec_2x64u, gradient_shift));
669 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
670 vector_cast(vec_2x64u, gradient_shift));
671
672 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
673 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
674 mov_narrow_2x64b(gradient_b, gradient_wide_b);
675 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
676 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
677
678 shl_4x32b(gradient_a, gradient_a, 4);
679 shl_2x32b(gradient_b, gradient_b, 4);
680 shl_4x32b(gradient_c, gradient_c, 4);
681
682 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
683 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
684 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
685
686 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
687 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
688 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
689
690 u32 left_adjust = a->x;
691 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
692 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
693
694 vec_4x32u uvrg_dx2;
695 vec_2x32u b_dx2;
696
697 vec_4x32u uvrg_dx3;
698 vec_2x32u b_dx3;
699
700 vec_4x32u zero;
701
702 eor_4x32b(zero, zero, zero);
703 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
704 add_2x32b(b_dx2, gradient_b, gradient_b);
705 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
706 add_2x32b(b_dx3, gradient_b, b_dx2);
707
708 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
709 // lined up properly
710 psx_gpu->u_block_span.e[0] = zero.e[0];
711 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
712 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
713 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
714
715 psx_gpu->v_block_span.e[0] = zero.e[1];
716 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
717 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
718 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
719
720 psx_gpu->r_block_span.e[0] = zero.e[2];
721 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
722 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
723 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
724
725 psx_gpu->g_block_span.e[0] = zero.e[3];
726 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
727 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
728 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
729
730 psx_gpu->b_block_span.e[0] = zero.e[0];
731 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
732 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
733 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
734
735 psx_gpu->uvrg = uvrg_base;
736 psx_gpu->b = b_base.e[0];
737
738 psx_gpu->uvrg_dx = gradient_a;
739 psx_gpu->uvrg_dy = gradient_c;
740 psx_gpu->b_dy = gradient_b.e[1];
741}
742#endif
743
744#define vector_check(_a, _b) \
745 if(memcmp(&_a, &_b, sizeof(_b))) \
746 { \
747 if(sizeof(_b) == 8) \
748 { \
749 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
750 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
751 } \
752 else \
753 { \
754 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
755 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
756 _b.e[2], _b.e[3]); \
757 } \
758 } \
759
760#define scalar_check(_a, _b) \
761 if(_a != _b) \
762 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
763
764
c111e8f8 765#ifndef NDEBUG
766#define setup_spans_debug_check(span_edge_data_element) \
b7569147 767{ \
768 u32 _num_spans = &span_edge_data_element - psx_gpu->span_edge_data; \
769 if (_num_spans > MAX_SPANS) \
770 *(int *)0 = 1; \
771 if (_num_spans < psx_gpu->num_spans) \
c111e8f8 772 { \
773 if(span_edge_data_element.num_blocks > MAX_BLOCKS_PER_ROW) \
774 *(int *)0 = 1; \
775 if(span_edge_data_element.y > 2048) \
776 *(int *)0 = 1; \
777 } \
b7569147 778} \
c111e8f8 779
780#else
781#define setup_spans_debug_check(span_edge_data_element) \
782
783#endif
784
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785#define setup_spans_prologue_alternate_yes() \
786 vec_2x64s alternate_x; \
787 vec_2x64s alternate_dx_dy; \
788 vec_4x32s alternate_x_32; \
789 vec_2x32s alternate_x_16; \
790 \
791 vec_4x16u alternate_select; \
792 vec_4x16s y_mid_point; \
793 \
794 s32 y_b = v_b->y; \
795 s64 edge_alt; \
796 s32 edge_dx_dy_alt; \
797 u32 edge_shift_alt \
798
799#define setup_spans_prologue_alternate_no() \
800
801#define setup_spans_prologue(alternate_active) \
802 edge_data_struct *span_edge_data; \
803 vec_4x32u *span_uvrg_offset; \
804 u32 *span_b_offset; \
805 \
806 s32 clip; \
807 \
808 vec_2x64s edges_xy; \
809 vec_2x32s edges_dx_dy; \
810 vec_2x32u edge_shifts; \
811 \
812 vec_2x64s left_x, right_x; \
813 vec_2x64s left_dx_dy, right_dx_dy; \
814 vec_4x32s left_x_32, right_x_32; \
815 vec_8x16s left_right_x_16; \
816 vec_4x16s y_x4; \
817 vec_8x16s left_edge; \
818 vec_8x16s right_edge; \
819 vec_4x16u span_shift; \
820 \
821 vec_2x32u c_0x01; \
822 vec_4x16u c_0x04; \
823 vec_4x16u c_0xFFFE; \
824 vec_4x16u c_0x07; \
825 \
826 vec_2x32s x_starts; \
827 vec_2x32s x_ends; \
828 \
829 s32 x_a = v_a->x; \
830 s32 x_b = v_b->x; \
831 s32 x_c = v_c->x; \
832 s32 y_a = v_a->y; \
833 s32 y_c = v_c->y; \
834 \
835 vec_4x32u uvrg = psx_gpu->uvrg; \
836 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
837 u32 b = psx_gpu->b; \
838 u32 b_dy = psx_gpu->b_dy; \
839 \
840 dup_2x32b(c_0x01, 0x01); \
841 setup_spans_prologue_alternate_##alternate_active() \
842
843#define setup_spans_prologue_b() \
844 span_edge_data = psx_gpu->span_edge_data; \
845 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
846 span_b_offset = psx_gpu->span_b_offset; \
847 \
848 vec_8x16u c_0x0001; \
849 \
850 dup_8x16b(c_0x0001, 0x0001); \
851 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
852 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
853 add_8x16b(right_edge, right_edge, c_0x0001); \
854 dup_4x16b(c_0x04, 0x04); \
855 dup_4x16b(c_0x07, 0x07); \
856 dup_4x16b(c_0xFFFE, 0xFFFE); \
857
858
859#define compute_edge_delta_x2() \
860{ \
861 vec_2x32s heights; \
862 vec_2x32s height_reciprocals; \
863 vec_2x32s heights_b; \
864 vec_4x32u widths; \
865 \
866 u32 edge_shift = reciprocal_table[height]; \
867 \
868 dup_2x32b(heights, height); \
869 sub_2x32b(widths, x_ends, x_starts); \
870 \
871 dup_2x32b(edge_shifts, edge_shift); \
872 sub_2x32b(heights_b, heights, c_0x01); \
7d5140f5 873 shr_2x32b(height_reciprocals, edge_shifts, 10); \
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874 \
875 mla_2x32b(heights_b, x_starts, heights); \
876 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
877 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
878 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
879} \
880
881#define compute_edge_delta_x3(start_c, height_a, height_b) \
882{ \
883 vec_2x32s heights; \
884 vec_2x32s height_reciprocals; \
885 vec_2x32s heights_b; \
886 vec_2x32u widths; \
887 \
888 u32 width_alt; \
889 s32 height_b_alt; \
890 u32 height_reciprocal_alt; \
891 \
892 heights.e[0] = height_a; \
893 heights.e[1] = height_b; \
894 \
895 edge_shifts.e[0] = reciprocal_table[height_a]; \
896 edge_shifts.e[1] = reciprocal_table[height_b]; \
897 edge_shift_alt = reciprocal_table[height_minor_b]; \
898 \
899 sub_2x32b(widths, x_ends, x_starts); \
900 width_alt = x_c - start_c; \
901 \
7d5140f5
E
902 shr_2x32b(height_reciprocals, edge_shifts, 10); \
903 height_reciprocal_alt = edge_shift_alt >> 10; \
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E
904 \
905 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
906 edge_shift_alt &= 0x1F; \
907 \
908 sub_2x32b(heights_b, heights, c_0x01); \
909 height_b_alt = height_minor_b - 1; \
910 \
911 mla_2x32b(heights_b, x_starts, heights); \
912 height_b_alt += height_minor_b * start_c; \
913 \
914 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
915 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
916 \
917 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
918 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
919} \
920
921
922#define setup_spans_adjust_y_up() \
923 sub_4x32b(y_x4, y_x4, c_0x04) \
924
925#define setup_spans_adjust_y_down() \
926 add_4x32b(y_x4, y_x4, c_0x04) \
927
928#define setup_spans_adjust_interpolants_up() \
929 sub_4x32b(uvrg, uvrg, uvrg_dy); \
930 b -= b_dy \
931
932#define setup_spans_adjust_interpolants_down() \
933 add_4x32b(uvrg, uvrg, uvrg_dy); \
934 b += b_dy \
935
936
937#define setup_spans_clip_interpolants_increment() \
938 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
939 b += b_dy * clip \
940
941#define setup_spans_clip_interpolants_decrement() \
942 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
943 b -= b_dy * clip \
944
945#define setup_spans_clip_alternate_yes() \
946 edge_alt += edge_dx_dy_alt * (s64)(clip) \
947
948#define setup_spans_clip_alternate_no() \
949
950#define setup_spans_clip(direction, alternate_active) \
951{ \
952 clipped_triangles++; \
953 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
954 setup_spans_clip_alternate_##alternate_active(); \
955 setup_spans_clip_interpolants_##direction(); \
956} \
957
958
959#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
960{ \
961 vec_2x64u edge_shifts_64; \
962 vec_2x64s edges_dx_dy_64; \
963 \
964 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
965 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
966 \
967 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
968 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
969 \
970 left_x.e[0] = edges_xy.e[left_index]; \
971 right_x.e[0] = edges_xy.e[right_index]; \
972 \
973 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
974 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
975 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
976 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
977 \
978 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
979 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
980 \
981 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
982 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
983} \
984
985#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
986{ \
987 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
988 s64 edge_dx_dy_alt_64; \
989 \
990 dup_4x16b(y_mid_point, y_b); \
991 \
992 edge_alt <<= edge_shift_alt; \
993 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
994 \
995 alternate_x.e[0] = edge_alt; \
996 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
997 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
998 \
999 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
1000 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
1001} \
1002
1003
1004#define setup_spans_y_select_up() \
1005 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
1006
1007#define setup_spans_y_select_down() \
1008 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
1009
1010#define setup_spans_y_select_alternate_yes(direction) \
1011 setup_spans_y_select_##direction() \
1012
1013#define setup_spans_y_select_alternate_no(direction) \
1014
1015#define setup_spans_alternate_select_left() \
1016 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
1017
1018#define setup_spans_alternate_select_right() \
1019 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
1020
1021#define setup_spans_alternate_select_none() \
1022
1023#define setup_spans_increment_alternate_yes() \
1024 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
1025 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1026 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
1027 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1028 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
1029
1030#define setup_spans_increment_alternate_no() \
1031
1032#define setup_spans_set_x4(alternate, direction, alternate_active) \
1033{ \
1034 span_uvrg_offset[0] = uvrg; \
1035 span_b_offset[0] = b; \
1036 setup_spans_adjust_interpolants_##direction(); \
1037 \
1038 span_uvrg_offset[1] = uvrg; \
1039 span_b_offset[1] = b; \
1040 setup_spans_adjust_interpolants_##direction(); \
1041 \
1042 span_uvrg_offset[2] = uvrg; \
1043 span_b_offset[2] = b; \
1044 setup_spans_adjust_interpolants_##direction(); \
1045 \
1046 span_uvrg_offset[3] = uvrg; \
1047 span_b_offset[3] = b; \
1048 setup_spans_adjust_interpolants_##direction(); \
1049 \
1050 span_uvrg_offset += 4; \
1051 span_b_offset += 4; \
1052 \
1053 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
1054 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
1055 \
1056 add_2x64b(left_x, left_x, left_dx_dy); \
1057 add_2x64b(right_x, right_x, right_dx_dy); \
1058 \
1059 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
1060 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
1061 \
1062 add_2x64b(left_x, left_x, left_dx_dy); \
1063 add_2x64b(right_x, right_x, right_dx_dy); \
1064 \
1065 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
1066 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
1067 \
1068 setup_spans_increment_alternate_##alternate_active(); \
1069 setup_spans_y_select_alternate_##alternate_active(direction); \
1070 setup_spans_alternate_select_##alternate(); \
1071 \
1072 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
1073 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
1074 \
1075 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
1076 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
1077 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
1078 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
1079 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
1080 \
1081 u32 i; \
1082 for(i = 0; i < 4; i++) \
1083 { \
1084 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
1085 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
1086 span_edge_data[i].right_mask = span_shift.e[i]; \
1087 span_edge_data[i].y = y_x4.e[i]; \
c111e8f8 1088 setup_spans_debug_check(span_edge_data[i]); \
75e28f62
E
1089 } \
1090 \
1091 span_edge_data += 4; \
1092 \
1093 setup_spans_adjust_y_##direction(); \
1094} \
1095
1096
1097#define setup_spans_alternate_adjust_yes() \
1098 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1099
1100#define setup_spans_alternate_adjust_no() \
1101
1102
1103#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1104 setup_spans_alternate_adjust_##alternate_active(); \
1105 if(y_c > psx_gpu->viewport_end_y) \
1106 height -= y_c - psx_gpu->viewport_end_y - 1; \
1107 \
1108 clip = psx_gpu->viewport_start_y - y_a; \
1109 if(clip > 0) \
1110 { \
1111 height -= clip; \
1112 y_a += clip; \
1113 setup_spans_clip(increment, alternate_active); \
1114 } \
1115 \
1116 setup_spans_prologue_b(); \
1117 \
1118 if(height > 0) \
1119 { \
1120 y_x4.e[0] = y_a; \
1121 y_x4.e[1] = y_a + 1; \
1122 y_x4.e[2] = y_a + 2; \
1123 y_x4.e[3] = y_a + 3; \
1124 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1125 right_index); \
1126 \
1127 psx_gpu->num_spans = height; \
1128 do \
1129 { \
1130 setup_spans_set_x4(alternate, down, alternate_active); \
1131 height -= 4; \
1132 } while(height > 0); \
1133 } \
1134
1135
1136#define setup_spans_alternate_pre_increment_yes() \
1137 edge_alt += edge_dx_dy_alt \
1138
1139#define setup_spans_alternate_pre_increment_no() \
1140
1141#define setup_spans_up_decrement_height_yes() \
1142 height-- \
1143
1144#define setup_spans_up_decrement_height_no() \
1145 {} \
1146
1147#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1148 setup_spans_alternate_adjust_##alternate_active(); \
1149 y_a--; \
1150 \
1151 if(y_c < psx_gpu->viewport_start_y) \
1152 height -= psx_gpu->viewport_start_y - y_c; \
1153 else \
1154 setup_spans_up_decrement_height_##alternate_active(); \
1155 \
1156 clip = y_a - psx_gpu->viewport_end_y; \
1157 if(clip > 0) \
1158 { \
1159 height -= clip; \
1160 y_a -= clip; \
1161 setup_spans_clip(decrement, alternate_active); \
1162 } \
1163 \
1164 setup_spans_prologue_b(); \
1165 \
1166 if(height > 0) \
1167 { \
1168 y_x4.e[0] = y_a; \
1169 y_x4.e[1] = y_a - 1; \
1170 y_x4.e[2] = y_a - 2; \
1171 y_x4.e[3] = y_a - 3; \
1172 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1173 setup_spans_alternate_pre_increment_##alternate_active(); \
1174 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1175 right_index); \
1176 setup_spans_adjust_interpolants_up(); \
1177 \
1178 psx_gpu->num_spans = height; \
1179 while(height > 0) \
1180 { \
1181 setup_spans_set_x4(alternate, up, alternate_active); \
1182 height -= 4; \
1183 } \
1184 } \
1185
1186#define index_left 0
1187#define index_right 1
1188
1189#define setup_spans_up_up(minor, major) \
1190 setup_spans_prologue(yes); \
1191 s32 height_minor_a = y_a - y_b; \
1192 s32 height_minor_b = y_b - y_c; \
1193 s32 height = y_a - y_c; \
1194 \
1195 dup_2x32b(x_starts, x_a); \
1196 x_ends.e[0] = x_c; \
1197 x_ends.e[1] = x_b; \
1198 \
1199 compute_edge_delta_x3(x_b, height, height_minor_a); \
1200 setup_spans_up(index_##major, index_##minor, minor, yes) \
1201
1202
2bbbb7af 1203#ifndef NEON_BUILD
75e28f62
E
1204
1205void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1206 vertex_struct *v_b, vertex_struct *v_c)
1207{
1208 setup_spans_up_up(left, right);
1209}
1210
1211void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1212 vertex_struct *v_b, vertex_struct *v_c)
1213{
1214 setup_spans_up_up(right, left);
1215}
1216
1217#define setup_spans_down_down(minor, major) \
1218 setup_spans_prologue(yes); \
1219 s32 height_minor_a = y_b - y_a; \
1220 s32 height_minor_b = y_c - y_b; \
1221 s32 height = y_c - y_a; \
1222 \
1223 dup_2x32b(x_starts, x_a); \
1224 x_ends.e[0] = x_c; \
1225 x_ends.e[1] = x_b; \
1226 \
1227 compute_edge_delta_x3(x_b, height, height_minor_a); \
1228 setup_spans_down(index_##major, index_##minor, minor, yes) \
1229
1230void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1231 vertex_struct *v_b, vertex_struct *v_c)
1232{
1233 setup_spans_down_down(left, right);
1234}
1235
1236void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1237 vertex_struct *v_b, vertex_struct *v_c)
1238{
1239 setup_spans_down_down(right, left);
1240}
1241
1242#define setup_spans_up_flat() \
1243 s32 height = y_a - y_c; \
1244 \
1245 flat_triangles++; \
1246 compute_edge_delta_x2(); \
1247 setup_spans_up(index_left, index_right, none, no) \
1248
1249void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1250 vertex_struct *v_b, vertex_struct *v_c)
1251{
1252 setup_spans_prologue(no);
1253 x_starts.e[0] = x_a;
1254 x_starts.e[1] = x_b;
1255 dup_2x32b(x_ends, x_c);
1256
1257 setup_spans_up_flat();
1258}
1259
1260void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1261 vertex_struct *v_b, vertex_struct *v_c)
1262{
1263 setup_spans_prologue(no);
1264 dup_2x32b(x_starts, x_a);
1265 x_ends.e[0] = x_b;
1266 x_ends.e[1] = x_c;
1267
1268 setup_spans_up_flat();
1269}
1270
1271#define setup_spans_down_flat() \
1272 s32 height = y_c - y_a; \
1273 \
1274 flat_triangles++; \
1275 compute_edge_delta_x2(); \
1276 setup_spans_down(index_left, index_right, none, no) \
1277
1278void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1279 vertex_struct *v_b, vertex_struct *v_c)
1280{
1281 setup_spans_prologue(no);
1282 x_starts.e[0] = x_a;
1283 x_starts.e[1] = x_b;
1284 dup_2x32b(x_ends, x_c);
1285
1286 setup_spans_down_flat();
1287}
1288
1289void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1290 vertex_struct *v_b, vertex_struct *v_c)
1291{
1292 setup_spans_prologue(no);
1293 dup_2x32b(x_starts, x_a);
1294 x_ends.e[0] = x_b;
1295 x_ends.e[1] = x_c;
1296
1297 setup_spans_down_flat();
1298}
1299
1300void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1301 vertex_struct *v_b, vertex_struct *v_c)
1302{
1303 setup_spans_prologue(no);
1304
1305 s32 y_b = v_b->y;
1306 s64 edge_alt;
1307 s32 edge_dx_dy_alt;
1308 u32 edge_shift_alt;
1309
1310 s32 middle_y = y_a;
1311 s32 height_minor_a = y_a - y_b;
1312 s32 height_minor_b = y_c - y_a;
1313 s32 height_major = y_c - y_b;
1314
1315 vec_2x64s edges_xy_b;
1316 vec_2x32s edges_dx_dy_b;
1317 vec_2x32u edge_shifts_b;
1318
1319 vec_2x32s height_increment;
1320
1321 x_starts.e[0] = x_a;
1322 x_starts.e[1] = x_c;
1323 dup_2x32b(x_ends, x_b);
1324
1325 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1326
1327 height_increment.e[0] = 0;
1328 height_increment.e[1] = height_minor_b;
1329
1330 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1331
1332 edges_xy_b.e[0] = edge_alt;
1333 edges_xy_b.e[1] = edges_xy.e[1];
1334
1335 edge_shifts_b = edge_shifts;
1336 edge_shifts_b.e[0] = edge_shift_alt;
1337
1338 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1339 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1340
1341 y_a--;
1342
1343 if(y_b < psx_gpu->viewport_start_y)
1344 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1345
1346 clip = y_a - psx_gpu->viewport_end_y;
1347 if(clip > 0)
1348 {
1349 height_minor_a -= clip;
1350 y_a -= clip;
1351 setup_spans_clip(decrement, no);
1352 }
1353
1354 setup_spans_prologue_b();
1355
1356 if(height_minor_a > 0)
1357 {
1358 y_x4.e[0] = y_a;
1359 y_x4.e[1] = y_a - 1;
1360 y_x4.e[2] = y_a - 2;
1361 y_x4.e[3] = y_a - 3;
1362 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1363 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1364 setup_spans_adjust_interpolants_up();
1365
1366 psx_gpu->num_spans = height_minor_a;
1367 while(height_minor_a > 0)
1368 {
1369 setup_spans_set_x4(none, up, no);
1370 height_minor_a -= 4;
1371 }
1372
1373 span_edge_data += height_minor_a;
1374 span_uvrg_offset += height_minor_a;
1375 span_b_offset += height_minor_a;
1376 }
1377
1378 edges_xy = edges_xy_b;
1379 edges_dx_dy = edges_dx_dy_b;
1380 edge_shifts = edge_shifts_b;
1381
1382 uvrg = psx_gpu->uvrg;
1383 b = psx_gpu->b;
1384
1385 y_a = middle_y;
1386
1387 if(y_c > psx_gpu->viewport_end_y)
1388 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1389
1390 clip = psx_gpu->viewport_start_y - y_a;
1391 if(clip > 0)
1392 {
1393 height_minor_b -= clip;
1394 y_a += clip;
1395 setup_spans_clip(increment, no);
1396 }
1397
1398 if(height_minor_b > 0)
1399 {
1400 y_x4.e[0] = y_a;
1401 y_x4.e[1] = y_a + 1;
1402 y_x4.e[2] = y_a + 2;
1403 y_x4.e[3] = y_a + 3;
1404 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1405
b7569147 1406 // FIXME: overflow corner case
1407 if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1408 height_minor_b &= ~3;
1409
75e28f62 1410 psx_gpu->num_spans += height_minor_b;
b7569147 1411 while(height_minor_b > 0)
75e28f62
E
1412 {
1413 setup_spans_set_x4(none, down, no);
1414 height_minor_b -= 4;
b7569147 1415 }
75e28f62
E
1416 }
1417
1418 left_split_triangles++;
1419}
1420
1421#endif
1422
1423
1424#define dither_table_entry_normal(value) \
1425 (value) \
1426
1427
1428#define setup_blocks_load_msb_mask_indirect() \
1429
1430#define setup_blocks_load_msb_mask_direct() \
1431 vec_8x16u msb_mask; \
1432 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1433
1434
1435#define setup_blocks_variables_shaded_textured(target) \
1436 vec_4x32u u_block; \
1437 vec_4x32u v_block; \
1438 vec_4x32u r_block; \
1439 vec_4x32u g_block; \
1440 vec_4x32u b_block; \
1441 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1442 vec_4x32u uvrg_dx4; \
1443 vec_4x32u uvrg_dx8; \
1444 vec_4x32u uvrg; \
1445 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1446 u32 b_dx4 = b_dx << 2; \
1447 u32 b_dx8 = b_dx << 3; \
1448 u32 b; \
1449 \
1450 vec_16x8u texture_mask; \
1451 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1452 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1453 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1454 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1455
1456#define setup_blocks_variables_shaded_untextured(target) \
1457 vec_4x32u r_block; \
1458 vec_4x32u g_block; \
1459 vec_4x32u b_block; \
1460 vec_4x32u rgb_dx; \
1461 vec_4x32u rgb_dx4; \
1462 vec_4x32u rgb_dx8; \
1463 vec_4x32u rgb; \
1464 \
1465 vec_8x8u d64_0x07; \
1466 vec_8x8u d64_1; \
1467 vec_8x8u d64_4; \
1468 vec_8x8u d64_128; \
1469 \
1470 dup_8x8b(d64_0x07, 0x07); \
1471 dup_8x8b(d64_1, 1); \
1472 dup_8x8b(d64_4, 4); \
1473 dup_8x8b(d64_128, 128); \
1474 \
1475 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1476 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1477 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1478 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1479
1480#define setup_blocks_variables_unshaded_textured(target) \
1481 vec_4x32u u_block; \
1482 vec_4x32u v_block; \
1483 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1484 vec_2x32u uv_dx4; \
1485 vec_2x32u uv_dx8; \
1486 vec_2x32u uv = psx_gpu->uvrg.low; \
1487 \
1488 vec_16x8u texture_mask; \
1489 shl_2x32b(uv_dx4, uv_dx, 2); \
1490 shl_2x32b(uv_dx8, uv_dx, 3); \
1491 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1492 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1493
1494
1495#define setup_blocks_variables_unshaded_untextured_direct() \
1496 or_8x16b(colors, colors, msb_mask) \
1497
1498#define setup_blocks_variables_unshaded_untextured_indirect() \
1499
1500#define setup_blocks_variables_unshaded_untextured(target) \
1501 u32 color = psx_gpu->triangle_color; \
1502 vec_8x16u colors; \
1503 \
1504 u32 color_r = color & 0xFF; \
1505 u32 color_g = (color >> 8) & 0xFF; \
1506 u32 color_b = (color >> 16) & 0xFF; \
1507 \
1508 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1509 ((color_b >> 3) << 10); \
1510 dup_8x16b(colors, color); \
1511 setup_blocks_variables_unshaded_untextured_##target() \
1512
1513#define setup_blocks_span_initialize_dithered_textured() \
1514 vec_8x16u dither_offsets; \
1515 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1516
1517#define setup_blocks_span_initialize_dithered_untextured() \
1518 vec_8x8u dither_offsets; \
1519 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1520
1521#define setup_blocks_span_initialize_dithered(texturing) \
1522 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1523 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1524 vec_8x8s dither_offsets_short; \
1525 \
1526 dither_row = \
1527 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1528 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1529 setup_blocks_span_initialize_dithered_##texturing() \
1530
1531#define setup_blocks_span_initialize_undithered(texturing) \
1532
1533
1534#define setup_blocks_span_initialize_shaded_textured() \
1535{ \
1536 vec_4x32u block_span; \
1537 u32 offset = span_edge_data->left_x; \
1538 \
1539 uvrg = *span_uvrg_offset; \
1540 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1541 b = *span_b_offset; \
1542 b += b_dx * offset; \
1543 \
1544 dup_4x32b(u_block, uvrg.e[0]); \
1545 dup_4x32b(v_block, uvrg.e[1]); \
1546 dup_4x32b(r_block, uvrg.e[2]); \
1547 dup_4x32b(g_block, uvrg.e[3]); \
1548 dup_4x32b(b_block, b); \
1549 \
1550 block_span = psx_gpu->u_block_span; \
1551 add_4x32b(u_block, u_block, block_span); \
1552 block_span = psx_gpu->v_block_span; \
1553 add_4x32b(v_block, v_block, block_span); \
1554 block_span = psx_gpu->r_block_span; \
1555 add_4x32b(r_block, r_block, block_span); \
1556 block_span = psx_gpu->g_block_span; \
1557 add_4x32b(g_block, g_block, block_span); \
1558 block_span = psx_gpu->b_block_span; \
1559 add_4x32b(b_block, b_block, block_span); \
1560}
1561
1562#define setup_blocks_span_initialize_shaded_untextured() \
1563{ \
1564 vec_4x32u block_span; \
1565 u32 offset = span_edge_data->left_x; \
1566 \
1567 rgb.low = span_uvrg_offset->high; \
1568 rgb.high.e[0] = *span_b_offset; \
1569 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1570 \
1571 dup_4x32b(r_block, rgb.e[0]); \
1572 dup_4x32b(g_block, rgb.e[1]); \
1573 dup_4x32b(b_block, rgb.e[2]); \
1574 \
1575 block_span = psx_gpu->r_block_span; \
1576 add_4x32b(r_block, r_block, block_span); \
1577 block_span = psx_gpu->g_block_span; \
1578 add_4x32b(g_block, g_block, block_span); \
1579 block_span = psx_gpu->b_block_span; \
1580 add_4x32b(b_block, b_block, block_span); \
1581} \
1582
1583#define setup_blocks_span_initialize_unshaded_textured() \
1584{ \
1585 vec_4x32u block_span; \
1586 u32 offset = span_edge_data->left_x; \
1587 \
1588 uv = span_uvrg_offset->low; \
1589 mla_scalar_2x32b(uv, uv_dx, offset); \
1590 \
1591 dup_4x32b(u_block, uv.e[0]); \
1592 dup_4x32b(v_block, uv.e[1]); \
1593 \
1594 block_span = psx_gpu->u_block_span; \
1595 add_4x32b(u_block, u_block, block_span); \
1596 block_span = psx_gpu->v_block_span; \
1597 add_4x32b(v_block, v_block, block_span); \
1598} \
1599
1600#define setup_blocks_span_initialize_unshaded_untextured() \
1601
1602
1603#define setup_blocks_texture_swizzled() \
1604{ \
1605 vec_8x8u u_saved = u; \
1606 sli_8x8b(u, v, 4); \
1607 sri_8x8b(v, u_saved, 4); \
1608} \
1609
1610#define setup_blocks_texture_unswizzled() \
1611
1612#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1613 edge_type) \
1614{ \
1615 vec_8x16u u_whole; \
1616 vec_8x16u v_whole; \
1617 vec_8x16u r_whole; \
1618 vec_8x16u g_whole; \
1619 vec_8x16u b_whole; \
1620 \
1621 vec_8x8u u; \
1622 vec_8x8u v; \
1623 vec_8x8u r; \
1624 vec_8x8u g; \
1625 vec_8x8u b; \
1626 vec_8x16u uv; \
1627 \
1628 vec_4x32u dx4; \
1629 vec_4x32u dx8; \
1630 \
1631 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1632 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1633 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1634 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1635 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1636 \
1637 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1638 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1639 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1640 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1641 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1642 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1643 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1644 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1645 dup_4x32b(dx4, b_dx4); \
1646 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1647 \
1648 mov_narrow_8x16b(u, u_whole); \
1649 mov_narrow_8x16b(v, v_whole); \
1650 mov_narrow_8x16b(r, r_whole); \
1651 mov_narrow_8x16b(g, g_whole); \
1652 mov_narrow_8x16b(b, b_whole); \
1653 \
1654 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1655 add_4x32b(u_block, u_block, dx8); \
1656 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1657 add_4x32b(v_block, v_block, dx8); \
1658 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1659 add_4x32b(r_block, r_block, dx8); \
1660 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1661 add_4x32b(g_block, g_block, dx8); \
1662 dup_4x32b(dx8, b_dx8); \
1663 add_4x32b(b_block, b_block, dx8); \
1664 \
1665 and_8x8b(u, u, texture_mask.low); \
1666 and_8x8b(v, v, texture_mask.high); \
1667 setup_blocks_texture_##swizzling(); \
1668 \
1669 zip_8x16b(uv, u, v); \
1670 block->uv = uv; \
1671 block->r = r; \
1672 block->g = g; \
1673 block->b = b; \
1674 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1675 block->fb_ptr = fb_ptr; \
1676} \
1677
1678#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1679 edge_type) \
1680{ \
1681 vec_8x16u u_whole; \
1682 vec_8x16u v_whole; \
1683 \
1684 vec_8x8u u; \
1685 vec_8x8u v; \
1686 vec_8x16u uv; \
1687 \
1688 vec_4x32u dx4; \
1689 vec_4x32u dx8; \
1690 \
1691 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1692 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1693 \
1694 dup_4x32b(dx4, uv_dx4.e[0]); \
1695 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1696 dup_4x32b(dx4, uv_dx4.e[1]); \
1697 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1698 \
1699 mov_narrow_8x16b(u, u_whole); \
1700 mov_narrow_8x16b(v, v_whole); \
1701 \
1702 dup_4x32b(dx8, uv_dx8.e[0]); \
1703 add_4x32b(u_block, u_block, dx8); \
1704 dup_4x32b(dx8, uv_dx8.e[1]); \
1705 add_4x32b(v_block, v_block, dx8); \
1706 \
1707 and_8x8b(u, u, texture_mask.low); \
1708 and_8x8b(v, v, texture_mask.high); \
1709 setup_blocks_texture_##swizzling(); \
1710 \
1711 zip_8x16b(uv, u, v); \
1712 block->uv = uv; \
1713 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1714 block->fb_ptr = fb_ptr; \
1715} \
1716
1717#define setup_blocks_store_shaded_untextured_dithered() \
1718 addq_8x8b(r, r, dither_offsets); \
1719 addq_8x8b(g, g, dither_offsets); \
1720 addq_8x8b(b, b, dither_offsets); \
1721 \
1722 subq_8x8b(r, r, d64_4); \
1723 subq_8x8b(g, g, d64_4); \
1724 subq_8x8b(b, b, d64_4) \
1725
1726#define setup_blocks_store_shaded_untextured_undithered() \
1727
1728
1729#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1730 block->pixels = _pixels; \
1731 block->fb_ptr = fb_ptr \
1732
1733#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1734 block->pixels = _pixels; \
1735 block->fb_ptr = fb_ptr \
1736
1737#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1738 mul_long_8x8b(pixels, r, d64_1) \
1739
1740
1741#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1742 store_8x16b(_pixels, fb_ptr) \
1743
1744#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1745{ \
1746 vec_8x16u fb_pixels; \
1747 vec_8x16u draw_mask; \
1748 vec_8x16u test_mask = psx_gpu->test_mask; \
1749 \
1750 load_8x16b(fb_pixels, fb_ptr); \
1751 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1752 tst_8x16b(draw_mask, draw_mask, test_mask); \
1753 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1754 store_8x16b(fb_pixels, fb_ptr); \
1755} \
1756
1757#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1758 pixels = msb_mask; \
1759 mla_long_8x8b(pixels, r, d64_1) \
1760
1761
1762#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1763 edge_type) \
1764{ \
1765 vec_8x16u r_whole; \
1766 vec_8x16u g_whole; \
1767 vec_8x16u b_whole; \
1768 \
1769 vec_8x8u r; \
1770 vec_8x8u g; \
1771 vec_8x8u b; \
1772 \
1773 vec_4x32u dx4; \
1774 vec_4x32u dx8; \
1775 \
1776 vec_8x16u pixels; \
1777 \
1778 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1779 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1780 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1781 \
1782 dup_4x32b(dx4, rgb_dx4.e[0]); \
1783 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1784 dup_4x32b(dx4, rgb_dx4.e[1]); \
1785 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1786 dup_4x32b(dx4, rgb_dx4.e[2]); \
1787 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1788 \
1789 mov_narrow_8x16b(r, r_whole); \
1790 mov_narrow_8x16b(g, g_whole); \
1791 mov_narrow_8x16b(b, b_whole); \
1792 \
1793 dup_4x32b(dx8, rgb_dx8.e[0]); \
1794 add_4x32b(r_block, r_block, dx8); \
1795 dup_4x32b(dx8, rgb_dx8.e[1]); \
1796 add_4x32b(g_block, g_block, dx8); \
1797 dup_4x32b(dx8, rgb_dx8.e[2]); \
1798 add_4x32b(b_block, b_block, dx8); \
1799 \
1800 setup_blocks_store_shaded_untextured_##dithering(); \
1801 \
1802 shr_8x8b(r, r, 3); \
1803 bic_8x8b(g, g, d64_0x07); \
1804 bic_8x8b(b, b, d64_0x07); \
1805 \
1806 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1807 mla_long_8x8b(pixels, g, d64_4); \
1808 mla_long_8x8b(pixels, b, d64_128) \
1809 \
1810 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1811} \
1812
1813#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1814 edge_type) \
1815 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1816
1817
1818#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1819 (_block)->draw_mask_bits = bits \
1820
1821#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1822{ \
1823 vec_8x16u bits_mask; \
1824 vec_8x16u test_mask = psx_gpu->test_mask; \
1825 dup_8x16b(bits_mask, bits); \
1826 tst_8x16b(bits_mask, bits_mask, test_mask); \
1827 (_block)->draw_mask = bits_mask; \
1828} \
1829
1830#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1831
1832
1833#define setup_blocks_add_blocks_indirect() \
1834 num_blocks += span_num_blocks; \
1835 \
1836 if(num_blocks > MAX_BLOCKS) \
1837 { \
1838 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1839 flush_render_block_buffer(psx_gpu); \
1840 num_blocks = span_num_blocks; \
1841 block = psx_gpu->blocks; \
1842 } \
1843
1844#define setup_blocks_add_blocks_direct() \
3867c6ef
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1845 texel_blocks_untextured += span_num_blocks; \
1846 span_pixel_blocks += span_num_blocks \
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1847
1848
1849#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1850void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1851 psx_gpu_struct *psx_gpu) \
1852{ \
1853 setup_blocks_load_msb_mask_##target(); \
1854 setup_blocks_variables_##shading##_##texturing(target); \
1855 \
1856 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1857 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1858 u32 *span_b_offset = psx_gpu->span_b_offset; \
1859 \
1860 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1861 \
1862 u32 num_spans = psx_gpu->num_spans; \
1863 \
1864 u16 *fb_ptr; \
1865 u32 y; \
1866 \
1867 u32 num_blocks = psx_gpu->num_blocks; \
1868 u32 span_num_blocks; \
1869 \
1870 while(num_spans) \
1871 { \
1872 span_num_blocks = span_edge_data->num_blocks; \
1873 if(span_num_blocks) \
1874 { \
1875 y = span_edge_data->y; \
c1817bd9 1876 fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024); \
75e28f62
E
1877 \
1878 setup_blocks_span_initialize_##shading##_##texturing(); \
1879 setup_blocks_span_initialize_##dithering(texturing); \
1880 \
1881 setup_blocks_add_blocks_##target(); \
1882 \
1883 s32 pixel_span = span_num_blocks * 8; \
1884 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1885 span_pixels += pixel_span; \
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E
1886 \
1887 span_num_blocks--; \
1888 while(span_num_blocks) \
1889 { \
1890 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1891 full); \
1892 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1893 \
1894 fb_ptr += 8; \
1895 block++; \
1896 span_num_blocks--; \
1897 } \
1898 \
1899 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1900 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1901 span_edge_data->right_mask); \
1902 \
1903 block++; \
1904 } \
1905 else \
1906 { \
1907 zero_block_spans++; \
1908 } \
1909 \
1910 num_spans--; \
1911 span_edge_data++; \
1912 span_uvrg_offset++; \
1913 span_b_offset++; \
1914 } \
1915 \
1916 psx_gpu->num_blocks = num_blocks; \
1917} \
1918
75e28f62
E
1919
1920//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1921
2bbbb7af 1922#ifndef NEON_BUILD
75e28f62
E
1923
1924setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1925setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1926
1927setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1928setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1929
1930setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1931setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1932setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1933setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1934
1935setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1936setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1937
75e28f62
E
1938void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1939{
1940 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1941 texel_blocks_untextured += psx_gpu->num_blocks;
1942}
1943
1944void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1945{
1946 block_struct *block = psx_gpu->blocks;
1947 u32 num_blocks = psx_gpu->num_blocks;
1948 texel_blocks_4bpp += num_blocks;
1949
1950 vec_8x8u texels_low;
1951 vec_8x8u texels_high;
1952 vec_8x8u texels;
1953 vec_8x16u pixels;
1954
1955 vec_8x16u clut_a;
1956 vec_8x16u clut_b;
1957 vec_16x8u clut_low;
1958 vec_16x8u clut_high;
1959
1960 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1961 u16 *clut_ptr = psx_gpu->clut_ptr;
1962
1963 // Can be done with one deinterleaving load on NEON
1964 load_8x16b(clut_a, clut_ptr);
1965 load_8x16b(clut_b, clut_ptr + 8);
1966 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1967
1968 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1969 update_texture_4bpp_cache(psx_gpu);
1970
1971 while(num_blocks)
1972 {
1973 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1974 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1975 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1976 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1977 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1978 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1979 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1980 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1981
1982 tbl_16(texels_low, texels, clut_low);
1983 tbl_16(texels_high, texels, clut_high);
1984
1985 // Can be done with an interleaving store on NEON
1986 zip_8x16b(pixels, texels_low, texels_high);
1987
1988 block->texels = pixels;
1989
1990 num_blocks--;
1991 block++;
1992 }
1993}
1994
1995void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
1996{
1997 block_struct *block = psx_gpu->blocks;
1998 u32 num_blocks = psx_gpu->num_blocks;
1999
2000 texel_blocks_8bpp += num_blocks;
2001
2002 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2003 update_texture_8bpp_cache(psx_gpu);
2004
2005 vec_8x16u texels;
2006 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2007
2008 u32 texel;
2009 u32 offset;
2010 u32 i;
2011
2012 while(num_blocks)
2013 {
2014 for(i = 0; i < 8; i++)
2015 {
2016 offset = block->uv.e[i];
2017
2018 texel = texture_ptr_8bpp[offset];
2019 texels.e[i] = psx_gpu->clut_ptr[texel];
2020 }
2021
2022 block->texels = texels;
2023
2024 num_blocks--;
2025 block++;
2026 }
2027}
2028
2029void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2030{
2031 block_struct *block = psx_gpu->blocks;
2032 u32 num_blocks = psx_gpu->num_blocks;
2033
2034 texel_blocks_16bpp += num_blocks;
2035
2036 vec_8x16u texels;
2037
2038 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2039 u32 offset;
2040 u32 i;
2041
2042 while(num_blocks)
2043 {
2044 for(i = 0; i < 8; i++)
2045 {
2046 offset = block->uv.e[i];
2047 offset += ((offset & 0xFF00) * 3);
2048
2049 texels.e[i] = texture_ptr_16bpp[offset];
2050 }
2051
2052 block->texels = texels;
2053
2054 num_blocks--;
2055 block++;
2056 }
2057}
2058
2059#endif
2060
2061
2062#define shade_blocks_load_msb_mask_indirect() \
2063
2064#define shade_blocks_load_msb_mask_direct() \
2065 vec_8x16u msb_mask; \
2066 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2067
2068#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2069 block->draw_mask = _draw_mask; \
2070 block->pixels = _pixels \
2071
2072#define shade_blocks_store_direct(_draw_mask, _pixels) \
2073{ \
2074 vec_8x16u fb_pixels; \
2075 or_8x16b(_pixels, _pixels, msb_mask); \
2076 load_8x16b(fb_pixels, block->fb_ptr); \
2077 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2078 store_8x16b(fb_pixels, block->fb_ptr); \
2079} \
2080
2081
3867c6ef 2082#define shade_blocks_textured_false_modulated_check_dithered(target) \
b7ed0632
E
2083 if(psx_gpu->triangle_color == 0x808080) \
2084 { \
2085 false_modulated_blocks += num_blocks; \
2086 } \
3867c6ef
E
2087
2088#define shade_blocks_textured_false_modulated_check_undithered(target) \
2089 if(psx_gpu->triangle_color == 0x808080) \
2090 { \
2091 \
2092 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2093 false_modulated_blocks += num_blocks; \
2094 return; \
2095 } \
2096
2097
2098#define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2099 target) \
75e28f62 2100
3867c6ef
E
2101#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2102 target) \
75e28f62
E
2103{ \
2104 u32 color = psx_gpu->triangle_color; \
2105 dup_8x8b(colors_r, color); \
2106 dup_8x8b(colors_g, color >> 8); \
2107 dup_8x8b(colors_b, color >> 16); \
3867c6ef 2108 shade_blocks_textured_false_modulated_check_##dithering(target); \
75e28f62
E
2109} \
2110
2111#define shade_blocks_textured_modulated_shaded_block_load() \
2112 colors_r = block->r; \
2113 colors_g = block->g; \
2114 colors_b = block->b \
2115
2116#define shade_blocks_textured_modulated_unshaded_block_load() \
2117
2118#define shade_blocks_textured_modulate_dithered(component) \
2119 pixels_##component = block->dither_offsets; \
2120 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2121
2122#define shade_blocks_textured_modulate_undithered(component) \
2123 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2124
2125#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2126void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2127 psx_gpu_struct *psx_gpu) \
2128{ \
2129 block_struct *block = psx_gpu->blocks; \
2130 u32 num_blocks = psx_gpu->num_blocks; \
2131 vec_8x16u texels; \
2132 \
2133 vec_8x8u texels_r; \
2134 vec_8x8u texels_g; \
2135 vec_8x8u texels_b; \
2136 \
2137 vec_8x8u colors_r; \
2138 vec_8x8u colors_g; \
2139 vec_8x8u colors_b; \
2140 \
2141 vec_8x8u pixels_r_low; \
2142 vec_8x8u pixels_g_low; \
2143 vec_8x8u pixels_b_low; \
2144 vec_8x16u pixels; \
2145 \
2146 vec_8x16u pixels_r; \
2147 vec_8x16u pixels_g; \
2148 vec_8x16u pixels_b; \
2149 \
2150 vec_8x16u draw_mask; \
2151 vec_8x16u zero_mask; \
2152 \
2153 vec_8x8u d64_0x07; \
2154 vec_8x8u d64_0x1F; \
2155 vec_8x8u d64_1; \
2156 vec_8x8u d64_4; \
2157 vec_8x8u d64_128; \
2158 \
2159 vec_8x16u d128_0x8000; \
2160 \
2161 vec_8x16u test_mask = psx_gpu->test_mask; \
2162 u32 draw_mask_bits; \
2163 shade_blocks_load_msb_mask_##target(); \
2164 \
2165 dup_8x8b(d64_0x07, 0x07); \
2166 dup_8x8b(d64_0x1F, 0x1F); \
2167 dup_8x8b(d64_1, 1); \
2168 dup_8x8b(d64_4, 4); \
2169 dup_8x8b(d64_128, 128); \
2170 \
2171 dup_8x16b(d128_0x8000, 0x8000); \
2172 \
3867c6ef
E
2173 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2174 target); \
75e28f62
E
2175 \
2176 while(num_blocks) \
2177 { \
2178 draw_mask_bits = block->draw_mask_bits; \
2179 dup_8x16b(draw_mask, draw_mask_bits); \
2180 tst_8x16b(draw_mask, draw_mask, test_mask); \
2181 \
2182 shade_blocks_textured_modulated_##shading##_block_load(); \
2183 \
2184 texels = block->texels; \
2185 \
2186 mov_narrow_8x16b(texels_r, texels); \
2187 shr_narrow_8x16b(texels_g, texels, 5); \
2188 shr_narrow_8x16b(texels_b, texels, 7); \
2189 \
2190 and_8x8b(texels_r, texels_r, d64_0x1F); \
2191 and_8x8b(texels_g, texels_g, d64_0x1F); \
2192 shr_8x8b(texels_b, texels_b, 3); \
2193 \
2194 shade_blocks_textured_modulate_##dithering(r); \
2195 shade_blocks_textured_modulate_##dithering(g); \
2196 shade_blocks_textured_modulate_##dithering(b); \
2197 \
2198 cmpeqz_8x16b(zero_mask, texels); \
2199 and_8x16b(pixels, texels, d128_0x8000); \
2200 \
2201 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2202 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2203 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2204 \
2205 or_8x16b(zero_mask, draw_mask, zero_mask); \
2206 \
2207 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2208 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2209 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2210 \
2211 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2212 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2213 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2214 \
2215 shade_blocks_store_##target(zero_mask, pixels); \
2216 \
2217 num_blocks--; \
2218 block++; \
2219 } \
2220} \
2221
2bbbb7af 2222#ifndef NEON_BUILD
75e28f62
E
2223
2224shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2225shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2226shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2227shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2228
2229shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2230shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2231shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2232shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2233
2234#endif
2235
2236
2237#define shade_blocks_textured_unmodulated_builder(target) \
2238void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2239{ \
2240 block_struct *block = psx_gpu->blocks; \
2241 u32 num_blocks = psx_gpu->num_blocks; \
2242 vec_8x16u draw_mask; \
2243 vec_8x16u test_mask = psx_gpu->test_mask; \
2244 u32 draw_mask_bits; \
2245 \
2246 vec_8x16u pixels; \
2247 shade_blocks_load_msb_mask_##target(); \
2248 \
2249 while(num_blocks) \
2250 { \
2251 vec_8x16u zero_mask; \
2252 \
2253 draw_mask_bits = block->draw_mask_bits; \
2254 dup_8x16b(draw_mask, draw_mask_bits); \
2255 tst_8x16b(draw_mask, draw_mask, test_mask); \
2256 \
2257 pixels = block->texels; \
2258 \
2259 cmpeqz_8x16b(zero_mask, pixels); \
2260 or_8x16b(zero_mask, draw_mask, zero_mask); \
2261 \
2262 shade_blocks_store_##target(zero_mask, pixels); \
2263 \
2264 num_blocks--; \
2265 block++; \
2266 } \
2267} \
2268
3867c6ef
E
2269#define shade_blocks_textured_unmodulated_dithered_builder(target) \
2270void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2271 *psx_gpu) \
2272{ \
2273 block_struct *block = psx_gpu->blocks; \
2274 u32 num_blocks = psx_gpu->num_blocks; \
2275 vec_8x16u draw_mask; \
2276 vec_8x16u test_mask = psx_gpu->test_mask; \
2277 u32 draw_mask_bits; \
2278 \
2279 vec_8x16u pixels; \
2280 shade_blocks_load_msb_mask_##target(); \
2281 \
2282 while(num_blocks) \
2283 { \
2284 vec_8x16u zero_mask; \
2285 \
2286 draw_mask_bits = block->draw_mask_bits; \
2287 dup_8x16b(draw_mask, draw_mask_bits); \
2288 tst_8x16b(draw_mask, draw_mask, test_mask); \
2289 \
2290 pixels = block->texels; \
2291 \
2292 cmpeqz_8x16b(zero_mask, pixels); \
2293 or_8x16b(zero_mask, draw_mask, zero_mask); \
2294 \
2295 shade_blocks_store_##target(zero_mask, pixels); \
2296 \
2297 num_blocks--; \
2298 block++; \
2299 } \
2300} \
75e28f62 2301
2bbbb7af 2302#ifndef NEON_BUILD
75e28f62
E
2303
2304shade_blocks_textured_unmodulated_builder(indirect)
2305shade_blocks_textured_unmodulated_builder(direct)
2306
75e28f62
E
2307void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2308{
2309}
2310
2311void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2312{
2313 block_struct *block = psx_gpu->blocks;
2314 u32 num_blocks = psx_gpu->num_blocks;
2315
2316 vec_8x16u pixels = block->pixels;
2317 shade_blocks_load_msb_mask_direct();
2318
2319 while(num_blocks)
2320 {
2321 shade_blocks_store_direct(block->draw_mask, pixels);
2322
2323 num_blocks--;
2324 block++;
2325 }
2326}
2327
2328#endif
2329
2330void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2331{
2332}
2333
2334
2335#define blend_blocks_mask_evaluate_on() \
2336 vec_8x16u mask_pixels; \
2337 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2338 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2339
2340#define blend_blocks_mask_evaluate_off() \
2341
2342#define blend_blocks_average() \
2343{ \
2344 vec_8x16u pixels_no_msb; \
2345 vec_8x16u fb_pixels_no_msb; \
2346 \
2347 vec_8x16u d128_0x0421; \
2348 vec_8x16u d128_0x8000; \
2349 \
2350 dup_8x16b(d128_0x0421, 0x0421); \
2351 dup_8x16b(d128_0x8000, 0x8000); \
2352 \
2353 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2354 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2355 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2356 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2357 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2358 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2359} \
2360
2361#define blend_blocks_add() \
2362{ \
2363 vec_8x16u pixels_rb, pixels_g; \
2364 vec_8x16u fb_rb, fb_g; \
2365 \
2366 vec_8x16u d128_0x7C1F; \
2367 vec_8x16u d128_0x03E0; \
2368 \
2369 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2370 dup_8x16b(d128_0x03E0, 0x03E0); \
2371 \
2372 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2373 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2374 \
2375 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2376 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2377 \
2378 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2379 add_8x16b(fb_g, fb_g, pixels_g); \
2380 \
2381 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2382 vector_cast(vec_16x8u, d128_0x7C1F)); \
2383 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2384 \
2385 or_8x16b(blend_pixels, fb_rb, fb_g); \
2386} \
2387
2388#define blend_blocks_subtract() \
2389{ \
2390 vec_8x16u pixels_rb, pixels_g; \
2391 vec_8x16u fb_rb, fb_g; \
2392 \
2393 vec_8x16u d128_0x7C1F; \
2394 vec_8x16u d128_0x03E0; \
2395 \
2396 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2397 dup_8x16b(d128_0x03E0, 0x03E0); \
2398 \
2399 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2400 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2401 \
2402 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2403 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2404 \
2405 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2406 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2407 subs_8x16b(fb_g, fb_g, pixels_g); \
2408 \
2409 or_8x16b(blend_pixels, fb_rb, fb_g); \
2410} \
2411
2412#define blend_blocks_add_fourth() \
2413{ \
2414 vec_8x16u pixels_rb, pixels_g; \
2415 vec_8x16u pixels_fourth; \
2416 vec_8x16u fb_rb, fb_g; \
2417 \
2418 vec_8x16u d128_0x7C1F; \
2419 vec_8x16u d128_0x1C07; \
2420 vec_8x16u d128_0x03E0; \
2421 vec_8x16u d128_0x00E0; \
2422 \
2423 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2424 dup_8x16b(d128_0x1C07, 0x1C07); \
2425 dup_8x16b(d128_0x03E0, 0x03E0); \
2426 dup_8x16b(d128_0x00E0, 0x00E0); \
2427 \
2428 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2429 \
2430 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2431 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2432 \
2433 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2434 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2435 \
2436 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2437 add_8x16b(fb_g, fb_g, pixels_g); \
2438 \
2439 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2440 vector_cast(vec_16x8u, d128_0x7C1F)); \
2441 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2442 \
2443 or_8x16b(blend_pixels, fb_rb, fb_g); \
2444} \
2445
2446#define blend_blocks_blended_combine_textured() \
2447{ \
2448 vec_8x16u blend_mask; \
2449 cmpltz_8x16b(blend_mask, pixels); \
2450 \
2451 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2452 bif_8x16b(blend_pixels, pixels, blend_mask); \
2453} \
2454
2455#define blend_blocks_blended_combine_untextured() \
2456
2457
2458#define blend_blocks_body_blend(blend_mode, texturing) \
2459{ \
2460 blend_blocks_##blend_mode(); \
2461 blend_blocks_blended_combine_##texturing(); \
2462} \
2463
2464#define blend_blocks_body_average(texturing) \
2465 blend_blocks_body_blend(average, texturing) \
2466
2467#define blend_blocks_body_add(texturing) \
2468 blend_blocks_body_blend(add, texturing) \
2469
2470#define blend_blocks_body_subtract(texturing) \
2471 blend_blocks_body_blend(subtract, texturing) \
2472
2473#define blend_blocks_body_add_fourth(texturing) \
2474 blend_blocks_body_blend(add_fourth, texturing) \
2475
2476#define blend_blocks_body_unblended(texturing) \
2477 blend_pixels = pixels \
2478
2479
2480#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2481void \
2482 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2483 *psx_gpu) \
2484{ \
2485 block_struct *block = psx_gpu->blocks; \
2486 u32 num_blocks = psx_gpu->num_blocks; \
2487 vec_8x16u draw_mask; \
2488 vec_8x16u pixels; \
2489 vec_8x16u blend_pixels; \
2490 vec_8x16u framebuffer_pixels; \
2491 vec_8x16u msb_mask; \
2492 \
2493 u16 *fb_ptr; \
2494 \
2495 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2496 \
2497 while(num_blocks) \
2498 { \
2499 pixels = block->pixels; \
2500 draw_mask = block->draw_mask; \
2501 fb_ptr = block->fb_ptr; \
2502 \
2503 load_8x16b(framebuffer_pixels, fb_ptr); \
2504 \
2505 blend_blocks_mask_evaluate_##mask_evaluate(); \
2506 blend_blocks_body_##blend_mode(texturing); \
2507 \
2508 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2509 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2510 store_8x16b(framebuffer_pixels, fb_ptr); \
2511 \
2512 blend_blocks++; \
2513 num_blocks--; \
2514 block++; \
2515 } \
2516} \
2517
2bbbb7af 2518#ifndef NEON_BUILD
75e28f62
E
2519
2520void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2521{
2522}
2523
2524blend_blocks_builder(textured, average, off);
2525blend_blocks_builder(textured, average, on);
2526blend_blocks_builder(textured, add, off);
2527blend_blocks_builder(textured, add, on);
2528blend_blocks_builder(textured, subtract, off);
2529blend_blocks_builder(textured, subtract, on);
2530blend_blocks_builder(textured, add_fourth, off);
2531blend_blocks_builder(textured, add_fourth, on);
2532
2533blend_blocks_builder(untextured, average, off);
2534blend_blocks_builder(untextured, average, on);
2535blend_blocks_builder(untextured, add, off);
2536blend_blocks_builder(untextured, add, on);
2537blend_blocks_builder(untextured, subtract, off);
2538blend_blocks_builder(untextured, subtract, on);
2539blend_blocks_builder(untextured, add_fourth, off);
2540blend_blocks_builder(untextured, add_fourth, on);
2541
2542blend_blocks_builder(textured, unblended, on);
2543
2544#endif
2545
2546
2547#define vertex_swap(_a, _b) \
2548{ \
2549 vertex_struct *temp_vertex = _a; \
2550 _a = _b; \
2551 _b = temp_vertex; \
2552 triangle_winding ^= 1; \
2553} \
2554
2555
2556// Setup blocks parametric-variables:
2557// SHADE TEXTURE_MAP SWIZZLING
2558// 0 0 x
2559// 0 1 0
2560// 0 1 1
2561// 1 0 x
2562// 1 1 0
2563// 1 1 1
2564// 8 inputs, 6 combinations
2565
2566#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2567 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2568
2569#define setup_blocks_switch_untextured_shaded(dithering, target) \
2570 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2571
2572#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2573 target) \
2574 setup_blocks_switch_untextured_##shading(dithering, target) \
2575
2576#define setup_blocks_switch_texture_mode_4bpp(shading) \
2577 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2578
2579#define setup_blocks_switch_texture_mode_8bpp(shading) \
2580 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2581
2582#define setup_blocks_switch_texture_mode_16bpp(shading) \
2583 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2584
2585#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2586 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2587
2588#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2589 dithering, mask_evaluate) \
2590 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2591
2592#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2593 dithering) \
2594 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2595
2596#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2597 dithering) \
2598 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2599
2600#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2601 dithering, mask_evaluate) \
2602 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2603 texture_mode, dithering) \
2604
2605#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2606 blending, mask_evaluate) \
2607 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2608 dithering, mask_evaluate) \
2609
2610
2611// Texture blocks:
2612
2613#define texture_blocks_switch_untextured(texture_mode) \
2614 texture_blocks_untextured \
2615
2616#define texture_blocks_switch_textured(texture_mode) \
2617 texture_blocks_##texture_mode \
2618
2619#define texture_blocks_switch(texturing, texture_mode) \
2620 texture_blocks_switch_##texturing(texture_mode) \
2621
2622
2623// Shade blocks parametric-variables:
2624// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2625// 0 0 x x
2626// 0 1 0 0
2627// 0 1 0 1
2628// x 1 1 x
2629// 1 0 x 0
2630// 1 0 x 1
2631// 1 1 0 0
2632// 1 1 0 1
2633// 16 inputs, 8 combinations
2634
2635#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2636 shade_blocks_unshaded_untextured_##target \
2637
2638#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2639 shade_blocks_textured_unmodulated_##target \
2640
2641#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2642 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2643
2644#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2645 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2646
2647#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2648 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2649
2650#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2651 shade_blocks_shaded_untextured \
2652
2653#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2654 shade_blocks_textured_unmodulated_##target \
2655
2656#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2657 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2658
2659#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2660 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2661
2662#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2663 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2664
2665#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2666 dithering) \
2667 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2668
2669#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2670 dithering) \
2671 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2672
2673#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2674 mask_evaluate) \
2675 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2676
2677#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2678 dithering, mask_evaluate) \
2679 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2680 dithering) \
2681
2682#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2683 blending, mask_evaluate) \
2684 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2685 mask_evaluate) \
2686
2687
2688// Blend blocks parametric-variables:
2689// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2690// x 0 x x 0
2691// x 0 x x 1
2692// 0 1 0 0 0
2693// 0 1 0 0 1
2694// 0 1 0 1 0
2695// 0 1 0 1 1
2696// 0 1 1 0 0
2697// 0 1 1 0 1
2698// 0 1 1 1 0
2699// 0 1 1 1 1
2700// 1 1 0 0 0
2701// 1 1 0 0 1
2702// 1 1 0 1 0
2703// 1 1 0 1 1
2704// 1 1 1 0 0
2705// 1 1 1 0 1
2706// 1 1 1 1 0
2707// 1 1 1 1 1
2708// 32 inputs, 18 combinations
2709
2710#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2711 blend_blocks_textured_unblended_##mask_evaluate \
2712
2713#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2714 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2715
2716#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2717 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2718
2719
2720#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2721 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2722{ \
2723 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2724 mask_evaluate), \
2725 texture_blocks_switch(texturing, texture_mode), \
2726 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2727 mask_evaluate), \
2728 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2729} \
2730
2731#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2732 mask_evaluate, shading, dithering, texturing, blending) \
2733 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2734 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2735 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2736 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2737
2738#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2739 mask_evaluate, shading, dithering, texturing) \
2740 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2741 mask_evaluate, shading, dithering, texturing, unblended), \
2742 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2743 mask_evaluate, shading, dithering, texturing, blended) \
2744
2745#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2746 mask_evaluate, shading, dithering) \
2747 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2748 mask_evaluate, shading, dithering, untextured), \
2749 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2750 mask_evaluate, shading, dithering, textured) \
2751
2752#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2753 mask_evaluate, shading) \
2754 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2755 mask_evaluate, shading, undithered), \
2756 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2757 mask_evaluate, shading, dithered) \
2758
2759#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2760 mask_evaluate) \
2761 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2762 unshaded), \
2763 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2764 shaded) \
2765
2766#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2767 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2768 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2769
2770#define render_blocks_switch_block_texture_mode(texture_mode) \
2771 render_blocks_switch_block_blend_mode(texture_mode, average), \
2772 render_blocks_switch_block_blend_mode(texture_mode, add), \
2773 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2774 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2775
2776#define render_blocks_switch_block() \
2777 render_blocks_switch_block_texture_mode(4bpp), \
2778 render_blocks_switch_block_texture_mode(8bpp), \
2779 render_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 2780 render_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
2781
2782
2783render_block_handler_struct render_triangle_block_handlers[] =
2784{
2785 render_blocks_switch_block()
2786};
2787
2788#undef render_blocks_switch_block_modulation
2789
2790#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2791 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2792 "render flags:\n" \
2793 "texture mode: " #texture_mode "\n" \
2794 "blend mode: " #blend_mode "\n" \
2795 "mask evaluation: " #mask_evaluate "\n" \
2796 #shading "\n" \
2797 #dithering "\n" \
2798 #texturing "\n" \
2799 #blending "\n" \
2800 #modulation "\n" \
2801
2802char *render_block_flag_strings[] =
2803{
2804 render_blocks_switch_block()
2805};
2806
2807
2808#define triangle_y_direction_up 1
2809#define triangle_y_direction_flat 2
2810#define triangle_y_direction_down 0
2811
2812#define triangle_winding_positive 0
2813#define triangle_winding_negative 1
2814
2815#define triangle_set_direction(direction_variable, value) \
2816 u32 direction_variable = (u32)(value) >> 31; \
2817 if(value == 0) \
2818 direction_variable = 2 \
2819
2820#define triangle_case(direction_a, direction_b, direction_c, winding) \
2821 case (triangle_y_direction_##direction_a | \
2822 (triangle_y_direction_##direction_b << 2) | \
2823 (triangle_y_direction_##direction_c << 4) | \
2824 (triangle_winding_##winding << 6)) \
2825
c1817bd9 2826static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2827 vertex_struct *vertexes_out[3])
75e28f62
E
2828{
2829 s32 y_top, y_bottom;
2830 s32 triangle_area;
2831 u32 triangle_winding = 0;
2832
2833 vertex_struct *a = &(vertexes[0]);
2834 vertex_struct *b = &(vertexes[1]);
2835 vertex_struct *c = &(vertexes[2]);
2836
2837 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2838
3867c6ef 2839#ifdef PROFILE
75e28f62 2840 triangles++;
3867c6ef 2841#endif
75e28f62
E
2842
2843 if(triangle_area == 0)
2844 {
3867c6ef 2845#ifdef PROFILE
75e28f62 2846 trivial_rejects++;
3867c6ef 2847#endif
c1817bd9 2848 return 0;
75e28f62
E
2849 }
2850
2851 if(b->y < a->y)
2852 vertex_swap(a, b);
2853
2854 if(c->y < b->y)
2855 {
2856 vertex_swap(b, c);
2857
2858 if(b->y < a->y)
2859 vertex_swap(a, b);
2860 }
2861
2862 y_bottom = c->y;
2863 y_top = a->y;
2864
2865 if((y_bottom - y_top) >= 512)
2866 {
3867c6ef 2867#ifdef PROFILE
75e28f62 2868 trivial_rejects++;
3867c6ef 2869#endif
c1817bd9 2870 return 0;
75e28f62
E
2871 }
2872
2873 if(triangle_area < 0)
2874 {
2875 triangle_area = -triangle_area;
2876 triangle_winding ^= 1;
2877 vertex_swap(a, c);
2878 }
2879
2880 if(b->x < a->x)
2881 vertex_swap(a, b);
2882
2883 if(c->x < b->x)
2884 {
2885 vertex_swap(b, c);
2886
2887 if(b->x < a->x)
2888 vertex_swap(a, b);
2889 }
2890
af044cbf 2891 if((c->x - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024)
75e28f62 2892 {
3867c6ef 2893#ifdef PROFILE
75e28f62 2894 trivial_rejects++;
3867c6ef 2895#endif
c1817bd9 2896 return 0;
75e28f62
E
2897 }
2898
2899 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2900 y_bottom) == 0)
2901 {
3867c6ef 2902#ifdef PROFILE
75e28f62 2903 trivial_rejects++;
3867c6ef 2904#endif
c1817bd9 2905 return 0;
75e28f62
E
2906 }
2907
75e28f62
E
2908 psx_gpu->triangle_area = triangle_area;
2909 psx_gpu->triangle_winding = triangle_winding;
2910
c1817bd9 2911 vertexes_out[0] = a;
2912 vertexes_out[1] = b;
2913 vertexes_out[2] = c;
2914
2915 return 1;
2916}
2917
2918static void render_triangle_p(psx_gpu_struct *psx_gpu,
2919 vertex_struct *vertex_ptrs[3], u32 flags)
2920{
2921 psx_gpu->num_spans = 0;
2922
2923 vertex_struct *a = vertex_ptrs[0];
2924 vertex_struct *b = vertex_ptrs[1];
2925 vertex_struct *c = vertex_ptrs[2];
2926
75e28f62
E
2927 s32 y_delta_a = b->y - a->y;
2928 s32 y_delta_b = c->y - b->y;
2929 s32 y_delta_c = c->y - a->y;
2930
2931 triangle_set_direction(y_direction_a, y_delta_a);
2932 triangle_set_direction(y_direction_b, y_delta_b);
2933 triangle_set_direction(y_direction_c, y_delta_c);
2934
2935 compute_all_gradients(psx_gpu, a, b, c);
2936
2937 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
c1817bd9 2938 (psx_gpu->triangle_winding << 6))
75e28f62
E
2939 {
2940 triangle_case(up, up, up, negative):
2941 triangle_case(up, up, flat, negative):
2942 triangle_case(up, up, down, negative):
2943 setup_spans_up_right(psx_gpu, a, b, c);
2944 break;
2945
2946 triangle_case(flat, up, up, negative):
2947 triangle_case(flat, up, flat, negative):
2948 triangle_case(flat, up, down, negative):
2949 setup_spans_up_a(psx_gpu, a, b, c);
2950 break;
2951
2952 triangle_case(down, up, up, negative):
2953 setup_spans_up_down(psx_gpu, a, c, b);
2954 break;
2955
2956 triangle_case(down, up, flat, negative):
2957 setup_spans_down_a(psx_gpu, a, c, b);
2958 break;
2959
2960 triangle_case(down, up, down, negative):
2961 setup_spans_down_right(psx_gpu, a, c, b);
2962 break;
2963
2964 triangle_case(down, flat, up, negative):
2965 triangle_case(down, flat, flat, negative):
2966 triangle_case(down, flat, down, negative):
2967 setup_spans_down_b(psx_gpu, a, b, c);
2968 break;
2969
2970 triangle_case(down, down, up, negative):
2971 triangle_case(down, down, flat, negative):
2972 triangle_case(down, down, down, negative):
2973 setup_spans_down_left(psx_gpu, a, b, c);
2974 break;
2975
2976 triangle_case(up, up, up, positive):
2977 triangle_case(up, up, flat, positive):
2978 triangle_case(up, up, down, positive):
2979 setup_spans_up_left(psx_gpu, a, b, c);
2980 break;
2981
2982 triangle_case(up, flat, up, positive):
2983 triangle_case(up, flat, flat, positive):
2984 triangle_case(up, flat, down, positive):
2985 setup_spans_up_b(psx_gpu, a, b, c);
2986 break;
2987
2988 triangle_case(up, down, up, positive):
2989 setup_spans_up_right(psx_gpu, a, c, b);
2990 break;
2991
2992 triangle_case(up, down, flat, positive):
2993 setup_spans_up_a(psx_gpu, a, c, b);
2994 break;
2995
2996 triangle_case(up, down, down, positive):
2997 setup_spans_up_down(psx_gpu, a, b, c);
2998 break;
2999
3000 triangle_case(flat, down, up, positive):
3001 triangle_case(flat, down, flat, positive):
3002 triangle_case(flat, down, down, positive):
3003 setup_spans_down_a(psx_gpu, a, b, c);
3004 break;
3005
3006 triangle_case(down, down, up, positive):
3007 triangle_case(down, down, flat, positive):
3008 triangle_case(down, down, down, positive):
3009 setup_spans_down_right(psx_gpu, a, b, c);
3010 break;
3011 }
3012
3867c6ef 3013#ifdef PROFILE
75e28f62 3014 spans += psx_gpu->num_spans;
3867c6ef 3015#endif
75e28f62 3016
f1359c57 3017 if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
69b09c0d
E
3018 {
3019 u32 i;
3020
f1359c57 3021 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
69b09c0d
E
3022 {
3023 for(i = 0; i < psx_gpu->num_spans; i++)
3024 {
3025 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3026 psx_gpu->span_edge_data[i].num_blocks = 0;
3027 }
3028 }
3029 else
3030 {
3031 for(i = 0; i < psx_gpu->num_spans; i++)
3032 {
3033 if(psx_gpu->span_edge_data[i].y & 1)
3034 psx_gpu->span_edge_data[i].num_blocks = 0;
3035 }
3036 }
3037 }
3038
75e28f62
E
3039 u32 render_state = flags &
3040 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3041 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3042 render_state |= psx_gpu->render_state_base;
3043
3044 if((psx_gpu->render_state != render_state) ||
3045 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3046 {
3047 psx_gpu->render_state = render_state;
3048 flush_render_block_buffer(psx_gpu);
3867c6ef 3049#ifdef PROFILE
75e28f62 3050 state_changes++;
3867c6ef 3051#endif
75e28f62
E
3052 }
3053
3054 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3055
3056 psx_gpu->render_block_handler =
3057 &(render_triangle_block_handlers[render_state]);
3058 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3059 (psx_gpu);
3060}
3061
c1817bd9 3062void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3063 u32 flags)
3064{
3065 vertex_struct *vertex_ptrs[3];
3066 if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs))
3067 render_triangle_p(psx_gpu, vertex_ptrs, flags);
3068}
3069
2bbbb7af 3070#ifndef NEON_BUILD
75e28f62
E
3071
3072void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3073{
3074 block_struct *block = psx_gpu->blocks;
3075 u32 num_blocks = psx_gpu->num_blocks;
3076
3077 vec_8x16u texels;
3078 vec_8x8u texel_indexes;
3079
3080 u16 *clut_ptr = psx_gpu->clut_ptr;
3081 u32 i;
3082
3083 while(num_blocks)
3084 {
3085 texel_indexes = block->r;
3086
3087 for(i = 0; i < 8; i++)
3088 {
3089 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3090 }
3091
3092 block->texels = texels;
3093
3094 num_blocks--;
3095 block++;
3096 }
3097}
3098
3099#endif
3100
3101
59d15d23 3102#define setup_sprite_tiled_initialize_4bpp_clut() \
75e28f62
E
3103 u16 *clut_ptr = psx_gpu->clut_ptr; \
3104 vec_8x16u clut_a, clut_b; \
3105 vec_16x8u clut_low, clut_high; \
3106 \
3107 load_8x16b(clut_a, clut_ptr); \
3108 load_8x16b(clut_b, clut_ptr + 8); \
59d15d23 3109 unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \
3110
3111#define setup_sprite_tiled_initialize_4bpp() \
3112 setup_sprite_tiled_initialize_4bpp_clut(); \
75e28f62
E
3113 \
3114 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3115 update_texture_4bpp_cache(psx_gpu) \
3116
3117#define setup_sprite_tiled_initialize_8bpp() \
3118 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3119 update_texture_8bpp_cache(psx_gpu) \
3120
3121
3122#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
3123 texture_block_ptr = psx_gpu->texture_page_ptr + \
3124 ((texture_offset + offset) & texture_mask); \
3125 \
3126 load_64b(texels, texture_block_ptr) \
3127
3128
75e28f62
E
3129#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3130 num_blocks += tile_num_blocks; \
3131 sprite_blocks += tile_num_blocks; \
3132 \
3133 if(num_blocks > MAX_BLOCKS) \
3134 { \
3135 flush_render_block_buffer(psx_gpu); \
3136 num_blocks = tile_num_blocks; \
3137 block = psx_gpu->blocks; \
3138 } \
3139
3140#define setup_sprite_tile_full_4bpp(edge) \
3141{ \
3142 vec_8x8u texels_low, texels_high; \
3143 vec_8x16u pixels; \
3144 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3145 \
3146 while(sub_tile_height) \
3147 { \
3148 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3149 tbl_16(texels_low, texels, clut_low); \
3150 tbl_16(texels_high, texels, clut_high); \
3151 zip_8x16b(pixels, texels_low, texels_high); \
3152 \
3153 block->texels = pixels; \
3154 block->draw_mask_bits = left_mask_bits; \
3155 block->fb_ptr = fb_ptr; \
3156 block++; \
3157 \
3158 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3159 tbl_16(texels_low, texels, clut_low); \
3160 tbl_16(texels_high, texels, clut_high); \
3161 zip_8x16b(pixels, texels_low, texels_high); \
3162 \
3163 block->texels = pixels; \
3164 block->draw_mask_bits = right_mask_bits; \
3165 block->fb_ptr = fb_ptr + 8; \
3166 block++; \
3167 \
3168 fb_ptr += 1024; \
3169 texture_offset += 0x10; \
3170 sub_tile_height--; \
3171 } \
3172 texture_offset += 0xF00; \
3173 psx_gpu->num_blocks = num_blocks; \
3174} \
3175
3176#define setup_sprite_tile_half_4bpp(edge) \
3177{ \
3178 vec_8x8u texels_low, texels_high; \
3179 vec_8x16u pixels; \
3180 setup_sprite_tile_add_blocks(sub_tile_height); \
3181 \
3182 while(sub_tile_height) \
3183 { \
3184 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3185 tbl_16(texels_low, texels, clut_low); \
3186 tbl_16(texels_high, texels, clut_high); \
3187 zip_8x16b(pixels, texels_low, texels_high); \
3188 \
3189 block->texels = pixels; \
3190 block->draw_mask_bits = edge##_mask_bits; \
3191 block->fb_ptr = fb_ptr; \
3192 block++; \
3193 \
3194 fb_ptr += 1024; \
3195 texture_offset += 0x10; \
3196 sub_tile_height--; \
3197 } \
3198 texture_offset += 0xF00; \
3199 psx_gpu->num_blocks = num_blocks; \
3200} \
3201
3202
3203#define setup_sprite_tile_full_8bpp(edge) \
3204{ \
3205 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3206 \
3207 while(sub_tile_height) \
3208 { \
3209 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3210 block->r = texels; \
3211 block->draw_mask_bits = left_mask_bits; \
3212 block->fb_ptr = fb_ptr; \
3213 block++; \
3214 \
3215 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3216 block->r = texels; \
3217 block->draw_mask_bits = right_mask_bits; \
3218 block->fb_ptr = fb_ptr + 8; \
3219 block++; \
3220 \
3221 fb_ptr += 1024; \
3222 texture_offset += 0x10; \
3223 sub_tile_height--; \
3224 } \
3225 texture_offset += 0xF00; \
3226 psx_gpu->num_blocks = num_blocks; \
3227} \
3228
3229#define setup_sprite_tile_half_8bpp(edge) \
3230{ \
3231 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3232 \
3233 while(sub_tile_height) \
3234 { \
3235 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3236 block->r = texels; \
3237 block->draw_mask_bits = edge##_mask_bits; \
3238 block->fb_ptr = fb_ptr; \
3239 block++; \
3240 \
3241 fb_ptr += 1024; \
3242 texture_offset += 0x10; \
3243 sub_tile_height--; \
3244 } \
3245 texture_offset += 0xF00; \
3246 psx_gpu->num_blocks = num_blocks; \
3247} \
3248
3249
3250#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3251 texture_offset = texture_offset_base + 8; \
3252 fb_ptr += 8 \
3253
3254#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3255 texture_offset = texture_offset_base \
3256
3257#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3258 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3259
3260#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3261 texture_offset = texture_offset_base \
3262
3263#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3264 fb_ptr -= 8 \
3265
3266#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3267
3268#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3269 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3270
3271#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3272
3273
59d15d23 3274#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
3275 x4mode) \
75e28f62
E
3276do \
3277{ \
3278 sub_tile_height = column_data; \
59d15d23 3279 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3280 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3281 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3282} while(0) \
3283
59d15d23 3284#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
3285 x4mode) \
75e28f62
E
3286do \
3287{ \
3288 u32 tiles_remaining = column_data >> 16; \
3289 sub_tile_height = column_data & 0xFF; \
59d15d23 3290 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3291 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3292 tiles_remaining -= 1; \
3293 \
3294 while(tiles_remaining) \
3295 { \
3296 sub_tile_height = 16; \
59d15d23 3297 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3298 tiles_remaining--; \
3299 } \
3300 \
3301 sub_tile_height = (column_data >> 8) & 0xFF; \
59d15d23 3302 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3303 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3304} while(0) \
3305
3306
3307#define setup_sprite_column_data_single() \
3308 column_data = height \
3309
3310#define setup_sprite_column_data_multi() \
3311 column_data = 16 - offset_v; \
3312 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3313 column_data |= (tile_height - 1) << 16 \
3314
3315
59d15d23 3316#define RIGHT_MASK_BIT_SHIFT 8
3317#define RIGHT_MASK_BIT_SHIFT_4x 16
3318
75e28f62 3319#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
59d15d23 3320 edge_mode, edge, x4mode) \
75e28f62
E
3321{ \
3322 setup_sprite_column_data_##multi_height(); \
3323 left_mask_bits = left_block_mask | right_block_mask; \
59d15d23 3324 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3325 \
3326 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
59d15d23 3327 texture_mode, x4mode); \
75e28f62
E
3328} \
3329
3330#define setup_sprite_tiled_advance_column() \
3331 texture_offset_base += 0x100; \
3332 if((texture_offset_base & 0xF00) == 0) \
3333 texture_offset_base -= (0x100 + 0xF00) \
3334
59d15d23 3335#define FB_PTR_MULTIPLIER 1
3336#define FB_PTR_MULTIPLIER_4x 2
3337
75e28f62 3338#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
59d15d23 3339 left_mode, right_mode, x4mode) \
75e28f62
E
3340{ \
3341 setup_sprite_column_data_##multi_height(); \
59d15d23 3342 s32 fb_ptr_advance_column = (16 - (1024 * height)) \
3343 * FB_PTR_MULTIPLIER##x4mode; \
75e28f62
E
3344 \
3345 tile_width -= 2; \
3346 left_mask_bits = left_block_mask; \
59d15d23 3347 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3348 \
3349 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
59d15d23 3350 texture_mode, x4mode); \
75e28f62
E
3351 fb_ptr += fb_ptr_advance_column; \
3352 \
3353 left_mask_bits = 0x00; \
3354 right_mask_bits = 0x00; \
3355 \
3356 while(tile_width) \
3357 { \
3358 setup_sprite_tiled_advance_column(); \
59d15d23 3359 setup_sprite_tile_column_height_##multi_height(full, none, \
3360 texture_mode, x4mode); \
75e28f62
E
3361 fb_ptr += fb_ptr_advance_column; \
3362 tile_width--; \
3363 } \
3364 \
3365 left_mask_bits = right_block_mask; \
59d15d23 3366 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3367 \
3368 setup_sprite_tiled_advance_column(); \
3369 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
59d15d23 3370 texture_mode, x4mode); \
3371} \
3372
3373
3374/* 4x stuff */
3375#define setup_sprite_tiled_initialize_4bpp_4x() \
3376 setup_sprite_tiled_initialize_4bpp_clut() \
3377
3378#define setup_sprite_tiled_initialize_8bpp_4x() \
3379
3380
3381#define setup_sprite_tile_full_4bpp_4x(edge) \
3382{ \
3383 vec_8x8u texels_low, texels_high; \
3384 vec_8x16u pixels, pixels_wide; \
3385 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3386 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3387 u32 left_mask_bits_b = left_mask_bits >> 8; \
3388 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3389 u32 right_mask_bits_b = right_mask_bits >> 8; \
3390 \
3391 while(sub_tile_height) \
3392 { \
3393 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3394 tbl_16(texels_low, texels, clut_low); \
3395 tbl_16(texels_high, texels, clut_high); \
3396 zip_8x16b(pixels, texels_low, texels_high); \
3397 \
3398 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3399 block->texels = pixels_wide; \
3400 block->draw_mask_bits = left_mask_bits_a; \
3401 block->fb_ptr = fb_ptr; \
3402 block++; \
3403 \
3404 block->texels = pixels_wide; \
3405 block->draw_mask_bits = left_mask_bits_a; \
3406 block->fb_ptr = fb_ptr + 1024; \
3407 block++; \
3408 \
3409 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3410 block->texels = pixels_wide; \
3411 block->draw_mask_bits = left_mask_bits_b; \
3412 block->fb_ptr = fb_ptr + 8; \
3413 block++; \
3414 \
3415 block->texels = pixels_wide; \
3416 block->draw_mask_bits = left_mask_bits_b; \
3417 block->fb_ptr = fb_ptr + 1024 + 8; \
3418 block++; \
3419 \
3420 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3421 tbl_16(texels_low, texels, clut_low); \
3422 tbl_16(texels_high, texels, clut_high); \
3423 zip_8x16b(pixels, texels_low, texels_high); \
3424 \
3425 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3426 block->texels = pixels_wide; \
3427 block->draw_mask_bits = right_mask_bits_a; \
3428 block->fb_ptr = fb_ptr + 16; \
3429 block++; \
3430 \
3431 block->texels = pixels_wide; \
3432 block->draw_mask_bits = right_mask_bits_a; \
3433 block->fb_ptr = fb_ptr + 1024 + 16; \
3434 block++; \
3435 \
3436 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3437 block->texels = pixels_wide; \
3438 block->draw_mask_bits = right_mask_bits_b; \
3439 block->fb_ptr = fb_ptr + 24; \
3440 block++; \
3441 \
3442 block->texels = pixels_wide; \
3443 block->draw_mask_bits = right_mask_bits_b; \
3444 block->fb_ptr = fb_ptr + 1024 + 24; \
3445 block++; \
3446 \
3447 fb_ptr += 2048; \
3448 texture_offset += 0x10; \
3449 sub_tile_height--; \
3450 } \
3451 texture_offset += 0xF00; \
3452 psx_gpu->num_blocks = num_blocks; \
75e28f62
E
3453} \
3454
59d15d23 3455#define setup_sprite_tile_half_4bpp_4x(edge) \
3456{ \
3457 vec_8x8u texels_low, texels_high; \
3458 vec_8x16u pixels, pixels_wide; \
3459 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3460 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3461 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3462 \
3463 while(sub_tile_height) \
3464 { \
3465 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3466 tbl_16(texels_low, texels, clut_low); \
3467 tbl_16(texels_high, texels, clut_high); \
3468 zip_8x16b(pixels, texels_low, texels_high); \
3469 \
3470 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3471 block->texels = pixels_wide; \
3472 block->draw_mask_bits = edge##_mask_bits_a; \
3473 block->fb_ptr = fb_ptr; \
3474 block++; \
3475 \
3476 block->texels = pixels_wide; \
3477 block->draw_mask_bits = edge##_mask_bits_a; \
3478 block->fb_ptr = fb_ptr + 1024; \
3479 block++; \
3480 \
3481 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3482 block->texels = pixels_wide; \
3483 block->draw_mask_bits = edge##_mask_bits_b; \
3484 block->fb_ptr = fb_ptr + 8; \
3485 block++; \
3486 \
3487 block->texels = pixels_wide; \
3488 block->draw_mask_bits = edge##_mask_bits_b; \
3489 block->fb_ptr = fb_ptr + 1024 + 8; \
3490 block++; \
3491 \
3492 fb_ptr += 2048; \
3493 texture_offset += 0x10; \
3494 sub_tile_height--; \
3495 } \
3496 texture_offset += 0xF00; \
3497 psx_gpu->num_blocks = num_blocks; \
3498} \
75e28f62 3499
59d15d23 3500
3501#define setup_sprite_tile_full_8bpp_4x(edge) \
3502{ \
3503 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3504 vec_16x8u texels_wide; \
3505 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3506 u32 left_mask_bits_b = left_mask_bits >> 8; \
3507 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3508 u32 right_mask_bits_b = right_mask_bits >> 8; \
3509 \
3510 while(sub_tile_height) \
3511 { \
3512 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3513 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3514 block->r = texels_wide.low; \
3515 block->draw_mask_bits = left_mask_bits_a; \
3516 block->fb_ptr = fb_ptr; \
3517 block++; \
3518 \
3519 block->r = texels_wide.low; \
3520 block->draw_mask_bits = left_mask_bits_a; \
3521 block->fb_ptr = fb_ptr + 1024; \
3522 block++; \
3523 \
3524 block->r = texels_wide.high; \
3525 block->draw_mask_bits = left_mask_bits_b; \
3526 block->fb_ptr = fb_ptr + 8; \
3527 block++; \
3528 \
3529 block->r = texels_wide.high; \
3530 block->draw_mask_bits = left_mask_bits_b; \
3531 block->fb_ptr = fb_ptr + 1024 + 8; \
3532 block++; \
3533 \
3534 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3535 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3536 block->r = texels_wide.low; \
3537 block->draw_mask_bits = right_mask_bits_a; \
3538 block->fb_ptr = fb_ptr + 16; \
3539 block++; \
3540 \
3541 block->r = texels_wide.low; \
3542 block->draw_mask_bits = right_mask_bits_a; \
3543 block->fb_ptr = fb_ptr + 1024 + 16; \
3544 block++; \
3545 \
3546 block->r = texels_wide.high; \
3547 block->draw_mask_bits = right_mask_bits_b; \
3548 block->fb_ptr = fb_ptr + 24; \
3549 block++; \
3550 \
3551 block->r = texels_wide.high; \
3552 block->draw_mask_bits = right_mask_bits_b; \
3553 block->fb_ptr = fb_ptr + 24 + 1024; \
3554 block++; \
3555 \
3556 fb_ptr += 2048; \
3557 texture_offset += 0x10; \
3558 sub_tile_height--; \
3559 } \
3560 texture_offset += 0xF00; \
3561 psx_gpu->num_blocks = num_blocks; \
3562} \
3563
3564#define setup_sprite_tile_half_8bpp_4x(edge) \
3565{ \
3566 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3567 vec_16x8u texels_wide; \
3568 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3569 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3570 \
3571 while(sub_tile_height) \
3572 { \
3573 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3574 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3575 block->r = texels_wide.low; \
3576 block->draw_mask_bits = edge##_mask_bits_a; \
3577 block->fb_ptr = fb_ptr; \
3578 block++; \
3579 \
3580 block->r = texels_wide.low; \
3581 block->draw_mask_bits = edge##_mask_bits_a; \
3582 block->fb_ptr = fb_ptr + 1024; \
3583 block++; \
3584 \
3585 block->r = texels_wide.high; \
3586 block->draw_mask_bits = edge##_mask_bits_b; \
3587 block->fb_ptr = fb_ptr + 8; \
3588 block++; \
3589 \
3590 block->r = texels_wide.high; \
3591 block->draw_mask_bits = edge##_mask_bits_b; \
3592 block->fb_ptr = fb_ptr + 8 + 1024; \
3593 block++; \
3594 \
3595 fb_ptr += 2048; \
3596 texture_offset += 0x10; \
3597 sub_tile_height--; \
3598 } \
3599 texture_offset += 0xF00; \
3600 psx_gpu->num_blocks = num_blocks; \
3601} \
3602
3603
3604#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
3605 texture_offset = texture_offset_base + 8; \
3606 fb_ptr += 16 \
3607
3608#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
3609 texture_offset = texture_offset_base \
3610
3611#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
3612 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
3613
3614#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
3615 texture_offset = texture_offset_base \
3616
3617#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
3618 fb_ptr -= 16 \
3619
3620#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
3621
3622#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
3623 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
3624
3625#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
3626
3627
3628#define setup_sprite_offset_u_adjust() \
3629
3630#define setup_sprite_comapre_left_block_mask() \
3631 ((left_block_mask & 0xFF) == 0xFF) \
3632
3633#define setup_sprite_comapre_right_block_mask() \
3634 (((right_block_mask >> 8) & 0xFF) == 0xFF) \
3635
3636
3637#define setup_sprite_offset_u_adjust_4x() \
3638 offset_u *= 2; \
3639 offset_u_right = offset_u_right * 2 + 1 \
3640
3641#define setup_sprite_comapre_left_block_mask_4x() \
3642 ((left_block_mask & 0xFFFF) == 0xFFFF) \
3643
3644#define setup_sprite_comapre_right_block_mask_4x() \
3645 (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) \
3646
3647
3648#define setup_sprite_tiled_builder(texture_mode, x4mode) \
3649void setup_sprite_##texture_mode##x4mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,\
75e28f62
E
3650 s32 u, s32 v, s32 width, s32 height, u32 color) \
3651{ \
3652 s32 offset_u = u & 0xF; \
3653 s32 offset_v = v & 0xF; \
3654 \
3655 s32 width_rounded = offset_u + width + 15; \
3656 s32 height_rounded = offset_v + height + 15; \
3657 s32 tile_height = height_rounded / 16; \
3658 s32 tile_width = width_rounded / 16; \
3659 u32 offset_u_right = width_rounded & 0xF; \
3660 \
59d15d23 3661 setup_sprite_offset_u_adjust##x4mode(); \
3662 \
3663 u32 left_block_mask = ~(0xFFFFFFFF << offset_u); \
3664 u32 right_block_mask = 0xFFFFFFFE << offset_u_right; \
75e28f62
E
3665 \
3666 u32 left_mask_bits; \
3667 u32 right_mask_bits; \
3668 \
3669 u32 sub_tile_height; \
3670 u32 column_data; \
3671 \
3672 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3673 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3674 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3675 ((psx_gpu->texture_mask_height >> 4) << 12); \
3676 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3677 ((v & 0xF0) << 8); \
3678 u32 texture_offset_base = texture_offset; \
3679 u32 control_mask; \
3680 \
59d15d23 3681 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u); \
75e28f62
E
3682 u32 num_blocks = psx_gpu->num_blocks; \
3683 block_struct *block = psx_gpu->blocks + num_blocks; \
3684 \
3685 u16 *texture_block_ptr; \
3686 vec_8x8u texels; \
3687 \
59d15d23 3688 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
3689 \
3690 control_mask = tile_width == 1; \
3691 control_mask |= (tile_height == 1) << 1; \
59d15d23 3692 control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2; \
3693 control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3; \
75e28f62
E
3694 \
3695 sprites_##texture_mode++; \
3696 \
3697 switch(control_mask) \
3698 { \
3699 default: \
3700 case 0x0: \
59d15d23 3701 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
3702 x4mode); \
75e28f62
E
3703 break; \
3704 \
3705 case 0x1: \
59d15d23 3706 setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
3707 x4mode); \
75e28f62
E
3708 break; \
3709 \
3710 case 0x2: \
59d15d23 3711 setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
3712 x4mode); \
75e28f62
E
3713 break; \
3714 \
3715 case 0x3: \
59d15d23 3716 setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
3717 x4mode); \
75e28f62
E
3718 break; \
3719 \
3720 case 0x4: \
59d15d23 3721 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
3722 x4mode); \
75e28f62
E
3723 break; \
3724 \
3725 case 0x5: \
59d15d23 3726 setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
3727 x4mode); \
75e28f62
E
3728 break; \
3729 \
3730 case 0x6: \
59d15d23 3731 setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
3732 x4mode); \
75e28f62
E
3733 break; \
3734 \
3735 case 0x7: \
59d15d23 3736 setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3737 x4mode); \
75e28f62
E
3738 break; \
3739 \
3740 case 0x8: \
59d15d23 3741 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
3742 x4mode); \
75e28f62
E
3743 break; \
3744 \
3745 case 0x9: \
59d15d23 3746 setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
3747 x4mode); \
75e28f62
E
3748 break; \
3749 \
3750 case 0xA: \
59d15d23 3751 setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
3752 x4mode); \
75e28f62
E
3753 break; \
3754 \
3755 case 0xB: \
59d15d23 3756 setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
3757 x4mode); \
75e28f62
E
3758 break; \
3759 \
3760 case 0xC: \
59d15d23 3761 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
3762 x4mode); \
75e28f62
E
3763 break; \
3764 \
3765 case 0xE: \
59d15d23 3766 setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
3767 x4mode); \
75e28f62
E
3768 break; \
3769 } \
3770} \
3771
2bbbb7af 3772#ifndef NEON_BUILD
59d15d23 3773setup_sprite_tiled_builder(4bpp,);
3774setup_sprite_tiled_builder(8bpp,);
3775
3776setup_sprite_tiled_builder(4bpp,_4x);
3777setup_sprite_tiled_builder(8bpp,_4x);
75e28f62
E
3778
3779void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3780 s32 v, s32 width, s32 height, u32 color)
3781{
3782 u32 left_offset = u & 0x7;
3783 u32 width_rounded = width + left_offset + 7;
3784
fc6cef7d 3785 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset);
75e28f62
E
3786 u32 right_width = width_rounded & 0x7;
3787 u32 block_width = width_rounded / 8;
3788 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3789
3790 u32 left_mask_bits = ~(0xFF << left_offset);
3791 u32 right_mask_bits = 0xFE << right_width;
3792
3793 u32 texture_offset_base = u + (v * 1024);
3794 u32 texture_mask =
3795 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3796
3797 u32 blocks_remaining;
3798 u32 num_blocks = psx_gpu->num_blocks;
3799 block_struct *block = psx_gpu->blocks + num_blocks;
3800
3801 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3802 u16 *texture_block_ptr;
3803
3804 texture_offset_base &= ~0x7;
3805
3806 sprites_16bpp++;
3807
3808 if(block_width == 1)
3809 {
3810 u32 mask_bits = left_mask_bits | right_mask_bits;
3811
3812 while(height)
3813 {
3814 num_blocks++;
3815 sprite_blocks++;
3816
3817 if(num_blocks > MAX_BLOCKS)
3818 {
3819 flush_render_block_buffer(psx_gpu);
3820 num_blocks = 1;
3821 block = psx_gpu->blocks;
3822 }
3823
3824 texture_block_ptr =
3825 texture_page_ptr + (texture_offset_base & texture_mask);
3826
3827 load_128b(block->texels, texture_block_ptr);
3828 block->draw_mask_bits = mask_bits;
3829 block->fb_ptr = fb_ptr;
3830
3831 block++;
3832
3833 texture_offset_base += 1024;
3834 fb_ptr += 1024;
3835
3836 height--;
3837 psx_gpu->num_blocks = num_blocks;
3838 }
3839 }
3840 else
3841 {
3842 u32 texture_offset;
3843
3844 while(height)
3845 {
3846 blocks_remaining = block_width - 2;
3847 num_blocks += block_width;
3848 sprite_blocks += block_width;
3849
3850 if(num_blocks > MAX_BLOCKS)
3851 {
3852 flush_render_block_buffer(psx_gpu);
3853 num_blocks = block_width;
3854 block = psx_gpu->blocks;
3855 }
3856
3857 texture_offset = texture_offset_base;
3858 texture_offset_base += 1024;
3859
3860 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3861 load_128b(block->texels, texture_block_ptr);
3862
3863 block->draw_mask_bits = left_mask_bits;
3864 block->fb_ptr = fb_ptr;
3865
3866 texture_offset += 8;
3867 fb_ptr += 8;
3868 block++;
3869
3870 while(blocks_remaining)
3871 {
3872 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3873 load_128b(block->texels, texture_block_ptr);
3874
3875 block->draw_mask_bits = 0;
3876 block->fb_ptr = fb_ptr;
3877
3878 texture_offset += 8;
3879 fb_ptr += 8;
3880 block++;
3881
3882 blocks_remaining--;
3883 }
3884
3885 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3886 load_128b(block->texels, texture_block_ptr);
3887
3888 block->draw_mask_bits = right_mask_bits;
3889 block->fb_ptr = fb_ptr;
3890
3891 fb_ptr += fb_ptr_pitch;
3892 block++;
3893
3894 height--;
3895 psx_gpu->num_blocks = num_blocks;
3896 }
3897 }
3898}
3899
75e28f62
E
3900void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3901 s32 v, s32 width, s32 height, u32 color)
3902{
f0931e56 3903 if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
d5c08ed3 3904 RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
3905 (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
f0931e56 3906 {
3907 setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
3908 return;
3909 }
3910
75e28f62
E
3911 u32 right_width = ((width - 1) & 0x7) + 1;
3912 u32 right_mask_bits = (0xFF << right_width);
fc6cef7d 3913 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
75e28f62
E
3914 u32 block_width = (width + 7) / 8;
3915 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3916 u32 blocks_remaining;
3917 u32 num_blocks = psx_gpu->num_blocks;
3918 block_struct *block = psx_gpu->blocks + num_blocks;
3919
3920 u32 color_r = color & 0xFF;
3921 u32 color_g = (color >> 8) & 0xFF;
3922 u32 color_b = (color >> 16) & 0xFF;
3923 vec_8x16u colors;
3924 vec_8x16u right_mask;
3925 vec_8x16u test_mask = psx_gpu->test_mask;
3926 vec_8x16u zero_mask;
3927
3928 sprites_untextured++;
3929
3930 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3931
3932 dup_8x16b(colors, color);
3933 dup_8x16b(zero_mask, 0x00);
3934 dup_8x16b(right_mask, right_mask_bits);
3935 tst_8x16b(right_mask, right_mask, test_mask);
3936
3937 while(height)
3938 {
3939 blocks_remaining = block_width - 1;
3940 num_blocks += block_width;
3867c6ef
E
3941
3942#ifdef PROFILE
75e28f62 3943 sprite_blocks += block_width;
3867c6ef 3944#endif
75e28f62
E
3945
3946 if(num_blocks > MAX_BLOCKS)
3947 {
3948 flush_render_block_buffer(psx_gpu);
3949 num_blocks = block_width;
3950 block = psx_gpu->blocks;
3951 }
3952
3953 while(blocks_remaining)
3954 {
3955 block->pixels = colors;
3956 block->draw_mask = zero_mask;
3957 block->fb_ptr = fb_ptr;
3958
3959 fb_ptr += 8;
3960 block++;
3961 blocks_remaining--;
3962 }
3963
3964 block->pixels = colors;
3965 block->draw_mask = right_mask;
3966 block->fb_ptr = fb_ptr;
3967
3968 block++;
3969 fb_ptr += fb_ptr_pitch;
3970
3971 height--;
3972 psx_gpu->num_blocks = num_blocks;
3973 }
3974}
3975
f0931e56 3976#endif
3977
3978void setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y,
3979 s32 u, s32 v, s32 width, s32 height, u32 color)
3980{
3981 u32 r = color & 0xFF;
3982 u32 g = (color >> 8) & 0xFF;
3983 u32 b = (color >> 16) & 0xFF;
3984 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
3985 psx_gpu->mask_msb;
3986 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
3987
3988 u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
3989 u32 *vram_ptr;
3990
3991 u32 num_width;
3992
3993 if(psx_gpu->num_blocks > MAX_BLOCKS)
3994 {
3995 flush_render_block_buffer(psx_gpu);
3996 }
3997
3998 while(height)
3999 {
4000 num_width = width;
4001
4002 vram_ptr = (void *)vram_ptr16;
4003 if((long)vram_ptr16 & 2)
4004 {
4005 *vram_ptr16 = color_32bpp;
4006 vram_ptr = (void *)(vram_ptr16 + 1);
4007 num_width--;
4008 }
4009
4010 while(num_width >= 4 * 2)
4011 {
4012 vram_ptr[0] = color_32bpp;
4013 vram_ptr[1] = color_32bpp;
4014 vram_ptr[2] = color_32bpp;
4015 vram_ptr[3] = color_32bpp;
4016
4017 vram_ptr += 4;
4018 num_width -= 4 * 2;
4019 }
4020
4021 while(num_width >= 2)
4022 {
4023 *vram_ptr++ = color_32bpp;
4024 num_width -= 2;
4025 }
4026
4027 if(num_width > 0)
4028 {
4029 *(u16 *)vram_ptr = color_32bpp;
4030 }
4031
4032 vram_ptr16 += 1024;
4033 height--;
4034 }
4035}
75e28f62
E
4036
4037
4038#define setup_sprite_blocks_switch_textured(texture_mode) \
4039 setup_sprite_##texture_mode \
4040
4041#define setup_sprite_blocks_switch_untextured(texture_mode) \
4042 setup_sprite_untextured \
4043
4044#define setup_sprite_blocks_switch(texturing, texture_mode) \
4045 setup_sprite_blocks_switch_##texturing(texture_mode) \
4046
4047
4048#define texture_sprite_blocks_switch_4bpp() \
4049 texture_blocks_untextured \
4050
4051#define texture_sprite_blocks_switch_8bpp() \
4052 texture_sprite_blocks_8bpp \
4053
4054#define texture_sprite_blocks_switch_16bpp() \
4055 texture_blocks_untextured \
4056
4057#define texture_sprite_blocks_switch_untextured(texture_mode) \
4058 texture_blocks_untextured \
4059
4060#define texture_sprite_blocks_switch_textured(texture_mode) \
4061 texture_sprite_blocks_switch_##texture_mode() \
4062
4063#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4064 mask_evaluate, shading, dithering, texturing, blending, modulation) \
4065{ \
4066 setup_sprite_blocks_switch(texturing, texture_mode), \
4067 texture_sprite_blocks_switch_##texturing(texture_mode), \
4068 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
4069 mask_evaluate), \
4070 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
4071} \
4072
4073#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4074 mask_evaluate, shading, dithering, texturing, blending) \
4075 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4076 mask_evaluate, shading, dithering, texturing, blending, modulated), \
4077 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4078 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
4079
4080#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4081 mask_evaluate, shading, dithering, texturing) \
4082 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4083 mask_evaluate, shading, dithering, texturing, unblended), \
4084 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4085 mask_evaluate, shading, dithering, texturing, blended) \
4086
4087#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4088 mask_evaluate, shading, dithering) \
4089 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4090 mask_evaluate, shading, dithering, untextured), \
4091 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4092 mask_evaluate, shading, dithering, textured) \
4093
4094#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4095 mask_evaluate, shading) \
4096 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4097 mask_evaluate, shading, undithered), \
4098 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4099 mask_evaluate, shading, dithered) \
4100
4101#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
4102 blend_mode, mask_evaluate) \
4103 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4104 mask_evaluate, unshaded), \
4105 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4106 mask_evaluate, shaded) \
4107
4108#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
4109 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4110 off), \
4111 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4112 on) \
4113
4114#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
4115 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
4116 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
4117 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
4118 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
4119
4120#define render_sprite_blocks_switch_block() \
4121 render_sprite_blocks_switch_block_texture_mode(4bpp), \
4122 render_sprite_blocks_switch_block_texture_mode(8bpp), \
4123 render_sprite_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 4124 render_sprite_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
4125
4126
4127render_block_handler_struct render_sprite_block_handlers[] =
4128{
4129 render_sprite_blocks_switch_block()
4130};
4131
4132
4133void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
4134 s32 width, s32 height, u32 flags, u32 color)
4135{
4136 s32 x_right = x + width - 1;
4137 s32 y_bottom = y + height - 1;
4138
3867c6ef
E
4139#ifdef PROFILE
4140 sprites++;
4141#endif
4142
75e28f62
E
4143 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4144 y_bottom) == 0)
4145 {
4146 return;
4147 }
4148
4149 if(x < psx_gpu->viewport_start_x)
4150 {
4151 u32 clip = psx_gpu->viewport_start_x - x;
4152 x += clip;
4153 u += clip;
4154 width -= clip;
4155 }
4156
4157 if(y < psx_gpu->viewport_start_y)
4158 {
4159 s32 clip = psx_gpu->viewport_start_y - y;
4160 y += clip;
4161 v += clip;
4162 height -= clip;
4163 }
4164
4165 if(x_right > psx_gpu->viewport_end_x)
4166 width -= x_right - psx_gpu->viewport_end_x;
4167
4168 if(y_bottom > psx_gpu->viewport_end_y)
4169 height -= y_bottom - psx_gpu->viewport_end_y;
4170
4171 if((width <= 0) || (height <= 0))
4172 return;
4173
3867c6ef 4174#ifdef PROFILE
75e28f62
E
4175 span_pixels += width * height;
4176 spans += height;
3867c6ef 4177#endif
75e28f62
E
4178
4179 u32 render_state = flags &
4180 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4181 RENDER_FLAGS_TEXTURE_MAP);
4182 render_state |=
4183 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
1f88961f 4184
75e28f62
E
4185 if((psx_gpu->render_state != render_state) ||
4186 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4187 {
4188 psx_gpu->render_state = render_state;
4189 flush_render_block_buffer(psx_gpu);
3867c6ef 4190#ifdef PROFILE
75e28f62 4191 state_changes++;
3867c6ef 4192#endif
75e28f62
E
4193 }
4194
4195 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4196
4197 color &= 0xFFFFFF;
4198
4199 if(psx_gpu->triangle_color != color)
4200 {
4201 flush_render_block_buffer(psx_gpu);
4202 psx_gpu->triangle_color = color;
4203 }
4204
4205 if(color == 0x808080)
4206 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4207
4208 render_block_handler_struct *render_block_handler =
4209 &(render_sprite_block_handlers[render_state]);
4210 psx_gpu->render_block_handler = render_block_handler;
4211
4212 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
4213 (psx_gpu, x, y, u, v, width, height, color);
4214}
4215
4216#define draw_pixel_line_mask_evaluate_yes() \
2177c1ea 4217 if((*vram_ptr & 0x8000) == 0) \
75e28f62
E
4218
4219#define draw_pixel_line_mask_evaluate_no() \
4220
4221
4222#define draw_pixel_line_shaded() \
4223{ \
4224 color_r = fixed_to_int(current_r); \
4225 color_g = fixed_to_int(current_g); \
4226 color_b = fixed_to_int(current_b); \
4227 \
4228 current_r += gradient_r; \
4229 current_g += gradient_g; \
4230 current_b += gradient_b; \
4231} \
4232
4233#define draw_pixel_line_unshaded() \
4234{ \
4235 color_r = color & 0xFF; \
4236 color_g = (color >> 8) & 0xFF; \
4237 color_b = (color >> 16) & 0xFF; \
4238} \
4239
4240
4241#define draw_pixel_line_dithered(_x, _y) \
4242{ \
4243 u32 dither_xor = _x ^ _y; \
4244 s32 dither_offset = (dither_xor >> 1) & 0x1; \
4245 dither_offset |= (_y & 0x1) << 1; \
4246 dither_offset |= (dither_xor & 0x1) << 2; \
4247 dither_offset -= 4; \
4248 \
4249 color_r += dither_offset; \
4250 color_g += dither_offset; \
4251 color_b += dither_offset; \
4252 \
4253 if(color_r < 0) \
4254 color_r = 0; \
4255 \
4256 if(color_g < 0) \
4257 color_g = 0; \
4258 \
4259 if(color_b < 0) \
4260 color_b = 0; \
4261 \
4262 if(color_r > 255) \
4263 color_r = 255; \
4264 \
4265 if(color_g > 255) \
4266 color_g = 255; \
4267 \
4268 if(color_b > 255) \
4269 color_b = 255; \
4270} \
4271
4272#define draw_pixel_line_undithered(_x, _y) \
4273
4274
4275#define draw_pixel_line_average() \
4276 color_r = (color_r + fb_r) / 2; \
4277 color_g = (color_g + fb_g) / 2; \
4278 color_b = (color_b + fb_b) / 2 \
4279
4280#define draw_pixel_line_add() \
4281 color_r += fb_r; \
4282 color_g += fb_g; \
4283 color_b += fb_b; \
4284 \
4285 if(color_r > 31) \
4286 color_r = 31; \
4287 \
4288 if(color_g > 31) \
4289 color_g = 31; \
4290 \
4291 if(color_b > 31) \
4292 color_b = 31 \
4293 \
4294
4295#define draw_pixel_line_subtract() \
4296 color_r = fb_r - color_r; \
4297 color_g = fb_g - color_g; \
4298 color_b = fb_b - color_b; \
4299 \
4300 if(color_r < 0) \
4301 color_r = 0; \
4302 \
4303 if(color_g < 0) \
4304 color_g = 0; \
4305 \
4306 if(color_b < 0) \
4307 color_b = 0 \
4308
4309#define draw_pixel_line_add_fourth() \
4310 color_r = fb_r + (color_r / 4); \
4311 color_g = fb_g + (color_g / 4); \
4312 color_b = fb_b + (color_b / 4); \
4313 \
4314 if(color_r > 31) \
4315 color_r = 31; \
4316 \
4317 if(color_g > 31) \
4318 color_g = 31; \
4319 \
4320 if(color_b > 31) \
4321 color_b = 31 \
4322
4323
4324#define draw_pixel_line_blended(blend_mode) \
4325 s32 fb_pixel = *vram_ptr; \
4326 s32 fb_r = fb_pixel & 0x1F; \
4327 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
4328 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
4329 \
4330 draw_pixel_line_##blend_mode() \
4331
4332#define draw_pixel_line_unblended(blend_mode) \
4333
4334
4335#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
4336 blend_mode) \
4337 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4338 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
4339 { \
4340 draw_pixel_line_mask_evaluate_##mask_evaluate() \
4341 { \
4342 draw_pixel_line_##shading(); \
4343 draw_pixel_line_##dithering(_x, _y); \
4344 \
4345 color_r >>= 3; \
4346 color_g >>= 3; \
4347 color_b >>= 3; \
4348 \
4349 draw_pixel_line_##blending(blend_mode); \
4350 \
4351 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4352 psx_gpu->mask_msb; \
4353 } \
4354 } \
4355
4356#define update_increment(value) \
4357 value++ \
4358
4359#define update_decrement(value) \
4360 value-- \
4361
4362#define update_vram_row_increment(value) \
4363 vram_ptr += 1024 \
4364
4365#define update_vram_row_decrement(value) \
4366 vram_ptr -= 1024 \
4367
4368#define compare_increment(a, b) \
4369 (a <= b) \
4370
4371#define compare_decrement(a, b) \
4372 (a >= b) \
4373
4374#define set_line_gradients(minor) \
4375{ \
4376 s32 gradient_divisor = delta_##minor; \
e86b6fec
E
4377 if(gradient_divisor != 0) \
4378 { \
4379 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
4380 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
4381 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
4382 } \
4383 else \
4384 { \
4385 gradient_r = 0; \
4386 gradient_g = 0; \
4387 gradient_b = 0; \
4388 } \
75e28f62
E
4389 current_r = fixed_center(vertex_a->r); \
4390 current_g = fixed_center(vertex_a->g); \
4391 current_b = fixed_center(vertex_a->b); \
4392}
4393
4394#define draw_line_span_horizontal(direction, shading, blending, dithering, \
4395 mask_evaluate, blend_mode) \
4396do \
4397{ \
4398 error_step = delta_y * 2; \
4399 error_wrap = delta_x * 2; \
4400 error = delta_x; \
4401 \
4402 current_y = y_a; \
4403 set_line_gradients(x); \
4404 \
4405 for(current_x = x_a; current_x <= x_b; current_x++) \
4406 { \
4407 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4408 mask_evaluate, blend_mode); \
4409 error += error_step; \
4410 vram_ptr++; \
4411 \
4412 if(error >= error_wrap) \
4413 { \
4414 update_##direction(current_y); \
4415 update_vram_row_##direction(); \
4416 error -= error_wrap; \
4417 } \
4418 } \
4419} while(0) \
4420
4421#define draw_line_span_vertical(direction, shading, blending, dithering, \
4422 mask_evaluate, blend_mode) \
4423do \
4424{ \
4425 error_step = delta_x * 2; \
4426 error_wrap = delta_y * 2; \
4427 error = delta_y; \
4428 \
4429 current_x = x_a; \
4430 set_line_gradients(y); \
4431 \
4432 for(current_y = y_a; compare_##direction(current_y, y_b); \
4433 update_##direction(current_y)) \
4434 { \
4435 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4436 mask_evaluate, blend_mode); \
4437 error += error_step; \
4438 update_vram_row_##direction(); \
4439 \
4440 if(error > error_wrap) \
4441 { \
4442 vram_ptr++; \
4443 current_x++; \
4444 error -= error_wrap; \
4445 } \
4446 } \
4447} while(0) \
4448
4449
4450#define render_line_body(shading, blending, dithering, mask_evaluate, \
4451 blend_mode) \
4452 if(delta_y < 0) \
4453 { \
4454 delta_y *= -1; \
4455 \
75e28f62
E
4456 if(delta_x > delta_y) \
4457 { \
4458 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4459 mask_evaluate, blend_mode); \
4460 } \
4461 else \
4462 { \
4463 draw_line_span_vertical(decrement, shading, blending, dithering, \
4464 mask_evaluate, blend_mode); \
4465 } \
4466 } \
4467 else \
4468 { \
75e28f62
E
4469 if(delta_x > delta_y) \
4470 { \
4471 draw_line_span_horizontal(increment, shading, blending, dithering, \
4472 mask_evaluate, blend_mode); \
4473 } \
4474 else \
4475 { \
4476 draw_line_span_vertical(increment, shading, blending, dithering, \
4477 mask_evaluate, blend_mode); \
4478 } \
4479 } \
4480
4481
4482void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
3b3dee71 4483 u32 color, int double_resolution)
75e28f62
E
4484{
4485 s32 color_r, color_g, color_b;
4486 u32 triangle_winding = 0;
4487
4488 fixed_type gradient_r = 0;
4489 fixed_type gradient_g = 0;
4490 fixed_type gradient_b = 0;
4491 fixed_type current_r = 0;
4492 fixed_type current_g = 0;
4493 fixed_type current_b = 0;
4494
4495 s32 y_a, y_b;
4496 s32 x_a, x_b;
4497
4498 s32 delta_x, delta_y;
4499
4500 s32 current_x;
4501 s32 current_y;
4502
4503 u32 error_step;
4504 u32 error;
4505 u32 error_wrap;
4506
4507 u16 *vram_ptr;
4508
4509 flush_render_block_buffer(psx_gpu);
4510 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4511
4512 vertex_struct *vertex_a = &(vertexes[0]);
4513 vertex_struct *vertex_b = &(vertexes[1]);
4514
4515 u32 control_mask;
4516
3867c6ef 4517#ifdef PROFILE
75e28f62 4518 lines++;
3867c6ef 4519#endif
75e28f62
E
4520
4521 if(vertex_a->x >= vertex_b->x)
4522 {
4523 vertex_swap(vertex_a, vertex_b);
4524 }
4525
4526 x_a = vertex_a->x;
4527 x_b = vertex_b->x;
4528
4529 y_a = vertex_a->y;
4530 y_b = vertex_b->y;
4531
4532 delta_x = x_b - x_a;
4533 delta_y = y_b - y_a;
4534
3b3dee71 4535 if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
75e28f62
E
4536 return;
4537
3b3dee71 4538 if(double_resolution)
4539 {
4540 x_a *= 2;
4541 x_b *= 2;
4542 y_a *= 2;
4543 y_b *= 2;
4544 delta_x *= 2;
4545 delta_y *= 2;
4546 }
4547
75e28f62
E
4548 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4549
c1817bd9 4550 vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
75e28f62
E
4551
4552 control_mask = 0x0;
4553
4554 if(flags & RENDER_FLAGS_SHADE)
4555 control_mask |= 0x1;
4556
4557 if(flags & RENDER_FLAGS_BLEND)
4558 {
4559 control_mask |= 0x2;
4560 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4561 }
4562
4563 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4564 control_mask |= 0x4;
4565
4566 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4567 control_mask |= 0x8;
4568
4569 switch(control_mask)
4570 {
4571 case 0x0:
4572 render_line_body(unshaded, unblended, undithered, no, none);
4573 break;
4574
4575 case 0x1:
4576 render_line_body(shaded, unblended, undithered, no, none);
4577 break;
4578
4579 case 0x2:
4580 render_line_body(unshaded, blended, undithered, no, average);
4581 break;
4582
4583 case 0x3:
4584 render_line_body(shaded, blended, undithered, no, average);
4585 break;
4586
4587 case 0x4:
4588 render_line_body(unshaded, unblended, dithered, no, none);
4589 break;
4590
4591 case 0x5:
4592 render_line_body(shaded, unblended, dithered, no, none);
4593 break;
4594
4595 case 0x6:
4596 render_line_body(unshaded, blended, dithered, no, average);
4597 break;
4598
4599 case 0x7:
4600 render_line_body(shaded, blended, dithered, no, average);
4601 break;
4602
4603 case 0x8:
4604 render_line_body(unshaded, unblended, undithered, yes, none);
4605 break;
4606
4607 case 0x9:
4608 render_line_body(shaded, unblended, undithered, yes, none);
4609 break;
4610
4611 case 0xA:
4612 render_line_body(unshaded, blended, undithered, yes, average);
4613 break;
4614
4615 case 0xB:
4616 render_line_body(shaded, blended, undithered, yes, average);
4617 break;
4618
4619 case 0xC:
4620 render_line_body(unshaded, unblended, dithered, yes, none);
4621 break;
4622
4623 case 0xD:
4624 render_line_body(shaded, unblended, dithered, yes, none);
4625 break;
4626
4627 case 0xE:
4628 render_line_body(unshaded, blended, dithered, yes, average);
4629 break;
4630
4631 case 0xF:
4632 render_line_body(shaded, blended, dithered, yes, average);
4633 break;
4634
4635 case 0x12:
4636 render_line_body(unshaded, blended, undithered, no, add);
4637 break;
4638
4639 case 0x13:
4640 render_line_body(shaded, blended, undithered, no, add);
4641 break;
4642
4643 case 0x16:
4644 render_line_body(unshaded, blended, dithered, no, add);
4645 break;
4646
4647 case 0x17:
4648 render_line_body(shaded, blended, dithered, no, add);
4649 break;
4650
4651 case 0x1A:
4652 render_line_body(unshaded, blended, undithered, yes, add);
4653 break;
4654
4655 case 0x1B:
4656 render_line_body(shaded, blended, undithered, yes, add);
4657 break;
4658
4659 case 0x1E:
4660 render_line_body(unshaded, blended, dithered, yes, add);
4661 break;
4662
4663 case 0x1F:
4664 render_line_body(shaded, blended, dithered, yes, add);
4665 break;
4666
4667 case 0x22:
4668 render_line_body(unshaded, blended, undithered, no, subtract);
4669 break;
4670
4671 case 0x23:
4672 render_line_body(shaded, blended, undithered, no, subtract);
4673 break;
4674
4675 case 0x26:
4676 render_line_body(unshaded, blended, dithered, no, subtract);
4677 break;
4678
4679 case 0x27:
4680 render_line_body(shaded, blended, dithered, no, subtract);
4681 break;
4682
4683 case 0x2A:
4684 render_line_body(unshaded, blended, undithered, yes, subtract);
4685 break;
4686
4687 case 0x2B:
4688 render_line_body(shaded, blended, undithered, yes, subtract);
4689 break;
4690
4691 case 0x2E:
4692 render_line_body(unshaded, blended, dithered, yes, subtract);
4693 break;
4694
4695 case 0x2F:
4696 render_line_body(shaded, blended, dithered, yes, subtract);
4697 break;
4698
4699 case 0x32:
4700 render_line_body(unshaded, blended, undithered, no, add_fourth);
4701 break;
4702
4703 case 0x33:
4704 render_line_body(shaded, blended, undithered, no, add_fourth);
4705 break;
4706
4707 case 0x36:
4708 render_line_body(unshaded, blended, dithered, no, add_fourth);
4709 break;
4710
4711 case 0x37:
4712 render_line_body(shaded, blended, dithered, no, add_fourth);
4713 break;
4714
4715 case 0x3A:
4716 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4717 break;
4718
4719 case 0x3B:
4720 render_line_body(shaded, blended, undithered, yes, add_fourth);
4721 break;
4722
4723 case 0x3E:
4724 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4725 break;
4726
4727 case 0x3F:
4728 render_line_body(shaded, blended, dithered, yes, add_fourth);
4729 break;
4730 }
4731}
4732
4733
4734void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4735 u32 width, u32 height)
4736{
1f88961f
E
4737 if((width == 0) || (height == 0))
4738 return;
4739
75e28f62
E
4740 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4741
75e28f62
E
4742 u32 r = color & 0xFF;
4743 u32 g = (color >> 8) & 0xFF;
4744 u32 b = (color >> 16) & 0xFF;
6c4a10c4
E
4745 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4746 psx_gpu->mask_msb;
4747 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4748
c1817bd9 4749 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
6c4a10c4
E
4750
4751 u32 pitch = 512 - (width / 2);
4752 u32 num_width;
75e28f62 4753
f1359c57 4754 if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
6c4a10c4
E
4755 {
4756 pitch += 512;
4757 height /= 2;
4758
f1359c57 4759 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
6c4a10c4
E
4760 vram_ptr += 512;
4761 }
75e28f62 4762
6c4a10c4 4763 while(height)
75e28f62 4764 {
6c4a10c4
E
4765 num_width = width;
4766 while(num_width)
75e28f62 4767 {
6c4a10c4
E
4768 vram_ptr[0] = color_32bpp;
4769 vram_ptr[1] = color_32bpp;
4770 vram_ptr[2] = color_32bpp;
4771 vram_ptr[3] = color_32bpp;
4772 vram_ptr[4] = color_32bpp;
4773 vram_ptr[5] = color_32bpp;
4774 vram_ptr[6] = color_32bpp;
4775 vram_ptr[7] = color_32bpp;
4776
4777 vram_ptr += 8;
4778 num_width -= 16;
75e28f62
E
4779 }
4780
6c4a10c4
E
4781 vram_ptr += pitch;
4782 height--;
75e28f62 4783 }
75e28f62
E
4784}
4785
f1359c57 4786void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4787 u32 width, u32 height)
4788{
4789 if((width == 0) || (height == 0))
4790 return;
4791
e929dec5 4792 if(width > 1024)
4793 width = 1024;
4794
f1359c57 4795 u32 r = color & 0xFF;
4796 u32 g = (color >> 8) & 0xFF;
4797 u32 b = (color >> 16) & 0xFF;
4798 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4799 psx_gpu->mask_msb;
4800 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4801
e929dec5 4802 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
f1359c57 4803
e929dec5 4804 u32 pitch = 1024 / 2 - (width / 2);
f1359c57 4805 u32 num_width;
4806
4807 while(height)
4808 {
4809 num_width = width;
4810 while(num_width)
4811 {
4812 vram_ptr[0] = color_32bpp;
4813 vram_ptr[1] = color_32bpp;
4814 vram_ptr[2] = color_32bpp;
4815 vram_ptr[3] = color_32bpp;
4816 vram_ptr[4] = color_32bpp;
4817 vram_ptr[5] = color_32bpp;
4818 vram_ptr[6] = color_32bpp;
4819 vram_ptr[7] = color_32bpp;
4820
4821 vram_ptr += 8;
4822 num_width -= 16;
4823 }
4824
4825 vram_ptr += pitch;
4826 height--;
4827 }
4828}
4829
75e28f62
E
4830void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4831 u32 width, u32 height, u32 pitch)
4832{
4833 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4834 u32 draw_x, draw_y;
87c45ad1 4835 u32 mask_msb = psx_gpu->mask_msb;
75e28f62 4836
1f88961f
E
4837 if((width == 0) || (height == 0))
4838 return;
4839
cec398c0 4840 flush_render_block_buffer(psx_gpu);
75e28f62
E
4841 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4842
75e28f62
E
4843 for(draw_y = 0; draw_y < height; draw_y++)
4844 {
4845 for(draw_x = 0; draw_x < width; draw_x++)
4846 {
24b9bacc 4847 vram_ptr[draw_x] = source[draw_x] | mask_msb;
75e28f62
E
4848 }
4849
4850 source += pitch;
4851 vram_ptr += 1024;
4852 }
4853}
4854
4855void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4856 u32 dest_x, u32 dest_y, u32 width, u32 height)
4857{
4858 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4859 dest_x, dest_y, width, height, 1024);
4860}
4861
4862
4863void initialize_reciprocal_table(void)
4864{
4865 u32 height;
4866 u32 height_normalized;
4867 u32 height_reciprocal;
4868 s32 shift;
4869
c1817bd9 4870 for(height = 1; height < sizeof(reciprocal_table)
4871 / sizeof(reciprocal_table[0]); height++)
75e28f62
E
4872 {
4873 shift = __builtin_clz(height);
4874 height_normalized = height << shift;
c111e8f8 4875 height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
75e28f62
E
4876 height_normalized;
4877
c111e8f8 4878 shift = 32 - (51 - shift);
75e28f62 4879
7d5140f5 4880 reciprocal_table[height] = (height_reciprocal << 10) | shift;
75e28f62
E
4881 }
4882}
4883
4884
4885#define dither_table_row(a, b, c, d) \
4886 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4887
e8c0e0bb 4888void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
75e28f62
E
4889{
4890 vec_8x16u test_mask =
4891 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4892
4893 psx_gpu->test_mask = test_mask;
4894
75e28f62
E
4895 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4896 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4897 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4898 psx_gpu->viewport_mask = 0;
4899 psx_gpu->current_texture_page = 0;
4900 psx_gpu->current_texture_mask = 0;
4901 psx_gpu->last_8bpp_texture_page = 0;
4902
4903 psx_gpu->clut_settings = 0;
4904 psx_gpu->texture_settings = 0;
4905 psx_gpu->render_state = 0;
4906 psx_gpu->render_state_base = 0;
4907 psx_gpu->num_blocks = 0;
c6063f89 4908 psx_gpu->uvrgb_phase = 0x8000;
75e28f62 4909
e8c0e0bb 4910 psx_gpu->vram_ptr = vram;
c1817bd9 4911 psx_gpu->vram_out_ptr = vram;
75e28f62 4912
3867c6ef 4913 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
75e28f62
E
4914 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4915 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4916
4917 psx_gpu->mask_msb = 0;
4918
f9248bbf
E
4919 psx_gpu->texture_window_x = 0;
4920 psx_gpu->texture_window_y = 0;
4921 psx_gpu->texture_mask_width = 0xFF;
4922 psx_gpu->texture_mask_height = 0xFF;
4923
f1359c57 4924 psx_gpu->render_mode = 0;
69b09c0d 4925
75e28f62
E
4926 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4927
4928 initialize_reciprocal_table();
ed0fd81d 4929 psx_gpu->reciprocal_table_ptr = reciprocal_table;
75e28f62
E
4930
4931 // 00 01 10 11
4932 // 00 0 4 1 5
4933 // 01 6 2 7 3
4934 // 10 1 5 0 4
4935 // 11 7 3 6 2
4936 // (minus ones(4) * 4)
4937
4938 // d0: (1 3 5 7): x1 ^ y1
4939 // d1: (2 3 6 7): y0
4940 // d2: (4 5 6 7): x0 ^ y0
4941
75e28f62
E
4942 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4943 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4944 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4945 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4946
4947 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
e929dec5 4948
4949 psx_gpu->enhancement_x_threshold = 256;
75e28f62
E
4950}
4951
4952u64 get_us(void)
4953{
4954 struct timeval tv;
4955 gettimeofday(&tv, NULL);
4956
4957 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4958}
4959
37725e8c 4960#if 0 //def NEON_BUILD
75e28f62
E
4961
4962u32 get_counter()
4963{
4964 u32 counter;
4965 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4966
4967 return counter;
4968}
4969
4970void init_counter(void)
4971{
4972 u32 value;
4973 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4974 value |= 5; // master enable, ccnt reset
4975 value &= ~8; // ccnt divider 0
4976 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4977 // enable cycle counter
4978 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4979}
4980
4981void triangle_benchmark(psx_gpu_struct *psx_gpu)
4982{
4983 u32 i;
4984
4985 u32 ticks;
4986 u32 ticks_elapsed;
4987
4988 const u32 iterations = 500000;
4989
4990 psx_gpu->num_blocks = 64;
4991 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4992
4993 for(i = 0; i < 64; i++)
4994 {
4995 memset(&(psx_gpu->blocks[i].r), 0, 16);
4996 }
4997
4998 init_counter();
4999
5000 ticks = get_counter();
5001
5002 for(i = 0; i < iterations; i++)
5003 {
5004 texture_sprite_blocks_8bpp(psx_gpu);
5005 }
5006
5007 ticks_elapsed = get_counter() - ticks;
5008
5009 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5010}
5011
5012#endif
5013
fc6cef7d 5014#include "psx_gpu_4x.c"