misc: patch some issues indicated by clang
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
CommitLineData
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#include <stdio.h>
16#include <stdlib.h>
17#include <string.h>
18
19#include "common.h"
a4021361 20#ifndef NEON_BUILD
21#include "vector_ops.h"
22#endif
37725e8c 23#include "psx_gpu_simd.h"
75e28f62 24
aafce833 25#if 0
26void dump_r_d(const char *name, void *dump);
27void dump_r_q(const char *name, void *dump);
28#define dumprd(n) dump_r_d(#n, n.e)
29#define dumprq(n) dump_r_q(#n, n.e)
30#endif
31
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32u32 span_pixels = 0;
33u32 span_pixel_blocks = 0;
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34u32 spans = 0;
35u32 triangles = 0;
36u32 sprites = 0;
37u32 sprites_4bpp = 0;
38u32 sprites_8bpp = 0;
39u32 sprites_16bpp = 0;
40u32 sprite_blocks = 0;
41u32 sprites_untextured = 0;
42u32 lines = 0;
43u32 trivial_rejects = 0;
44u32 texels_4bpp = 0;
45u32 texels_8bpp = 0;
46u32 texels_16bpp = 0;
47u32 texel_blocks_4bpp = 0;
48u32 texel_blocks_8bpp = 0;
49u32 texel_blocks_16bpp = 0;
50u32 texel_blocks_untextured = 0;
51u32 blend_blocks = 0;
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52u32 render_buffer_flushes = 0;
53u32 state_changes = 0;
54u32 left_split_triangles = 0;
55u32 flat_triangles = 0;
56u32 clipped_triangles = 0;
57u32 zero_block_spans = 0;
58u32 texture_cache_loads = 0;
3867c6ef 59u32 false_modulated_blocks = 0;
75e28f62 60
a2cb152a 61#define stats_add(stat, count) // stat += count
62
c1817bd9 63/* double size for enhancement */
64u32 reciprocal_table[512 * 2];
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65
66
67typedef s32 fixed_type;
68
69#define EDGE_STEP_BITS 32
70#define FIXED_BITS 12
71
72#define fixed_center(value) \
73 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
74
75#define int_to_fixed(value) \
76 (((fixed_type)(value)) << FIXED_BITS) \
77
78#define fixed_to_int(value) \
79 ((value) >> FIXED_BITS) \
80
81#define fixed_to_double(value) \
82 ((value) / (double)(1 << FIXED_BITS)) \
83
84#define double_to_fixed(value) \
85 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
86
87typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
88typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
89typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
90typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
91
92typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
93 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
94
95struct render_block_handler_struct
96{
97 void *setup_blocks;
98 texture_blocks_function_type *texture_blocks;
99 shade_blocks_function_type *shade_blocks;
100 blend_blocks_function_type *blend_blocks;
101};
102
2bbbb7af 103#ifndef NEON_BUILD
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104
105u32 fixed_reciprocal(u32 denominator, u32 *_shift)
106{
107 u32 shift = __builtin_clz(denominator);
108 u32 denominator_normalized = denominator << shift;
109
110 double numerator = (1ULL << 62) + denominator_normalized;
111 double numerator_b;
112
113 double denominator_normalized_dp_b;
114 u64 denominator_normalized_dp_u64;
115
116 u32 reciprocal;
117 double reciprocal_dp;
118
119 u64 numerator_u64 = (denominator_normalized >> 10) |
120 ((u64)(62 + 1023) << 52);
121 *((u64 *)(&numerator_b)) = numerator_u64;
122
123 denominator_normalized_dp_u64 =
124 (u64)(denominator_normalized << 21) |
125 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
126 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
127
128 // Implement with a DP divide
129 reciprocal_dp = numerator / denominator_normalized_dp_b;
130 reciprocal = reciprocal_dp;
131
132 if(reciprocal == 0x80000001)
133 reciprocal = 0x80000000;
134
135 *_shift = 62 - shift;
136 return reciprocal;
137}
138
139double reciprocal_estimate(double a)
140{
141 int q, s;
142 double r;
143
144 q = (int)(a * 512.0);
145 /* a in units of 1/512 rounded down */
146 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
147 s = (int)(256.0 * r + 0.5);
148
149 /* r in units of 1/256 rounded to nearest */
150
151 return (double)s / 256.0;
152}
153
154u32 reciprocal_estimate_u32(u32 value)
155{
156 u64 dp_value_u64;
157 volatile double dp_value;
158 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
159
160 if((value >> 31) == 0)
161 return 0xFFFFFFFF;
162
163 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
164
165 *dp_value_ptr = dp_value_u64;
166
167 dp_value = reciprocal_estimate(dp_value);
168 dp_value_u64 = *dp_value_ptr;
169
170 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
171}
172
173u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
174{
175 u32 shift = __builtin_clz(value);
176 u32 value_normalized = value << shift;
177
178 *_shift = 62 - shift;
179
180 value_normalized -= 2;
181
182 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
183
184 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
185 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
186 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
187 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
188 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
189 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
190
191 return reciprocal_normalized;
192}
193
194#endif
195
196
197s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
198{
199 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
200}
201
202u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
203{
204 s32 coverage_x, coverage_y;
205
206 u32 mask_up_left;
207 u32 mask_down_right;
208
209 coverage_x = x2 >> 6;
210 coverage_y = y2 >> 8;
211
212 if(coverage_x < 0)
213 coverage_x = 0;
214
215 if(coverage_x > 31)
216 coverage_x = 31;
217
218 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
219
220 if(coverage_y >= 1)
221 mask_down_right |= mask_down_right << 16;
222
223 coverage_x = x1 >> 6;
224
225 mask_up_left = 0xFFFF0000 << coverage_x;
226 if(coverage_x < 0)
227 mask_up_left = 0xFFFF0000;
228
229 coverage_y = y1 >> 8;
230 if(coverage_y <= 0)
231 mask_up_left |= mask_up_left >> 16;
232
233 return mask_up_left & mask_down_right;
234}
235
236u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
237 u32 x2, u32 y2)
238{
239 u32 mask = texture_region_mask(x1, y1, x2, y2);
240
241 psx_gpu->dirty_textures_4bpp_mask |= mask;
242 psx_gpu->dirty_textures_8bpp_mask |= mask;
243 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
244
245 return mask;
246}
247
248u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
249 u32 y1, u32 x2, u32 y2)
250{
251 u32 mask = texture_region_mask(x1, y1, x2, y2) &
252 psx_gpu->viewport_mask;
3867c6ef 253
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254 psx_gpu->dirty_textures_4bpp_mask |= mask;
255 psx_gpu->dirty_textures_8bpp_mask |= mask;
256 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
257
258 return mask;
259}
260
05740673 261void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
262 u32 x2, u32 y2)
263{
264 u32 mask = texture_region_mask(x1, y1, x2, y2);
265 u32 texture_page;
266 u8 *texture_page_ptr;
267 u16 *vram_ptr;
268 u32 texel_block;
269 u32 sub_x, sub_y;
270
271 psx_gpu->dirty_textures_8bpp_mask |= mask;
272 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
273
274 if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
275 (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
276 {
277 texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
278 texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
279 texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
280 vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
281 sub_x = 4;
282 sub_y = 16;
283
284 while(sub_y)
285 {
286 while(sub_x)
287 {
288 texel_block = *vram_ptr;
289
290 texture_page_ptr[0] = texel_block & 0xF;
291 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
292 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
293 texture_page_ptr[3] = texel_block >> 12;
294
295 vram_ptr++;
296 texture_page_ptr += 4;
297
298 sub_x--;
299 }
300
301 vram_ptr -= 4;
302 sub_x = 4;
303
304 sub_y--;
305 vram_ptr += 1024;
306 }
307 }
308 else
309 {
310 psx_gpu->dirty_textures_4bpp_mask |= mask;
311 }
312}
75e28f62 313
2bbbb7af 314#ifndef NEON_BUILD
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315
316void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
317{
318 u32 current_texture_page = psx_gpu->current_texture_page;
3867c6ef 319 u8 *texture_page_ptr = psx_gpu->texture_page_base;
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320 u16 *vram_ptr = psx_gpu->vram_ptr;
321
322 u32 texel_block;
323 u32 tile_x, tile_y;
324 u32 sub_x, sub_y;
325
326 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
327 vram_ptr += (current_texture_page & 0xF) * 64;
328
329 texture_cache_loads++;
330
331 tile_y = 16;
332 tile_x = 16;
333 sub_x = 4;
334 sub_y = 16;
335
336 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
337
338 while(tile_y)
339 {
340 while(tile_x)
341 {
342 while(sub_y)
343 {
344 while(sub_x)
345 {
346 texel_block = *vram_ptr;
b7ed0632 347
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348 texture_page_ptr[0] = texel_block & 0xF;
349 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
350 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
351 texture_page_ptr[3] = texel_block >> 12;
352
353 vram_ptr++;
354 texture_page_ptr += 4;
355
356 sub_x--;
357 }
358
359 vram_ptr -= 4;
360 sub_x = 4;
361
362 sub_y--;
363 vram_ptr += 1024;
364 }
365
366 sub_y = 16;
367
368 vram_ptr -= (1024 * 16) - 4;
369 tile_x--;
370 }
371
372 tile_x = 16;
373
374 vram_ptr += (16 * 1024) - (4 * 16);
375 tile_y--;
376 }
377}
378
379void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
380 u32 texture_page)
381{
3867c6ef 382 u16 *texture_page_ptr = psx_gpu->texture_page_base;
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383 u16 *vram_ptr = psx_gpu->vram_ptr;
384
385 u32 tile_x, tile_y;
386 u32 sub_y;
387
388 vec_8x16u texels;
389
390 texture_cache_loads++;
391
392 vram_ptr += (texture_page >> 4) * 256 * 1024;
393 vram_ptr += (texture_page & 0xF) * 64;
394
395 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
396 texture_page_ptr += (8 * 16) * 8;
397
398 tile_x = 8;
399 tile_y = 16;
400
401 sub_y = 16;
402
403 while(tile_y)
404 {
405 while(tile_x)
406 {
407 while(sub_y)
408 {
409 load_128b(texels, vram_ptr);
410 store_128b(texels, texture_page_ptr);
411
412 texture_page_ptr += 8;
413 vram_ptr += 1024;
414
415 sub_y--;
416 }
417
418 sub_y = 16;
419
420 vram_ptr -= (1024 * 16);
421 vram_ptr += 8;
422
423 tile_x--;
424 }
425
426 tile_x = 8;
427
428 vram_ptr -= (8 * 8);
429 vram_ptr += (16 * 1024);
430
431 texture_page_ptr += (8 * 16) * 8;
432 tile_y--;
433 }
434}
435
436#endif
437
438
439void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
440{
441 u32 current_texture_page = psx_gpu->current_texture_page;
442 u32 update_textures =
443 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
444
445 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
446
447 if(update_textures & (1 << current_texture_page))
448 {
449 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
450 update_textures &= ~(1 << current_texture_page);
451 }
452
453 if(update_textures)
454 {
455 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
456 (current_texture_page & 0x10);
457
458 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
459 }
460}
461
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462void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
463{
f1359c57 464 if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
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465 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
466 {
467 u32 num_blocks_dest = 0;
468 block_struct *block_src = psx_gpu->blocks;
469 block_struct *block_dest = psx_gpu->blocks;
470
471 u16 *vram_ptr = psx_gpu->vram_ptr;
472 u32 i;
473
f1359c57 474 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
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475 {
476 for(i = 0; i < psx_gpu->num_blocks; i++)
477 {
478 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
479 if(fb_offset & (1 << 11))
480 {
481 *block_dest = *block_src;
482 num_blocks_dest++;
483 block_dest++;
484 }
485 block_src++;
486 }
487 }
488 else
489 {
490 for(i = 0; i < psx_gpu->num_blocks; i++)
491 {
492 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
493 if((fb_offset & (1 << 11)) == 0)
494 {
495 *block_dest = *block_src;
496 num_blocks_dest++;
497 block_dest++;
498 }
499 block_src++;
500 }
501 }
502
503 psx_gpu->num_blocks = num_blocks_dest;
504 }
505
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506 if(psx_gpu->num_blocks)
507 {
508 render_block_handler_struct *render_block_handler =
509 psx_gpu->render_block_handler;
510
511 render_block_handler->texture_blocks(psx_gpu);
512 render_block_handler->shade_blocks(psx_gpu);
513 render_block_handler->blend_blocks(psx_gpu);
514
3867c6ef 515#ifdef PROFILE
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516 span_pixel_blocks += psx_gpu->num_blocks;
517 render_buffer_flushes++;
3867c6ef 518#endif
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519
520 psx_gpu->num_blocks = 0;
521 }
522}
523
524
2bbbb7af 525#ifndef NEON_BUILD
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526
527#define setup_gradient_calculation_input(set, vertex) \
528 /* First type is: uvrg bxxx xxxx */\
529 /* Second type is: yyyy ybyy uvrg */\
530 /* Since x_a and y_c are the same the same variable is used for both. */\
531 x##set##_a_y##set##_c.e[0] = vertex->u; \
532 x##set##_a_y##set##_c.e[1] = vertex->v; \
533 x##set##_a_y##set##_c.e[2] = vertex->r; \
534 x##set##_a_y##set##_c.e[3] = vertex->g; \
535 dup_4x16b(x##set##_b, vertex->x); \
536 dup_4x16b(x##set##_c, vertex->x); \
537 dup_4x16b(y##set##_a, vertex->y); \
538 dup_4x16b(y##set##_b, vertex->y); \
539 x##set##_b.e[0] = vertex->b; \
540 y##set##_b.e[1] = vertex->b \
541
542
543void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
544 vertex_struct *b, vertex_struct *c)
545{
546 u32 triangle_area = psx_gpu->triangle_area;
547 u32 winding_mask_scalar;
548
549 u32 triangle_area_shift;
550 u64 triangle_area_reciprocal =
551 fixed_reciprocal(triangle_area, &triangle_area_shift);
552 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
553
554 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
555 // ( d0 * d1 ) - ( d2 * d3 ) =
556 // ( m0 ) - ( m1 ) = gradient
557
558 // This is split to do 12 elements at a time over three sets: a, b, and c.
559 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
560 // two of the slots are unused.
561
562 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
563 // is g.
564
565 vec_4x16s x0_a_y0_c, x0_b, x0_c;
566 vec_4x16s y0_a, y0_b;
567 vec_4x16s x1_a_y1_c, x1_b, x1_c;
568 vec_4x16s y1_a, y1_b;
569 vec_4x16s x2_a_y2_c, x2_b, x2_c;
570 vec_4x16s y2_a, y2_b;
571
572 vec_4x32u uvrg_base;
573 vec_4x32u b_base;
c6063f89 574 vec_4x32u uvrgb_phase;
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575
576 vec_4x16s d0_a_d3_c, d0_b, d0_c;
577 vec_4x16s d1_a, d1_b, d1_c_d2_a;
578 vec_4x16s d2_b, d2_c;
579 vec_4x16s d3_a, d3_b;
580
581 vec_4x32s m0_a, m0_b, m0_c;
582 vec_4x32s m1_a, m1_b, m1_c;
583
584 vec_4x32u gradient_area_a, gradient_area_c;
585 vec_2x32u gradient_area_b;
586
587 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
588 vec_2x32u gradient_area_sign_b;
589 vec_4x32u winding_mask;
590
591 vec_2x64u gradient_wide_a0, gradient_wide_a1;
592 vec_2x64u gradient_wide_c0, gradient_wide_c1;
593 vec_2x64u gradient_wide_b;
594
595 vec_4x32u gradient_a, gradient_c;
596 vec_2x32u gradient_b;
597 vec_16x8s gradient_shift;
598
599 setup_gradient_calculation_input(0, a);
600 setup_gradient_calculation_input(1, b);
601 setup_gradient_calculation_input(2, c);
602
c6063f89 603 dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
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604 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
605 shl_long_4x16b(b_base, x0_b, 16);
606
c6063f89 607 add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
608 add_4x32b(b_base, b_base, uvrgb_phase);
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609
610 // Can probably pair these, but it'll require careful register allocation
611 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
612 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
613
614 sub_4x16b(d0_b, x1_b, x0_b);
615 sub_4x16b(d0_c, x1_c, x0_c);
616
617 sub_4x16b(d1_a, y2_a, y1_a);
618 sub_4x16b(d1_b, y2_b, y1_b);
619
620 sub_4x16b(d2_b, x2_b, x1_b);
621 sub_4x16b(d2_c, x2_c, x1_c);
622
623 sub_4x16b(d3_a, y1_a, y0_a);
624 sub_4x16b(d3_b, y1_b, y0_b);
625
626 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
627 mul_long_4x16b(m0_b, d0_b, d1_b);
628 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
629
630 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
631 mul_long_4x16b(m1_b, d2_b, d3_b);
632 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
633
634 sub_4x32b(gradient_area_a, m0_a, m1_a);
635 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
636 sub_4x32b(gradient_area_c, m0_c, m1_c);
637
638 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
639 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
640 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
641
642 abs_4x32b(gradient_area_a, gradient_area_a);
643 abs_2x32b(gradient_area_b, gradient_area_b);
644 abs_4x32b(gradient_area_c, gradient_area_c);
645
646 winding_mask_scalar = -psx_gpu->triangle_winding;
647
648 dup_4x32b(winding_mask, winding_mask_scalar);
649 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
650 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
651 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
652
653 mul_scalar_long_2x32b(gradient_wide_a0,
654 vector_cast(vec_2x32s, gradient_area_a.low),
655 (s64)triangle_area_reciprocal);
656 mul_scalar_long_2x32b(gradient_wide_a1,
657 vector_cast(vec_2x32s, gradient_area_a.high),
658 (s64)triangle_area_reciprocal);
659 mul_scalar_long_2x32b(gradient_wide_b,
660 vector_cast(vec_2x32s, gradient_area_b),
661 (s64)triangle_area_reciprocal);
662 mul_scalar_long_2x32b(gradient_wide_c0,
663 vector_cast(vec_2x32s, gradient_area_c.low),
664 (s64)triangle_area_reciprocal);
665 mul_scalar_long_2x32b(gradient_wide_c1,
666 vector_cast(vec_2x32s, gradient_area_c.high),
667 (s64)triangle_area_reciprocal);
668
669 dup_16x8b(gradient_shift, triangle_area_shift);
670 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
671 vector_cast(vec_2x64u, gradient_shift));
672 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
673 vector_cast(vec_2x64u, gradient_shift));
674 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
675 vector_cast(vec_2x64u, gradient_shift));
676 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
677 vector_cast(vec_2x64u, gradient_shift));
678 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
679 vector_cast(vec_2x64u, gradient_shift));
680
681 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
682 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
683 mov_narrow_2x64b(gradient_b, gradient_wide_b);
684 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
685 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
686
687 shl_4x32b(gradient_a, gradient_a, 4);
688 shl_2x32b(gradient_b, gradient_b, 4);
689 shl_4x32b(gradient_c, gradient_c, 4);
690
691 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
692 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
693 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
694
695 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
696 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
697 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
698
699 u32 left_adjust = a->x;
700 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
701 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
702
703 vec_4x32u uvrg_dx2;
704 vec_2x32u b_dx2;
705
706 vec_4x32u uvrg_dx3;
707 vec_2x32u b_dx3;
708
709 vec_4x32u zero;
710
711 eor_4x32b(zero, zero, zero);
712 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
713 add_2x32b(b_dx2, gradient_b, gradient_b);
714 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
715 add_2x32b(b_dx3, gradient_b, b_dx2);
716
717 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
718 // lined up properly
719 psx_gpu->u_block_span.e[0] = zero.e[0];
720 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
721 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
722 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
723
724 psx_gpu->v_block_span.e[0] = zero.e[1];
725 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
726 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
727 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
728
729 psx_gpu->r_block_span.e[0] = zero.e[2];
730 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
731 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
732 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
733
734 psx_gpu->g_block_span.e[0] = zero.e[3];
735 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
736 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
737 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
738
739 psx_gpu->b_block_span.e[0] = zero.e[0];
740 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
741 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
742 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
743
744 psx_gpu->uvrg = uvrg_base;
745 psx_gpu->b = b_base.e[0];
746
747 psx_gpu->uvrg_dx = gradient_a;
748 psx_gpu->uvrg_dy = gradient_c;
749 psx_gpu->b_dy = gradient_b.e[1];
750}
751#endif
752
753#define vector_check(_a, _b) \
754 if(memcmp(&_a, &_b, sizeof(_b))) \
755 { \
756 if(sizeof(_b) == 8) \
757 { \
758 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
759 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
760 } \
761 else \
762 { \
763 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
764 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
765 _b.e[2], _b.e[3]); \
766 } \
767 } \
768
769#define scalar_check(_a, _b) \
770 if(_a != _b) \
771 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
772
773
c111e8f8 774#ifndef NDEBUG
775#define setup_spans_debug_check(span_edge_data_element) \
b7569147 776{ \
777 u32 _num_spans = &span_edge_data_element - psx_gpu->span_edge_data; \
778 if (_num_spans > MAX_SPANS) \
aafce833 779 *(volatile int *)0 = 1; \
b7569147 780 if (_num_spans < psx_gpu->num_spans) \
c111e8f8 781 { \
782 if(span_edge_data_element.num_blocks > MAX_BLOCKS_PER_ROW) \
aafce833 783 *(volatile int *)0 = 2; \
784 if(span_edge_data_element.y >= 2048) \
785 *(volatile int *)0 = 3; \
c111e8f8 786 } \
b7569147 787} \
c111e8f8 788
789#else
790#define setup_spans_debug_check(span_edge_data_element) \
791
792#endif
793
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794#define setup_spans_prologue_alternate_yes() \
795 vec_2x64s alternate_x; \
796 vec_2x64s alternate_dx_dy; \
797 vec_4x32s alternate_x_32; \
aafce833 798 vec_4x16u alternate_x_16; \
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799 \
800 vec_4x16u alternate_select; \
801 vec_4x16s y_mid_point; \
802 \
803 s32 y_b = v_b->y; \
804 s64 edge_alt; \
805 s32 edge_dx_dy_alt; \
806 u32 edge_shift_alt \
807
808#define setup_spans_prologue_alternate_no() \
809
810#define setup_spans_prologue(alternate_active) \
811 edge_data_struct *span_edge_data; \
812 vec_4x32u *span_uvrg_offset; \
813 u32 *span_b_offset; \
814 \
815 s32 clip; \
816 \
817 vec_2x64s edges_xy; \
818 vec_2x32s edges_dx_dy; \
819 vec_2x32u edge_shifts; \
820 \
821 vec_2x64s left_x, right_x; \
822 vec_2x64s left_dx_dy, right_dx_dy; \
823 vec_4x32s left_x_32, right_x_32; \
824 vec_8x16s left_right_x_16; \
825 vec_4x16s y_x4; \
826 vec_8x16s left_edge; \
827 vec_8x16s right_edge; \
828 vec_4x16u span_shift; \
829 \
830 vec_2x32u c_0x01; \
831 vec_4x16u c_0x04; \
832 vec_4x16u c_0xFFFE; \
833 vec_4x16u c_0x07; \
834 \
835 vec_2x32s x_starts; \
836 vec_2x32s x_ends; \
837 \
838 s32 x_a = v_a->x; \
839 s32 x_b = v_b->x; \
840 s32 x_c = v_c->x; \
841 s32 y_a = v_a->y; \
842 s32 y_c = v_c->y; \
843 \
844 vec_4x32u uvrg = psx_gpu->uvrg; \
845 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
846 u32 b = psx_gpu->b; \
847 u32 b_dy = psx_gpu->b_dy; \
848 \
849 dup_2x32b(c_0x01, 0x01); \
850 setup_spans_prologue_alternate_##alternate_active() \
851
852#define setup_spans_prologue_b() \
853 span_edge_data = psx_gpu->span_edge_data; \
854 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
855 span_b_offset = psx_gpu->span_b_offset; \
856 \
857 vec_8x16u c_0x0001; \
858 \
859 dup_8x16b(c_0x0001, 0x0001); \
860 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
861 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
862 add_8x16b(right_edge, right_edge, c_0x0001); \
863 dup_4x16b(c_0x04, 0x04); \
864 dup_4x16b(c_0x07, 0x07); \
865 dup_4x16b(c_0xFFFE, 0xFFFE); \
866
867
868#define compute_edge_delta_x2() \
869{ \
870 vec_2x32s heights; \
871 vec_2x32s height_reciprocals; \
872 vec_2x32s heights_b; \
873 vec_4x32u widths; \
874 \
875 u32 edge_shift = reciprocal_table[height]; \
876 \
877 dup_2x32b(heights, height); \
878 sub_2x32b(widths, x_ends, x_starts); \
879 \
880 dup_2x32b(edge_shifts, edge_shift); \
881 sub_2x32b(heights_b, heights, c_0x01); \
7d5140f5 882 shr_2x32b(height_reciprocals, edge_shifts, 10); \
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883 \
884 mla_2x32b(heights_b, x_starts, heights); \
885 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
886 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
887 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
888} \
889
890#define compute_edge_delta_x3(start_c, height_a, height_b) \
891{ \
892 vec_2x32s heights; \
893 vec_2x32s height_reciprocals; \
894 vec_2x32s heights_b; \
895 vec_2x32u widths; \
896 \
897 u32 width_alt; \
898 s32 height_b_alt; \
899 u32 height_reciprocal_alt; \
900 \
901 heights.e[0] = height_a; \
902 heights.e[1] = height_b; \
903 \
904 edge_shifts.e[0] = reciprocal_table[height_a]; \
905 edge_shifts.e[1] = reciprocal_table[height_b]; \
906 edge_shift_alt = reciprocal_table[height_minor_b]; \
907 \
908 sub_2x32b(widths, x_ends, x_starts); \
909 width_alt = x_c - start_c; \
910 \
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911 shr_2x32b(height_reciprocals, edge_shifts, 10); \
912 height_reciprocal_alt = edge_shift_alt >> 10; \
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913 \
914 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
915 edge_shift_alt &= 0x1F; \
916 \
917 sub_2x32b(heights_b, heights, c_0x01); \
918 height_b_alt = height_minor_b - 1; \
919 \
920 mla_2x32b(heights_b, x_starts, heights); \
921 height_b_alt += height_minor_b * start_c; \
922 \
923 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
924 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
925 \
926 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
927 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
928} \
929
930
931#define setup_spans_adjust_y_up() \
932 sub_4x32b(y_x4, y_x4, c_0x04) \
933
934#define setup_spans_adjust_y_down() \
935 add_4x32b(y_x4, y_x4, c_0x04) \
936
937#define setup_spans_adjust_interpolants_up() \
938 sub_4x32b(uvrg, uvrg, uvrg_dy); \
939 b -= b_dy \
940
941#define setup_spans_adjust_interpolants_down() \
942 add_4x32b(uvrg, uvrg, uvrg_dy); \
943 b += b_dy \
944
945
946#define setup_spans_clip_interpolants_increment() \
947 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
948 b += b_dy * clip \
949
950#define setup_spans_clip_interpolants_decrement() \
951 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
952 b -= b_dy * clip \
953
954#define setup_spans_clip_alternate_yes() \
955 edge_alt += edge_dx_dy_alt * (s64)(clip) \
956
957#define setup_spans_clip_alternate_no() \
958
959#define setup_spans_clip(direction, alternate_active) \
960{ \
961 clipped_triangles++; \
962 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
963 setup_spans_clip_alternate_##alternate_active(); \
964 setup_spans_clip_interpolants_##direction(); \
965} \
966
967
968#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
969{ \
970 vec_2x64u edge_shifts_64; \
971 vec_2x64s edges_dx_dy_64; \
972 \
973 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
974 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
975 \
976 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
977 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
978 \
979 left_x.e[0] = edges_xy.e[left_index]; \
980 right_x.e[0] = edges_xy.e[right_index]; \
981 \
982 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
983 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
984 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
985 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
986 \
987 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
988 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
989 \
990 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
991 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
992} \
993
994#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
995{ \
996 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
997 s64 edge_dx_dy_alt_64; \
998 \
999 dup_4x16b(y_mid_point, y_b); \
1000 \
1001 edge_alt <<= edge_shift_alt; \
1002 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
1003 \
1004 alternate_x.e[0] = edge_alt; \
1005 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
1006 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
1007 \
1008 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
1009 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
1010} \
1011
1012
1013#define setup_spans_y_select_up() \
1014 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
1015
1016#define setup_spans_y_select_down() \
1017 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
1018
1019#define setup_spans_y_select_alternate_yes(direction) \
1020 setup_spans_y_select_##direction() \
1021
1022#define setup_spans_y_select_alternate_no(direction) \
1023
1024#define setup_spans_alternate_select_left() \
1025 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
1026
1027#define setup_spans_alternate_select_right() \
1028 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
1029
1030#define setup_spans_alternate_select_none() \
1031
1032#define setup_spans_increment_alternate_yes() \
1033 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
1034 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1035 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
1036 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1037 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
1038
1039#define setup_spans_increment_alternate_no() \
1040
1041#define setup_spans_set_x4(alternate, direction, alternate_active) \
1042{ \
1043 span_uvrg_offset[0] = uvrg; \
1044 span_b_offset[0] = b; \
1045 setup_spans_adjust_interpolants_##direction(); \
1046 \
1047 span_uvrg_offset[1] = uvrg; \
1048 span_b_offset[1] = b; \
1049 setup_spans_adjust_interpolants_##direction(); \
1050 \
1051 span_uvrg_offset[2] = uvrg; \
1052 span_b_offset[2] = b; \
1053 setup_spans_adjust_interpolants_##direction(); \
1054 \
1055 span_uvrg_offset[3] = uvrg; \
1056 span_b_offset[3] = b; \
1057 setup_spans_adjust_interpolants_##direction(); \
1058 \
1059 span_uvrg_offset += 4; \
1060 span_b_offset += 4; \
1061 \
1062 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
1063 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
1064 \
1065 add_2x64b(left_x, left_x, left_dx_dy); \
1066 add_2x64b(right_x, right_x, right_dx_dy); \
1067 \
1068 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
1069 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
1070 \
1071 add_2x64b(left_x, left_x, left_dx_dy); \
1072 add_2x64b(right_x, right_x, right_dx_dy); \
1073 \
1074 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
1075 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
1076 \
1077 setup_spans_increment_alternate_##alternate_active(); \
1078 setup_spans_y_select_alternate_##alternate_active(direction); \
1079 setup_spans_alternate_select_##alternate(); \
1080 \
1081 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
1082 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
1083 \
1084 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
1085 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
1086 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
1087 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
1088 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
1089 \
1090 u32 i; \
1091 for(i = 0; i < 4; i++) \
1092 { \
1093 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
1094 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
1095 span_edge_data[i].right_mask = span_shift.e[i]; \
1096 span_edge_data[i].y = y_x4.e[i]; \
c111e8f8 1097 setup_spans_debug_check(span_edge_data[i]); \
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1098 } \
1099 \
1100 span_edge_data += 4; \
1101 \
1102 setup_spans_adjust_y_##direction(); \
1103} \
1104
1105
1106#define setup_spans_alternate_adjust_yes() \
1107 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1108
1109#define setup_spans_alternate_adjust_no() \
1110
1111
1112#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1113 setup_spans_alternate_adjust_##alternate_active(); \
1114 if(y_c > psx_gpu->viewport_end_y) \
1115 height -= y_c - psx_gpu->viewport_end_y - 1; \
1116 \
1117 clip = psx_gpu->viewport_start_y - y_a; \
1118 if(clip > 0) \
1119 { \
1120 height -= clip; \
1121 y_a += clip; \
1122 setup_spans_clip(increment, alternate_active); \
1123 } \
1124 \
1125 setup_spans_prologue_b(); \
1126 \
1127 if(height > 0) \
1128 { \
1129 y_x4.e[0] = y_a; \
1130 y_x4.e[1] = y_a + 1; \
1131 y_x4.e[2] = y_a + 2; \
1132 y_x4.e[3] = y_a + 3; \
1133 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1134 right_index); \
1135 \
1136 psx_gpu->num_spans = height; \
1137 do \
1138 { \
1139 setup_spans_set_x4(alternate, down, alternate_active); \
1140 height -= 4; \
1141 } while(height > 0); \
1142 } \
1143
1144
1145#define setup_spans_alternate_pre_increment_yes() \
1146 edge_alt += edge_dx_dy_alt \
1147
1148#define setup_spans_alternate_pre_increment_no() \
1149
1150#define setup_spans_up_decrement_height_yes() \
1151 height-- \
1152
1153#define setup_spans_up_decrement_height_no() \
1154 {} \
1155
1156#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1157 setup_spans_alternate_adjust_##alternate_active(); \
1158 y_a--; \
1159 \
1160 if(y_c < psx_gpu->viewport_start_y) \
1161 height -= psx_gpu->viewport_start_y - y_c; \
1162 else \
1163 setup_spans_up_decrement_height_##alternate_active(); \
1164 \
1165 clip = y_a - psx_gpu->viewport_end_y; \
1166 if(clip > 0) \
1167 { \
1168 height -= clip; \
1169 y_a -= clip; \
1170 setup_spans_clip(decrement, alternate_active); \
1171 } \
1172 \
1173 setup_spans_prologue_b(); \
1174 \
1175 if(height > 0) \
1176 { \
1177 y_x4.e[0] = y_a; \
1178 y_x4.e[1] = y_a - 1; \
1179 y_x4.e[2] = y_a - 2; \
1180 y_x4.e[3] = y_a - 3; \
1181 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1182 setup_spans_alternate_pre_increment_##alternate_active(); \
1183 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1184 right_index); \
1185 setup_spans_adjust_interpolants_up(); \
1186 \
1187 psx_gpu->num_spans = height; \
1188 while(height > 0) \
1189 { \
1190 setup_spans_set_x4(alternate, up, alternate_active); \
1191 height -= 4; \
1192 } \
1193 } \
1194
1195#define index_left 0
1196#define index_right 1
1197
1198#define setup_spans_up_up(minor, major) \
1199 setup_spans_prologue(yes); \
1200 s32 height_minor_a = y_a - y_b; \
1201 s32 height_minor_b = y_b - y_c; \
1202 s32 height = y_a - y_c; \
1203 \
1204 dup_2x32b(x_starts, x_a); \
1205 x_ends.e[0] = x_c; \
1206 x_ends.e[1] = x_b; \
1207 \
1208 compute_edge_delta_x3(x_b, height, height_minor_a); \
1209 setup_spans_up(index_##major, index_##minor, minor, yes) \
1210
1211
2bbbb7af 1212#ifndef NEON_BUILD
75e28f62
E
1213
1214void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1215 vertex_struct *v_b, vertex_struct *v_c)
1216{
1217 setup_spans_up_up(left, right);
1218}
1219
1220void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1221 vertex_struct *v_b, vertex_struct *v_c)
1222{
1223 setup_spans_up_up(right, left);
1224}
1225
1226#define setup_spans_down_down(minor, major) \
1227 setup_spans_prologue(yes); \
1228 s32 height_minor_a = y_b - y_a; \
1229 s32 height_minor_b = y_c - y_b; \
1230 s32 height = y_c - y_a; \
1231 \
1232 dup_2x32b(x_starts, x_a); \
1233 x_ends.e[0] = x_c; \
1234 x_ends.e[1] = x_b; \
1235 \
1236 compute_edge_delta_x3(x_b, height, height_minor_a); \
1237 setup_spans_down(index_##major, index_##minor, minor, yes) \
1238
1239void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1240 vertex_struct *v_b, vertex_struct *v_c)
1241{
1242 setup_spans_down_down(left, right);
1243}
1244
1245void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1246 vertex_struct *v_b, vertex_struct *v_c)
1247{
1248 setup_spans_down_down(right, left);
1249}
1250
1251#define setup_spans_up_flat() \
1252 s32 height = y_a - y_c; \
1253 \
1254 flat_triangles++; \
1255 compute_edge_delta_x2(); \
1256 setup_spans_up(index_left, index_right, none, no) \
1257
1258void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1259 vertex_struct *v_b, vertex_struct *v_c)
1260{
1261 setup_spans_prologue(no);
1262 x_starts.e[0] = x_a;
1263 x_starts.e[1] = x_b;
1264 dup_2x32b(x_ends, x_c);
1265
1266 setup_spans_up_flat();
1267}
1268
1269void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1270 vertex_struct *v_b, vertex_struct *v_c)
1271{
1272 setup_spans_prologue(no);
1273 dup_2x32b(x_starts, x_a);
1274 x_ends.e[0] = x_b;
1275 x_ends.e[1] = x_c;
1276
1277 setup_spans_up_flat();
1278}
1279
1280#define setup_spans_down_flat() \
1281 s32 height = y_c - y_a; \
1282 \
1283 flat_triangles++; \
1284 compute_edge_delta_x2(); \
1285 setup_spans_down(index_left, index_right, none, no) \
1286
1287void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1288 vertex_struct *v_b, vertex_struct *v_c)
1289{
1290 setup_spans_prologue(no);
1291 x_starts.e[0] = x_a;
1292 x_starts.e[1] = x_b;
1293 dup_2x32b(x_ends, x_c);
1294
1295 setup_spans_down_flat();
1296}
1297
1298void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1299 vertex_struct *v_b, vertex_struct *v_c)
1300{
1301 setup_spans_prologue(no);
1302 dup_2x32b(x_starts, x_a);
1303 x_ends.e[0] = x_b;
1304 x_ends.e[1] = x_c;
1305
1306 setup_spans_down_flat();
1307}
1308
1309void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1310 vertex_struct *v_b, vertex_struct *v_c)
1311{
1312 setup_spans_prologue(no);
1313
1314 s32 y_b = v_b->y;
1315 s64 edge_alt;
1316 s32 edge_dx_dy_alt;
1317 u32 edge_shift_alt;
1318
1319 s32 middle_y = y_a;
1320 s32 height_minor_a = y_a - y_b;
1321 s32 height_minor_b = y_c - y_a;
1322 s32 height_major = y_c - y_b;
1323
1324 vec_2x64s edges_xy_b;
1325 vec_2x32s edges_dx_dy_b;
1326 vec_2x32u edge_shifts_b;
1327
1328 vec_2x32s height_increment;
1329
1330 x_starts.e[0] = x_a;
1331 x_starts.e[1] = x_c;
1332 dup_2x32b(x_ends, x_b);
1333
1334 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1335
1336 height_increment.e[0] = 0;
1337 height_increment.e[1] = height_minor_b;
1338
1339 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1340
1341 edges_xy_b.e[0] = edge_alt;
1342 edges_xy_b.e[1] = edges_xy.e[1];
1343
1344 edge_shifts_b = edge_shifts;
1345 edge_shifts_b.e[0] = edge_shift_alt;
1346
1347 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1348 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1349
1350 y_a--;
1351
1352 if(y_b < psx_gpu->viewport_start_y)
1353 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1354
1355 clip = y_a - psx_gpu->viewport_end_y;
1356 if(clip > 0)
1357 {
1358 height_minor_a -= clip;
1359 y_a -= clip;
1360 setup_spans_clip(decrement, no);
1361 }
1362
1363 setup_spans_prologue_b();
1364
1365 if(height_minor_a > 0)
1366 {
1367 y_x4.e[0] = y_a;
1368 y_x4.e[1] = y_a - 1;
1369 y_x4.e[2] = y_a - 2;
1370 y_x4.e[3] = y_a - 3;
1371 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1372 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1373 setup_spans_adjust_interpolants_up();
1374
1375 psx_gpu->num_spans = height_minor_a;
1376 while(height_minor_a > 0)
1377 {
1378 setup_spans_set_x4(none, up, no);
1379 height_minor_a -= 4;
1380 }
1381
1382 span_edge_data += height_minor_a;
1383 span_uvrg_offset += height_minor_a;
1384 span_b_offset += height_minor_a;
1385 }
1386
1387 edges_xy = edges_xy_b;
1388 edges_dx_dy = edges_dx_dy_b;
1389 edge_shifts = edge_shifts_b;
1390
1391 uvrg = psx_gpu->uvrg;
1392 b = psx_gpu->b;
1393
1394 y_a = middle_y;
1395
1396 if(y_c > psx_gpu->viewport_end_y)
1397 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1398
1399 clip = psx_gpu->viewport_start_y - y_a;
1400 if(clip > 0)
1401 {
1402 height_minor_b -= clip;
1403 y_a += clip;
1404 setup_spans_clip(increment, no);
1405 }
1406
1407 if(height_minor_b > 0)
1408 {
1409 y_x4.e[0] = y_a;
1410 y_x4.e[1] = y_a + 1;
1411 y_x4.e[2] = y_a + 2;
1412 y_x4.e[3] = y_a + 3;
1413 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1414
b7569147 1415 // FIXME: overflow corner case
1416 if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1417 height_minor_b &= ~3;
1418
75e28f62 1419 psx_gpu->num_spans += height_minor_b;
b7569147 1420 while(height_minor_b > 0)
75e28f62
E
1421 {
1422 setup_spans_set_x4(none, down, no);
1423 height_minor_b -= 4;
b7569147 1424 }
75e28f62
E
1425 }
1426
1427 left_split_triangles++;
1428}
1429
1430#endif
1431
1432
1433#define dither_table_entry_normal(value) \
1434 (value) \
1435
1436
1437#define setup_blocks_load_msb_mask_indirect() \
1438
1439#define setup_blocks_load_msb_mask_direct() \
1440 vec_8x16u msb_mask; \
1441 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1442
1443
1444#define setup_blocks_variables_shaded_textured(target) \
1445 vec_4x32u u_block; \
1446 vec_4x32u v_block; \
1447 vec_4x32u r_block; \
1448 vec_4x32u g_block; \
1449 vec_4x32u b_block; \
1450 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1451 vec_4x32u uvrg_dx4; \
1452 vec_4x32u uvrg_dx8; \
1453 vec_4x32u uvrg; \
1454 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1455 u32 b_dx4 = b_dx << 2; \
1456 u32 b_dx8 = b_dx << 3; \
1457 u32 b; \
1458 \
1459 vec_16x8u texture_mask; \
1460 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1461 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1462 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1463 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1464
1465#define setup_blocks_variables_shaded_untextured(target) \
1466 vec_4x32u r_block; \
1467 vec_4x32u g_block; \
1468 vec_4x32u b_block; \
1469 vec_4x32u rgb_dx; \
1470 vec_4x32u rgb_dx4; \
1471 vec_4x32u rgb_dx8; \
1472 vec_4x32u rgb; \
1473 \
1474 vec_8x8u d64_0x07; \
1475 vec_8x8u d64_1; \
1476 vec_8x8u d64_4; \
1477 vec_8x8u d64_128; \
1478 \
1479 dup_8x8b(d64_0x07, 0x07); \
1480 dup_8x8b(d64_1, 1); \
1481 dup_8x8b(d64_4, 4); \
1482 dup_8x8b(d64_128, 128); \
1483 \
1484 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1485 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1486 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1487 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1488
1489#define setup_blocks_variables_unshaded_textured(target) \
1490 vec_4x32u u_block; \
1491 vec_4x32u v_block; \
1492 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1493 vec_2x32u uv_dx4; \
1494 vec_2x32u uv_dx8; \
1495 vec_2x32u uv = psx_gpu->uvrg.low; \
1496 \
1497 vec_16x8u texture_mask; \
1498 shl_2x32b(uv_dx4, uv_dx, 2); \
1499 shl_2x32b(uv_dx8, uv_dx, 3); \
1500 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1501 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1502
1503
1504#define setup_blocks_variables_unshaded_untextured_direct() \
1505 or_8x16b(colors, colors, msb_mask) \
1506
1507#define setup_blocks_variables_unshaded_untextured_indirect() \
1508
1509#define setup_blocks_variables_unshaded_untextured(target) \
1510 u32 color = psx_gpu->triangle_color; \
1511 vec_8x16u colors; \
1512 \
1513 u32 color_r = color & 0xFF; \
1514 u32 color_g = (color >> 8) & 0xFF; \
1515 u32 color_b = (color >> 16) & 0xFF; \
1516 \
1517 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1518 ((color_b >> 3) << 10); \
1519 dup_8x16b(colors, color); \
1520 setup_blocks_variables_unshaded_untextured_##target() \
1521
1522#define setup_blocks_span_initialize_dithered_textured() \
1523 vec_8x16u dither_offsets; \
1524 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1525
1526#define setup_blocks_span_initialize_dithered_untextured() \
1527 vec_8x8u dither_offsets; \
1528 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1529
1530#define setup_blocks_span_initialize_dithered(texturing) \
1531 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1532 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1533 vec_8x8s dither_offsets_short; \
1534 \
1535 dither_row = \
1536 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1537 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1538 setup_blocks_span_initialize_dithered_##texturing() \
1539
1540#define setup_blocks_span_initialize_undithered(texturing) \
1541
1542
1543#define setup_blocks_span_initialize_shaded_textured() \
1544{ \
1545 vec_4x32u block_span; \
1546 u32 offset = span_edge_data->left_x; \
1547 \
1548 uvrg = *span_uvrg_offset; \
1549 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1550 b = *span_b_offset; \
1551 b += b_dx * offset; \
1552 \
1553 dup_4x32b(u_block, uvrg.e[0]); \
1554 dup_4x32b(v_block, uvrg.e[1]); \
1555 dup_4x32b(r_block, uvrg.e[2]); \
1556 dup_4x32b(g_block, uvrg.e[3]); \
1557 dup_4x32b(b_block, b); \
1558 \
1559 block_span = psx_gpu->u_block_span; \
1560 add_4x32b(u_block, u_block, block_span); \
1561 block_span = psx_gpu->v_block_span; \
1562 add_4x32b(v_block, v_block, block_span); \
1563 block_span = psx_gpu->r_block_span; \
1564 add_4x32b(r_block, r_block, block_span); \
1565 block_span = psx_gpu->g_block_span; \
1566 add_4x32b(g_block, g_block, block_span); \
1567 block_span = psx_gpu->b_block_span; \
1568 add_4x32b(b_block, b_block, block_span); \
1569}
1570
1571#define setup_blocks_span_initialize_shaded_untextured() \
1572{ \
1573 vec_4x32u block_span; \
1574 u32 offset = span_edge_data->left_x; \
1575 \
1576 rgb.low = span_uvrg_offset->high; \
1577 rgb.high.e[0] = *span_b_offset; \
1578 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1579 \
1580 dup_4x32b(r_block, rgb.e[0]); \
1581 dup_4x32b(g_block, rgb.e[1]); \
1582 dup_4x32b(b_block, rgb.e[2]); \
1583 \
1584 block_span = psx_gpu->r_block_span; \
1585 add_4x32b(r_block, r_block, block_span); \
1586 block_span = psx_gpu->g_block_span; \
1587 add_4x32b(g_block, g_block, block_span); \
1588 block_span = psx_gpu->b_block_span; \
1589 add_4x32b(b_block, b_block, block_span); \
1590} \
1591
1592#define setup_blocks_span_initialize_unshaded_textured() \
1593{ \
1594 vec_4x32u block_span; \
1595 u32 offset = span_edge_data->left_x; \
1596 \
1597 uv = span_uvrg_offset->low; \
1598 mla_scalar_2x32b(uv, uv_dx, offset); \
1599 \
1600 dup_4x32b(u_block, uv.e[0]); \
1601 dup_4x32b(v_block, uv.e[1]); \
1602 \
1603 block_span = psx_gpu->u_block_span; \
1604 add_4x32b(u_block, u_block, block_span); \
1605 block_span = psx_gpu->v_block_span; \
1606 add_4x32b(v_block, v_block, block_span); \
1607} \
1608
1609#define setup_blocks_span_initialize_unshaded_untextured() \
1610
1611
1612#define setup_blocks_texture_swizzled() \
1613{ \
1614 vec_8x8u u_saved = u; \
1615 sli_8x8b(u, v, 4); \
1616 sri_8x8b(v, u_saved, 4); \
1617} \
1618
1619#define setup_blocks_texture_unswizzled() \
1620
1621#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1622 edge_type) \
1623{ \
1624 vec_8x16u u_whole; \
1625 vec_8x16u v_whole; \
1626 vec_8x16u r_whole; \
1627 vec_8x16u g_whole; \
1628 vec_8x16u b_whole; \
1629 \
1630 vec_8x8u u; \
1631 vec_8x8u v; \
1632 vec_8x8u r; \
1633 vec_8x8u g; \
1634 vec_8x8u b; \
1635 vec_8x16u uv; \
1636 \
1637 vec_4x32u dx4; \
1638 vec_4x32u dx8; \
1639 \
1640 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1641 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1642 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1643 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1644 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1645 \
1646 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1647 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1648 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1649 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1650 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1651 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1652 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1653 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1654 dup_4x32b(dx4, b_dx4); \
1655 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1656 \
1657 mov_narrow_8x16b(u, u_whole); \
1658 mov_narrow_8x16b(v, v_whole); \
1659 mov_narrow_8x16b(r, r_whole); \
1660 mov_narrow_8x16b(g, g_whole); \
1661 mov_narrow_8x16b(b, b_whole); \
1662 \
1663 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1664 add_4x32b(u_block, u_block, dx8); \
1665 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1666 add_4x32b(v_block, v_block, dx8); \
1667 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1668 add_4x32b(r_block, r_block, dx8); \
1669 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1670 add_4x32b(g_block, g_block, dx8); \
1671 dup_4x32b(dx8, b_dx8); \
1672 add_4x32b(b_block, b_block, dx8); \
1673 \
1674 and_8x8b(u, u, texture_mask.low); \
1675 and_8x8b(v, v, texture_mask.high); \
1676 setup_blocks_texture_##swizzling(); \
1677 \
1678 zip_8x16b(uv, u, v); \
1679 block->uv = uv; \
1680 block->r = r; \
1681 block->g = g; \
1682 block->b = b; \
1683 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1684 block->fb_ptr = fb_ptr; \
1685} \
1686
1687#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1688 edge_type) \
1689{ \
1690 vec_8x16u u_whole; \
1691 vec_8x16u v_whole; \
1692 \
1693 vec_8x8u u; \
1694 vec_8x8u v; \
1695 vec_8x16u uv; \
1696 \
1697 vec_4x32u dx4; \
1698 vec_4x32u dx8; \
1699 \
1700 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1701 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1702 \
1703 dup_4x32b(dx4, uv_dx4.e[0]); \
1704 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1705 dup_4x32b(dx4, uv_dx4.e[1]); \
1706 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1707 \
1708 mov_narrow_8x16b(u, u_whole); \
1709 mov_narrow_8x16b(v, v_whole); \
1710 \
1711 dup_4x32b(dx8, uv_dx8.e[0]); \
1712 add_4x32b(u_block, u_block, dx8); \
1713 dup_4x32b(dx8, uv_dx8.e[1]); \
1714 add_4x32b(v_block, v_block, dx8); \
1715 \
1716 and_8x8b(u, u, texture_mask.low); \
1717 and_8x8b(v, v, texture_mask.high); \
1718 setup_blocks_texture_##swizzling(); \
1719 \
1720 zip_8x16b(uv, u, v); \
1721 block->uv = uv; \
1722 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1723 block->fb_ptr = fb_ptr; \
1724} \
1725
1726#define setup_blocks_store_shaded_untextured_dithered() \
1727 addq_8x8b(r, r, dither_offsets); \
1728 addq_8x8b(g, g, dither_offsets); \
1729 addq_8x8b(b, b, dither_offsets); \
1730 \
1731 subq_8x8b(r, r, d64_4); \
1732 subq_8x8b(g, g, d64_4); \
1733 subq_8x8b(b, b, d64_4) \
1734
1735#define setup_blocks_store_shaded_untextured_undithered() \
1736
1737
1738#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1739 block->pixels = _pixels; \
1740 block->fb_ptr = fb_ptr \
1741
1742#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1743 block->pixels = _pixels; \
1744 block->fb_ptr = fb_ptr \
1745
1746#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1747 mul_long_8x8b(pixels, r, d64_1) \
1748
1749
1750#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1751 store_8x16b(_pixels, fb_ptr) \
1752
1753#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1754{ \
1755 vec_8x16u fb_pixels; \
1756 vec_8x16u draw_mask; \
1757 vec_8x16u test_mask = psx_gpu->test_mask; \
1758 \
1759 load_8x16b(fb_pixels, fb_ptr); \
1760 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1761 tst_8x16b(draw_mask, draw_mask, test_mask); \
1762 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1763 store_8x16b(fb_pixels, fb_ptr); \
1764} \
1765
1766#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1767 pixels = msb_mask; \
1768 mla_long_8x8b(pixels, r, d64_1) \
1769
1770
1771#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1772 edge_type) \
1773{ \
1774 vec_8x16u r_whole; \
1775 vec_8x16u g_whole; \
1776 vec_8x16u b_whole; \
1777 \
1778 vec_8x8u r; \
1779 vec_8x8u g; \
1780 vec_8x8u b; \
1781 \
1782 vec_4x32u dx4; \
1783 vec_4x32u dx8; \
1784 \
1785 vec_8x16u pixels; \
1786 \
1787 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1788 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1789 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1790 \
1791 dup_4x32b(dx4, rgb_dx4.e[0]); \
1792 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1793 dup_4x32b(dx4, rgb_dx4.e[1]); \
1794 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1795 dup_4x32b(dx4, rgb_dx4.e[2]); \
1796 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1797 \
1798 mov_narrow_8x16b(r, r_whole); \
1799 mov_narrow_8x16b(g, g_whole); \
1800 mov_narrow_8x16b(b, b_whole); \
1801 \
1802 dup_4x32b(dx8, rgb_dx8.e[0]); \
1803 add_4x32b(r_block, r_block, dx8); \
1804 dup_4x32b(dx8, rgb_dx8.e[1]); \
1805 add_4x32b(g_block, g_block, dx8); \
1806 dup_4x32b(dx8, rgb_dx8.e[2]); \
1807 add_4x32b(b_block, b_block, dx8); \
1808 \
1809 setup_blocks_store_shaded_untextured_##dithering(); \
1810 \
1811 shr_8x8b(r, r, 3); \
1812 bic_8x8b(g, g, d64_0x07); \
1813 bic_8x8b(b, b, d64_0x07); \
1814 \
1815 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1816 mla_long_8x8b(pixels, g, d64_4); \
1817 mla_long_8x8b(pixels, b, d64_128) \
1818 \
1819 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1820} \
1821
1822#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1823 edge_type) \
1824 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1825
1826
1827#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1828 (_block)->draw_mask_bits = bits \
1829
1830#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1831{ \
1832 vec_8x16u bits_mask; \
1833 vec_8x16u test_mask = psx_gpu->test_mask; \
1834 dup_8x16b(bits_mask, bits); \
1835 tst_8x16b(bits_mask, bits_mask, test_mask); \
1836 (_block)->draw_mask = bits_mask; \
1837} \
1838
1839#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1840
1841
1842#define setup_blocks_add_blocks_indirect() \
1843 num_blocks += span_num_blocks; \
1844 \
1845 if(num_blocks > MAX_BLOCKS) \
1846 { \
1847 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1848 flush_render_block_buffer(psx_gpu); \
1849 num_blocks = span_num_blocks; \
1850 block = psx_gpu->blocks; \
1851 } \
1852
1853#define setup_blocks_add_blocks_direct() \
a2cb152a 1854 stats_add(texel_blocks_untextured, span_num_blocks); \
3867c6ef 1855 span_pixel_blocks += span_num_blocks \
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1856
1857
1858#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1859void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1860 psx_gpu_struct *psx_gpu) \
1861{ \
1862 setup_blocks_load_msb_mask_##target(); \
1863 setup_blocks_variables_##shading##_##texturing(target); \
1864 \
1865 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1866 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1867 u32 *span_b_offset = psx_gpu->span_b_offset; \
1868 \
1869 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1870 \
1871 u32 num_spans = psx_gpu->num_spans; \
1872 \
1873 u16 *fb_ptr; \
1874 u32 y; \
1875 \
1876 u32 num_blocks = psx_gpu->num_blocks; \
1877 u32 span_num_blocks; \
1878 \
1879 while(num_spans) \
1880 { \
1881 span_num_blocks = span_edge_data->num_blocks; \
1882 if(span_num_blocks) \
1883 { \
1884 y = span_edge_data->y; \
c1817bd9 1885 fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024); \
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1886 \
1887 setup_blocks_span_initialize_##shading##_##texturing(); \
1888 setup_blocks_span_initialize_##dithering(texturing); \
1889 \
1890 setup_blocks_add_blocks_##target(); \
1891 \
1892 s32 pixel_span = span_num_blocks * 8; \
1893 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1894 span_pixels += pixel_span; \
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E
1895 \
1896 span_num_blocks--; \
1897 while(span_num_blocks) \
1898 { \
1899 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1900 full); \
1901 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1902 \
1903 fb_ptr += 8; \
1904 block++; \
1905 span_num_blocks--; \
1906 } \
1907 \
1908 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1909 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1910 span_edge_data->right_mask); \
1911 \
1912 block++; \
1913 } \
1914 else \
1915 { \
1916 zero_block_spans++; \
1917 } \
1918 \
1919 num_spans--; \
1920 span_edge_data++; \
1921 span_uvrg_offset++; \
1922 span_b_offset++; \
1923 } \
1924 \
1925 psx_gpu->num_blocks = num_blocks; \
1926} \
1927
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E
1928
1929//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1930
2bbbb7af 1931#ifndef NEON_BUILD
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E
1932
1933setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1934setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1935
1936setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1937setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1938
1939setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1940setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1941setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1942setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1943
1944setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1945setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1946
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E
1947void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1948{
1949 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
a2cb152a 1950 stats_add(texel_blocks_untextured, psx_gpu->num_blocks);
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1951}
1952
1953void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1954{
1955 block_struct *block = psx_gpu->blocks;
1956 u32 num_blocks = psx_gpu->num_blocks;
a2cb152a 1957 stats_add(texel_blocks_4bpp, num_blocks);
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1958
1959 vec_8x8u texels_low;
1960 vec_8x8u texels_high;
1961 vec_8x8u texels;
1962 vec_8x16u pixels;
1963
1964 vec_8x16u clut_a;
1965 vec_8x16u clut_b;
1966 vec_16x8u clut_low;
1967 vec_16x8u clut_high;
1968
1969 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1970 u16 *clut_ptr = psx_gpu->clut_ptr;
1971
1972 // Can be done with one deinterleaving load on NEON
1973 load_8x16b(clut_a, clut_ptr);
1974 load_8x16b(clut_b, clut_ptr + 8);
1975 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1976
1977 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1978 update_texture_4bpp_cache(psx_gpu);
1979
1980 while(num_blocks)
1981 {
1982 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1983 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1984 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1985 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1986 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1987 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1988 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1989 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1990
1991 tbl_16(texels_low, texels, clut_low);
1992 tbl_16(texels_high, texels, clut_high);
1993
1994 // Can be done with an interleaving store on NEON
1995 zip_8x16b(pixels, texels_low, texels_high);
1996
1997 block->texels = pixels;
1998
1999 num_blocks--;
2000 block++;
2001 }
2002}
2003
2004void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2005{
2006 block_struct *block = psx_gpu->blocks;
2007 u32 num_blocks = psx_gpu->num_blocks;
2008
a2cb152a 2009 stats_add(texel_blocks_8bpp, num_blocks);
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E
2010
2011 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2012 update_texture_8bpp_cache(psx_gpu);
2013
2014 vec_8x16u texels;
2015 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2016
2017 u32 texel;
2018 u32 offset;
2019 u32 i;
2020
2021 while(num_blocks)
2022 {
2023 for(i = 0; i < 8; i++)
2024 {
2025 offset = block->uv.e[i];
2026
2027 texel = texture_ptr_8bpp[offset];
2028 texels.e[i] = psx_gpu->clut_ptr[texel];
2029 }
2030
2031 block->texels = texels;
2032
2033 num_blocks--;
2034 block++;
2035 }
2036}
2037
2038void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2039{
2040 block_struct *block = psx_gpu->blocks;
2041 u32 num_blocks = psx_gpu->num_blocks;
2042
a2cb152a 2043 stats_add(texel_blocks_16bpp, num_blocks);
75e28f62
E
2044
2045 vec_8x16u texels;
2046
2047 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2048 u32 offset;
2049 u32 i;
2050
2051 while(num_blocks)
2052 {
2053 for(i = 0; i < 8; i++)
2054 {
2055 offset = block->uv.e[i];
2056 offset += ((offset & 0xFF00) * 3);
2057
2058 texels.e[i] = texture_ptr_16bpp[offset];
2059 }
2060
2061 block->texels = texels;
2062
2063 num_blocks--;
2064 block++;
2065 }
2066}
2067
2068#endif
2069
2070
2071#define shade_blocks_load_msb_mask_indirect() \
2072
2073#define shade_blocks_load_msb_mask_direct() \
2074 vec_8x16u msb_mask; \
2075 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2076
2077#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2078 block->draw_mask = _draw_mask; \
2079 block->pixels = _pixels \
2080
2081#define shade_blocks_store_direct(_draw_mask, _pixels) \
2082{ \
2083 vec_8x16u fb_pixels; \
2084 or_8x16b(_pixels, _pixels, msb_mask); \
2085 load_8x16b(fb_pixels, block->fb_ptr); \
2086 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2087 store_8x16b(fb_pixels, block->fb_ptr); \
2088} \
2089
2090
3867c6ef 2091#define shade_blocks_textured_false_modulated_check_dithered(target) \
b7ed0632
E
2092 if(psx_gpu->triangle_color == 0x808080) \
2093 { \
2094 false_modulated_blocks += num_blocks; \
2095 } \
3867c6ef
E
2096
2097#define shade_blocks_textured_false_modulated_check_undithered(target) \
2098 if(psx_gpu->triangle_color == 0x808080) \
2099 { \
2100 \
2101 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2102 false_modulated_blocks += num_blocks; \
2103 return; \
2104 } \
2105
2106
2107#define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2108 target) \
75e28f62 2109
3867c6ef
E
2110#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2111 target) \
75e28f62
E
2112{ \
2113 u32 color = psx_gpu->triangle_color; \
2114 dup_8x8b(colors_r, color); \
2115 dup_8x8b(colors_g, color >> 8); \
2116 dup_8x8b(colors_b, color >> 16); \
3867c6ef 2117 shade_blocks_textured_false_modulated_check_##dithering(target); \
75e28f62
E
2118} \
2119
2120#define shade_blocks_textured_modulated_shaded_block_load() \
2121 colors_r = block->r; \
2122 colors_g = block->g; \
2123 colors_b = block->b \
2124
2125#define shade_blocks_textured_modulated_unshaded_block_load() \
2126
2127#define shade_blocks_textured_modulate_dithered(component) \
2128 pixels_##component = block->dither_offsets; \
2129 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2130
2131#define shade_blocks_textured_modulate_undithered(component) \
2132 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2133
2134#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2135void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2136 psx_gpu_struct *psx_gpu) \
2137{ \
2138 block_struct *block = psx_gpu->blocks; \
2139 u32 num_blocks = psx_gpu->num_blocks; \
2140 vec_8x16u texels; \
2141 \
2142 vec_8x8u texels_r; \
2143 vec_8x8u texels_g; \
2144 vec_8x8u texels_b; \
2145 \
2146 vec_8x8u colors_r; \
2147 vec_8x8u colors_g; \
2148 vec_8x8u colors_b; \
2149 \
2150 vec_8x8u pixels_r_low; \
2151 vec_8x8u pixels_g_low; \
2152 vec_8x8u pixels_b_low; \
2153 vec_8x16u pixels; \
2154 \
2155 vec_8x16u pixels_r; \
2156 vec_8x16u pixels_g; \
2157 vec_8x16u pixels_b; \
2158 \
2159 vec_8x16u draw_mask; \
2160 vec_8x16u zero_mask; \
2161 \
2162 vec_8x8u d64_0x07; \
2163 vec_8x8u d64_0x1F; \
2164 vec_8x8u d64_1; \
2165 vec_8x8u d64_4; \
2166 vec_8x8u d64_128; \
2167 \
2168 vec_8x16u d128_0x8000; \
2169 \
2170 vec_8x16u test_mask = psx_gpu->test_mask; \
2171 u32 draw_mask_bits; \
2172 shade_blocks_load_msb_mask_##target(); \
2173 \
2174 dup_8x8b(d64_0x07, 0x07); \
2175 dup_8x8b(d64_0x1F, 0x1F); \
2176 dup_8x8b(d64_1, 1); \
2177 dup_8x8b(d64_4, 4); \
2178 dup_8x8b(d64_128, 128); \
2179 \
2180 dup_8x16b(d128_0x8000, 0x8000); \
2181 \
3867c6ef
E
2182 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2183 target); \
75e28f62
E
2184 \
2185 while(num_blocks) \
2186 { \
2187 draw_mask_bits = block->draw_mask_bits; \
2188 dup_8x16b(draw_mask, draw_mask_bits); \
2189 tst_8x16b(draw_mask, draw_mask, test_mask); \
2190 \
2191 shade_blocks_textured_modulated_##shading##_block_load(); \
2192 \
2193 texels = block->texels; \
2194 \
2195 mov_narrow_8x16b(texels_r, texels); \
2196 shr_narrow_8x16b(texels_g, texels, 5); \
2197 shr_narrow_8x16b(texels_b, texels, 7); \
2198 \
2199 and_8x8b(texels_r, texels_r, d64_0x1F); \
2200 and_8x8b(texels_g, texels_g, d64_0x1F); \
2201 shr_8x8b(texels_b, texels_b, 3); \
2202 \
2203 shade_blocks_textured_modulate_##dithering(r); \
2204 shade_blocks_textured_modulate_##dithering(g); \
2205 shade_blocks_textured_modulate_##dithering(b); \
2206 \
2207 cmpeqz_8x16b(zero_mask, texels); \
2208 and_8x16b(pixels, texels, d128_0x8000); \
2209 \
2210 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2211 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2212 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2213 \
2214 or_8x16b(zero_mask, draw_mask, zero_mask); \
2215 \
2216 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2217 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2218 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2219 \
2220 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2221 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2222 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2223 \
2224 shade_blocks_store_##target(zero_mask, pixels); \
2225 \
2226 num_blocks--; \
2227 block++; \
2228 } \
2229} \
2230
2bbbb7af 2231#ifndef NEON_BUILD
75e28f62
E
2232
2233shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2234shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2235shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2236shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2237
2238shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2239shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2240shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2241shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2242
2243#endif
2244
2245
2246#define shade_blocks_textured_unmodulated_builder(target) \
2247void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2248{ \
2249 block_struct *block = psx_gpu->blocks; \
2250 u32 num_blocks = psx_gpu->num_blocks; \
2251 vec_8x16u draw_mask; \
2252 vec_8x16u test_mask = psx_gpu->test_mask; \
2253 u32 draw_mask_bits; \
2254 \
2255 vec_8x16u pixels; \
2256 shade_blocks_load_msb_mask_##target(); \
2257 \
2258 while(num_blocks) \
2259 { \
2260 vec_8x16u zero_mask; \
2261 \
2262 draw_mask_bits = block->draw_mask_bits; \
2263 dup_8x16b(draw_mask, draw_mask_bits); \
2264 tst_8x16b(draw_mask, draw_mask, test_mask); \
2265 \
2266 pixels = block->texels; \
2267 \
2268 cmpeqz_8x16b(zero_mask, pixels); \
2269 or_8x16b(zero_mask, draw_mask, zero_mask); \
2270 \
2271 shade_blocks_store_##target(zero_mask, pixels); \
2272 \
2273 num_blocks--; \
2274 block++; \
2275 } \
2276} \
2277
3867c6ef
E
2278#define shade_blocks_textured_unmodulated_dithered_builder(target) \
2279void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2280 *psx_gpu) \
2281{ \
2282 block_struct *block = psx_gpu->blocks; \
2283 u32 num_blocks = psx_gpu->num_blocks; \
2284 vec_8x16u draw_mask; \
2285 vec_8x16u test_mask = psx_gpu->test_mask; \
2286 u32 draw_mask_bits; \
2287 \
2288 vec_8x16u pixels; \
2289 shade_blocks_load_msb_mask_##target(); \
2290 \
2291 while(num_blocks) \
2292 { \
2293 vec_8x16u zero_mask; \
2294 \
2295 draw_mask_bits = block->draw_mask_bits; \
2296 dup_8x16b(draw_mask, draw_mask_bits); \
2297 tst_8x16b(draw_mask, draw_mask, test_mask); \
2298 \
2299 pixels = block->texels; \
2300 \
2301 cmpeqz_8x16b(zero_mask, pixels); \
2302 or_8x16b(zero_mask, draw_mask, zero_mask); \
2303 \
2304 shade_blocks_store_##target(zero_mask, pixels); \
2305 \
2306 num_blocks--; \
2307 block++; \
2308 } \
2309} \
75e28f62 2310
2bbbb7af 2311#ifndef NEON_BUILD
75e28f62
E
2312
2313shade_blocks_textured_unmodulated_builder(indirect)
2314shade_blocks_textured_unmodulated_builder(direct)
2315
75e28f62
E
2316void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2317{
2318}
2319
2320void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2321{
2322 block_struct *block = psx_gpu->blocks;
2323 u32 num_blocks = psx_gpu->num_blocks;
2324
2325 vec_8x16u pixels = block->pixels;
2326 shade_blocks_load_msb_mask_direct();
2327
2328 while(num_blocks)
2329 {
2330 shade_blocks_store_direct(block->draw_mask, pixels);
2331
2332 num_blocks--;
2333 block++;
2334 }
2335}
2336
2337#endif
2338
2339void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2340{
2341}
2342
2343
2344#define blend_blocks_mask_evaluate_on() \
2345 vec_8x16u mask_pixels; \
2346 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2347 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2348
2349#define blend_blocks_mask_evaluate_off() \
2350
2351#define blend_blocks_average() \
2352{ \
2353 vec_8x16u pixels_no_msb; \
2354 vec_8x16u fb_pixels_no_msb; \
2355 \
2356 vec_8x16u d128_0x0421; \
2357 vec_8x16u d128_0x8000; \
2358 \
2359 dup_8x16b(d128_0x0421, 0x0421); \
2360 dup_8x16b(d128_0x8000, 0x8000); \
2361 \
2362 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2363 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2364 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2365 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2366 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2367 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2368} \
2369
2370#define blend_blocks_add() \
2371{ \
2372 vec_8x16u pixels_rb, pixels_g; \
2373 vec_8x16u fb_rb, fb_g; \
2374 \
2375 vec_8x16u d128_0x7C1F; \
2376 vec_8x16u d128_0x03E0; \
2377 \
2378 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2379 dup_8x16b(d128_0x03E0, 0x03E0); \
2380 \
2381 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2382 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2383 \
2384 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2385 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2386 \
2387 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2388 add_8x16b(fb_g, fb_g, pixels_g); \
2389 \
2390 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2391 vector_cast(vec_16x8u, d128_0x7C1F)); \
2392 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2393 \
2394 or_8x16b(blend_pixels, fb_rb, fb_g); \
2395} \
2396
2397#define blend_blocks_subtract() \
2398{ \
2399 vec_8x16u pixels_rb, pixels_g; \
2400 vec_8x16u fb_rb, fb_g; \
2401 \
2402 vec_8x16u d128_0x7C1F; \
2403 vec_8x16u d128_0x03E0; \
2404 \
2405 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2406 dup_8x16b(d128_0x03E0, 0x03E0); \
2407 \
2408 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2409 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2410 \
2411 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2412 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2413 \
2414 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2415 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2416 subs_8x16b(fb_g, fb_g, pixels_g); \
2417 \
2418 or_8x16b(blend_pixels, fb_rb, fb_g); \
2419} \
2420
2421#define blend_blocks_add_fourth() \
2422{ \
2423 vec_8x16u pixels_rb, pixels_g; \
2424 vec_8x16u pixels_fourth; \
2425 vec_8x16u fb_rb, fb_g; \
2426 \
2427 vec_8x16u d128_0x7C1F; \
2428 vec_8x16u d128_0x1C07; \
2429 vec_8x16u d128_0x03E0; \
2430 vec_8x16u d128_0x00E0; \
2431 \
2432 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2433 dup_8x16b(d128_0x1C07, 0x1C07); \
2434 dup_8x16b(d128_0x03E0, 0x03E0); \
2435 dup_8x16b(d128_0x00E0, 0x00E0); \
2436 \
2437 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2438 \
2439 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2440 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2441 \
2442 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2443 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2444 \
2445 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2446 add_8x16b(fb_g, fb_g, pixels_g); \
2447 \
2448 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2449 vector_cast(vec_16x8u, d128_0x7C1F)); \
2450 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2451 \
2452 or_8x16b(blend_pixels, fb_rb, fb_g); \
2453} \
2454
2455#define blend_blocks_blended_combine_textured() \
2456{ \
2457 vec_8x16u blend_mask; \
2458 cmpltz_8x16b(blend_mask, pixels); \
2459 \
2460 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2461 bif_8x16b(blend_pixels, pixels, blend_mask); \
2462} \
2463
2464#define blend_blocks_blended_combine_untextured() \
2465
2466
2467#define blend_blocks_body_blend(blend_mode, texturing) \
2468{ \
2469 blend_blocks_##blend_mode(); \
2470 blend_blocks_blended_combine_##texturing(); \
2471} \
2472
2473#define blend_blocks_body_average(texturing) \
2474 blend_blocks_body_blend(average, texturing) \
2475
2476#define blend_blocks_body_add(texturing) \
2477 blend_blocks_body_blend(add, texturing) \
2478
2479#define blend_blocks_body_subtract(texturing) \
2480 blend_blocks_body_blend(subtract, texturing) \
2481
2482#define blend_blocks_body_add_fourth(texturing) \
2483 blend_blocks_body_blend(add_fourth, texturing) \
2484
2485#define blend_blocks_body_unblended(texturing) \
2486 blend_pixels = pixels \
2487
2488
2489#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2490void \
2491 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2492 *psx_gpu) \
2493{ \
2494 block_struct *block = psx_gpu->blocks; \
2495 u32 num_blocks = psx_gpu->num_blocks; \
2496 vec_8x16u draw_mask; \
2497 vec_8x16u pixels; \
2498 vec_8x16u blend_pixels; \
2499 vec_8x16u framebuffer_pixels; \
2500 vec_8x16u msb_mask; \
2501 \
2502 u16 *fb_ptr; \
2503 \
2504 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2505 \
2506 while(num_blocks) \
2507 { \
2508 pixels = block->pixels; \
2509 draw_mask = block->draw_mask; \
2510 fb_ptr = block->fb_ptr; \
2511 \
2512 load_8x16b(framebuffer_pixels, fb_ptr); \
2513 \
2514 blend_blocks_mask_evaluate_##mask_evaluate(); \
2515 blend_blocks_body_##blend_mode(texturing); \
2516 \
2517 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2518 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2519 store_8x16b(framebuffer_pixels, fb_ptr); \
2520 \
2521 blend_blocks++; \
2522 num_blocks--; \
2523 block++; \
2524 } \
2525} \
2526
2bbbb7af 2527#ifndef NEON_BUILD
75e28f62
E
2528
2529void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2530{
2531}
2532
2533blend_blocks_builder(textured, average, off);
2534blend_blocks_builder(textured, average, on);
2535blend_blocks_builder(textured, add, off);
2536blend_blocks_builder(textured, add, on);
2537blend_blocks_builder(textured, subtract, off);
2538blend_blocks_builder(textured, subtract, on);
2539blend_blocks_builder(textured, add_fourth, off);
2540blend_blocks_builder(textured, add_fourth, on);
2541
2542blend_blocks_builder(untextured, average, off);
2543blend_blocks_builder(untextured, average, on);
2544blend_blocks_builder(untextured, add, off);
2545blend_blocks_builder(untextured, add, on);
2546blend_blocks_builder(untextured, subtract, off);
2547blend_blocks_builder(untextured, subtract, on);
2548blend_blocks_builder(untextured, add_fourth, off);
2549blend_blocks_builder(untextured, add_fourth, on);
2550
2551blend_blocks_builder(textured, unblended, on);
2552
2553#endif
2554
2555
2556#define vertex_swap(_a, _b) \
2557{ \
2558 vertex_struct *temp_vertex = _a; \
2559 _a = _b; \
2560 _b = temp_vertex; \
2561 triangle_winding ^= 1; \
2562} \
2563
2564
2565// Setup blocks parametric-variables:
2566// SHADE TEXTURE_MAP SWIZZLING
2567// 0 0 x
2568// 0 1 0
2569// 0 1 1
2570// 1 0 x
2571// 1 1 0
2572// 1 1 1
2573// 8 inputs, 6 combinations
2574
2575#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2576 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2577
2578#define setup_blocks_switch_untextured_shaded(dithering, target) \
2579 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2580
2581#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2582 target) \
2583 setup_blocks_switch_untextured_##shading(dithering, target) \
2584
2585#define setup_blocks_switch_texture_mode_4bpp(shading) \
2586 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2587
2588#define setup_blocks_switch_texture_mode_8bpp(shading) \
2589 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2590
2591#define setup_blocks_switch_texture_mode_16bpp(shading) \
2592 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2593
2594#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2595 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2596
2597#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2598 dithering, mask_evaluate) \
2599 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2600
2601#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2602 dithering) \
2603 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2604
2605#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2606 dithering) \
2607 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2608
2609#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2610 dithering, mask_evaluate) \
2611 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2612 texture_mode, dithering) \
2613
2614#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2615 blending, mask_evaluate) \
2616 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2617 dithering, mask_evaluate) \
2618
2619
2620// Texture blocks:
2621
2622#define texture_blocks_switch_untextured(texture_mode) \
2623 texture_blocks_untextured \
2624
2625#define texture_blocks_switch_textured(texture_mode) \
2626 texture_blocks_##texture_mode \
2627
2628#define texture_blocks_switch(texturing, texture_mode) \
2629 texture_blocks_switch_##texturing(texture_mode) \
2630
2631
2632// Shade blocks parametric-variables:
2633// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2634// 0 0 x x
2635// 0 1 0 0
2636// 0 1 0 1
2637// x 1 1 x
2638// 1 0 x 0
2639// 1 0 x 1
2640// 1 1 0 0
2641// 1 1 0 1
2642// 16 inputs, 8 combinations
2643
2644#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2645 shade_blocks_unshaded_untextured_##target \
2646
2647#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2648 shade_blocks_textured_unmodulated_##target \
2649
2650#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2651 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2652
2653#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2654 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2655
2656#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2657 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2658
2659#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2660 shade_blocks_shaded_untextured \
2661
2662#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2663 shade_blocks_textured_unmodulated_##target \
2664
2665#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2666 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2667
2668#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2669 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2670
2671#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2672 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2673
2674#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2675 dithering) \
2676 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2677
2678#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2679 dithering) \
2680 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2681
2682#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2683 mask_evaluate) \
2684 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2685
2686#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2687 dithering, mask_evaluate) \
2688 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2689 dithering) \
2690
2691#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2692 blending, mask_evaluate) \
2693 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2694 mask_evaluate) \
2695
2696
2697// Blend blocks parametric-variables:
2698// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2699// x 0 x x 0
2700// x 0 x x 1
2701// 0 1 0 0 0
2702// 0 1 0 0 1
2703// 0 1 0 1 0
2704// 0 1 0 1 1
2705// 0 1 1 0 0
2706// 0 1 1 0 1
2707// 0 1 1 1 0
2708// 0 1 1 1 1
2709// 1 1 0 0 0
2710// 1 1 0 0 1
2711// 1 1 0 1 0
2712// 1 1 0 1 1
2713// 1 1 1 0 0
2714// 1 1 1 0 1
2715// 1 1 1 1 0
2716// 1 1 1 1 1
2717// 32 inputs, 18 combinations
2718
2719#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2720 blend_blocks_textured_unblended_##mask_evaluate \
2721
2722#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2723 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2724
2725#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2726 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2727
2728
2729#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2730 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2731{ \
2732 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2733 mask_evaluate), \
2734 texture_blocks_switch(texturing, texture_mode), \
2735 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2736 mask_evaluate), \
2737 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2738} \
2739
2740#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2741 mask_evaluate, shading, dithering, texturing, blending) \
2742 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2743 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2744 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2745 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2746
2747#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2748 mask_evaluate, shading, dithering, texturing) \
2749 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2750 mask_evaluate, shading, dithering, texturing, unblended), \
2751 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2752 mask_evaluate, shading, dithering, texturing, blended) \
2753
2754#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2755 mask_evaluate, shading, dithering) \
2756 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2757 mask_evaluate, shading, dithering, untextured), \
2758 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2759 mask_evaluate, shading, dithering, textured) \
2760
2761#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2762 mask_evaluate, shading) \
2763 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2764 mask_evaluate, shading, undithered), \
2765 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2766 mask_evaluate, shading, dithered) \
2767
2768#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2769 mask_evaluate) \
2770 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2771 unshaded), \
2772 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2773 shaded) \
2774
2775#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2776 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2777 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2778
2779#define render_blocks_switch_block_texture_mode(texture_mode) \
2780 render_blocks_switch_block_blend_mode(texture_mode, average), \
2781 render_blocks_switch_block_blend_mode(texture_mode, add), \
2782 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2783 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2784
2785#define render_blocks_switch_block() \
2786 render_blocks_switch_block_texture_mode(4bpp), \
2787 render_blocks_switch_block_texture_mode(8bpp), \
2788 render_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 2789 render_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
2790
2791
2792render_block_handler_struct render_triangle_block_handlers[] =
2793{
2794 render_blocks_switch_block()
2795};
2796
2797#undef render_blocks_switch_block_modulation
2798
2799#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2800 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2801 "render flags:\n" \
2802 "texture mode: " #texture_mode "\n" \
2803 "blend mode: " #blend_mode "\n" \
2804 "mask evaluation: " #mask_evaluate "\n" \
2805 #shading "\n" \
2806 #dithering "\n" \
2807 #texturing "\n" \
2808 #blending "\n" \
2809 #modulation "\n" \
2810
2811char *render_block_flag_strings[] =
2812{
2813 render_blocks_switch_block()
2814};
2815
2816
2817#define triangle_y_direction_up 1
2818#define triangle_y_direction_flat 2
2819#define triangle_y_direction_down 0
2820
2821#define triangle_winding_positive 0
2822#define triangle_winding_negative 1
2823
2824#define triangle_set_direction(direction_variable, value) \
2825 u32 direction_variable = (u32)(value) >> 31; \
2826 if(value == 0) \
2827 direction_variable = 2 \
2828
2829#define triangle_case(direction_a, direction_b, direction_c, winding) \
2830 case (triangle_y_direction_##direction_a | \
2831 (triangle_y_direction_##direction_b << 2) | \
2832 (triangle_y_direction_##direction_c << 4) | \
2833 (triangle_winding_##winding << 6)) \
2834
c1817bd9 2835static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2836 vertex_struct *vertexes_out[3])
75e28f62
E
2837{
2838 s32 y_top, y_bottom;
2839 s32 triangle_area;
2840 u32 triangle_winding = 0;
2841
2842 vertex_struct *a = &(vertexes[0]);
2843 vertex_struct *b = &(vertexes[1]);
2844 vertex_struct *c = &(vertexes[2]);
2845
2846 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2847
3867c6ef 2848#ifdef PROFILE
75e28f62 2849 triangles++;
3867c6ef 2850#endif
75e28f62
E
2851
2852 if(triangle_area == 0)
2853 {
3867c6ef 2854#ifdef PROFILE
75e28f62 2855 trivial_rejects++;
3867c6ef 2856#endif
c1817bd9 2857 return 0;
75e28f62
E
2858 }
2859
2860 if(b->y < a->y)
2861 vertex_swap(a, b);
2862
2863 if(c->y < b->y)
2864 {
2865 vertex_swap(b, c);
2866
2867 if(b->y < a->y)
2868 vertex_swap(a, b);
2869 }
2870
2871 y_bottom = c->y;
2872 y_top = a->y;
2873
2874 if((y_bottom - y_top) >= 512)
2875 {
3867c6ef 2876#ifdef PROFILE
75e28f62 2877 trivial_rejects++;
3867c6ef 2878#endif
c1817bd9 2879 return 0;
75e28f62
E
2880 }
2881
2882 if(triangle_area < 0)
2883 {
2884 triangle_area = -triangle_area;
2885 triangle_winding ^= 1;
2886 vertex_swap(a, c);
2887 }
2888
2889 if(b->x < a->x)
2890 vertex_swap(a, b);
2891
2892 if(c->x < b->x)
2893 {
2894 vertex_swap(b, c);
2895
2896 if(b->x < a->x)
2897 vertex_swap(a, b);
2898 }
2899
af044cbf 2900 if((c->x - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024)
75e28f62 2901 {
3867c6ef 2902#ifdef PROFILE
75e28f62 2903 trivial_rejects++;
3867c6ef 2904#endif
c1817bd9 2905 return 0;
75e28f62
E
2906 }
2907
2908 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2909 y_bottom) == 0)
2910 {
3867c6ef 2911#ifdef PROFILE
75e28f62 2912 trivial_rejects++;
3867c6ef 2913#endif
c1817bd9 2914 return 0;
75e28f62
E
2915 }
2916
75e28f62
E
2917 psx_gpu->triangle_area = triangle_area;
2918 psx_gpu->triangle_winding = triangle_winding;
2919
c1817bd9 2920 vertexes_out[0] = a;
2921 vertexes_out[1] = b;
2922 vertexes_out[2] = c;
2923
2924 return 1;
2925}
2926
2927static void render_triangle_p(psx_gpu_struct *psx_gpu,
2928 vertex_struct *vertex_ptrs[3], u32 flags)
2929{
2930 psx_gpu->num_spans = 0;
2931
2932 vertex_struct *a = vertex_ptrs[0];
2933 vertex_struct *b = vertex_ptrs[1];
2934 vertex_struct *c = vertex_ptrs[2];
2935
75e28f62
E
2936 s32 y_delta_a = b->y - a->y;
2937 s32 y_delta_b = c->y - b->y;
2938 s32 y_delta_c = c->y - a->y;
2939
2940 triangle_set_direction(y_direction_a, y_delta_a);
2941 triangle_set_direction(y_direction_b, y_delta_b);
2942 triangle_set_direction(y_direction_c, y_delta_c);
2943
2944 compute_all_gradients(psx_gpu, a, b, c);
2945
2946 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
c1817bd9 2947 (psx_gpu->triangle_winding << 6))
75e28f62
E
2948 {
2949 triangle_case(up, up, up, negative):
2950 triangle_case(up, up, flat, negative):
2951 triangle_case(up, up, down, negative):
2952 setup_spans_up_right(psx_gpu, a, b, c);
2953 break;
2954
2955 triangle_case(flat, up, up, negative):
2956 triangle_case(flat, up, flat, negative):
2957 triangle_case(flat, up, down, negative):
2958 setup_spans_up_a(psx_gpu, a, b, c);
2959 break;
2960
2961 triangle_case(down, up, up, negative):
2962 setup_spans_up_down(psx_gpu, a, c, b);
2963 break;
2964
2965 triangle_case(down, up, flat, negative):
2966 setup_spans_down_a(psx_gpu, a, c, b);
2967 break;
2968
2969 triangle_case(down, up, down, negative):
2970 setup_spans_down_right(psx_gpu, a, c, b);
2971 break;
2972
2973 triangle_case(down, flat, up, negative):
2974 triangle_case(down, flat, flat, negative):
2975 triangle_case(down, flat, down, negative):
2976 setup_spans_down_b(psx_gpu, a, b, c);
2977 break;
2978
2979 triangle_case(down, down, up, negative):
2980 triangle_case(down, down, flat, negative):
2981 triangle_case(down, down, down, negative):
2982 setup_spans_down_left(psx_gpu, a, b, c);
2983 break;
2984
2985 triangle_case(up, up, up, positive):
2986 triangle_case(up, up, flat, positive):
2987 triangle_case(up, up, down, positive):
2988 setup_spans_up_left(psx_gpu, a, b, c);
2989 break;
2990
2991 triangle_case(up, flat, up, positive):
2992 triangle_case(up, flat, flat, positive):
2993 triangle_case(up, flat, down, positive):
2994 setup_spans_up_b(psx_gpu, a, b, c);
2995 break;
2996
2997 triangle_case(up, down, up, positive):
2998 setup_spans_up_right(psx_gpu, a, c, b);
2999 break;
3000
3001 triangle_case(up, down, flat, positive):
3002 setup_spans_up_a(psx_gpu, a, c, b);
3003 break;
3004
3005 triangle_case(up, down, down, positive):
3006 setup_spans_up_down(psx_gpu, a, b, c);
3007 break;
3008
3009 triangle_case(flat, down, up, positive):
3010 triangle_case(flat, down, flat, positive):
3011 triangle_case(flat, down, down, positive):
3012 setup_spans_down_a(psx_gpu, a, b, c);
3013 break;
3014
3015 triangle_case(down, down, up, positive):
3016 triangle_case(down, down, flat, positive):
3017 triangle_case(down, down, down, positive):
3018 setup_spans_down_right(psx_gpu, a, b, c);
3019 break;
3020 }
3021
3867c6ef 3022#ifdef PROFILE
75e28f62 3023 spans += psx_gpu->num_spans;
3867c6ef 3024#endif
75e28f62 3025
f1359c57 3026 if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
69b09c0d
E
3027 {
3028 u32 i;
3029
f1359c57 3030 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
69b09c0d
E
3031 {
3032 for(i = 0; i < psx_gpu->num_spans; i++)
3033 {
3034 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3035 psx_gpu->span_edge_data[i].num_blocks = 0;
3036 }
3037 }
3038 else
3039 {
3040 for(i = 0; i < psx_gpu->num_spans; i++)
3041 {
3042 if(psx_gpu->span_edge_data[i].y & 1)
3043 psx_gpu->span_edge_data[i].num_blocks = 0;
3044 }
3045 }
3046 }
3047
75e28f62
E
3048 u32 render_state = flags &
3049 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3050 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3051 render_state |= psx_gpu->render_state_base;
3052
3053 if((psx_gpu->render_state != render_state) ||
3054 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3055 {
3056 psx_gpu->render_state = render_state;
3057 flush_render_block_buffer(psx_gpu);
3867c6ef 3058#ifdef PROFILE
75e28f62 3059 state_changes++;
3867c6ef 3060#endif
75e28f62
E
3061 }
3062
3063 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3064
3065 psx_gpu->render_block_handler =
3066 &(render_triangle_block_handlers[render_state]);
3067 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3068 (psx_gpu);
3069}
3070
c1817bd9 3071void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3072 u32 flags)
3073{
3074 vertex_struct *vertex_ptrs[3];
3075 if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs))
3076 render_triangle_p(psx_gpu, vertex_ptrs, flags);
3077}
3078
a2cb152a 3079#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
75e28f62
E
3080
3081void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3082{
3083 block_struct *block = psx_gpu->blocks;
3084 u32 num_blocks = psx_gpu->num_blocks;
3085
3086 vec_8x16u texels;
3087 vec_8x8u texel_indexes;
3088
3089 u16 *clut_ptr = psx_gpu->clut_ptr;
3090 u32 i;
3091
3092 while(num_blocks)
3093 {
3094 texel_indexes = block->r;
3095
3096 for(i = 0; i < 8; i++)
3097 {
3098 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3099 }
3100
3101 block->texels = texels;
3102
3103 num_blocks--;
3104 block++;
3105 }
3106}
3107
3108#endif
3109
3110
59d15d23 3111#define setup_sprite_tiled_initialize_4bpp_clut() \
75e28f62
E
3112 u16 *clut_ptr = psx_gpu->clut_ptr; \
3113 vec_8x16u clut_a, clut_b; \
3114 vec_16x8u clut_low, clut_high; \
3115 \
3116 load_8x16b(clut_a, clut_ptr); \
3117 load_8x16b(clut_b, clut_ptr + 8); \
59d15d23 3118 unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \
3119
3120#define setup_sprite_tiled_initialize_4bpp() \
3121 setup_sprite_tiled_initialize_4bpp_clut(); \
75e28f62
E
3122 \
3123 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3124 update_texture_4bpp_cache(psx_gpu) \
3125
3126#define setup_sprite_tiled_initialize_8bpp() \
3127 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3128 update_texture_8bpp_cache(psx_gpu) \
3129
3130
3131#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
df740cdc 3132 texture_block_ptr = (u8 *)psx_gpu->texture_page_ptr + \
75e28f62
E
3133 ((texture_offset + offset) & texture_mask); \
3134 \
3135 load_64b(texels, texture_block_ptr) \
3136
3137
75e28f62
E
3138#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3139 num_blocks += tile_num_blocks; \
3140 sprite_blocks += tile_num_blocks; \
3141 \
3142 if(num_blocks > MAX_BLOCKS) \
3143 { \
3144 flush_render_block_buffer(psx_gpu); \
3145 num_blocks = tile_num_blocks; \
3146 block = psx_gpu->blocks; \
3147 } \
3148
3149#define setup_sprite_tile_full_4bpp(edge) \
3150{ \
3151 vec_8x8u texels_low, texels_high; \
3152 vec_8x16u pixels; \
3153 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3154 \
3155 while(sub_tile_height) \
3156 { \
3157 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3158 tbl_16(texels_low, texels, clut_low); \
3159 tbl_16(texels_high, texels, clut_high); \
3160 zip_8x16b(pixels, texels_low, texels_high); \
3161 \
3162 block->texels = pixels; \
3163 block->draw_mask_bits = left_mask_bits; \
3164 block->fb_ptr = fb_ptr; \
3165 block++; \
3166 \
3167 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3168 tbl_16(texels_low, texels, clut_low); \
3169 tbl_16(texels_high, texels, clut_high); \
3170 zip_8x16b(pixels, texels_low, texels_high); \
3171 \
3172 block->texels = pixels; \
3173 block->draw_mask_bits = right_mask_bits; \
3174 block->fb_ptr = fb_ptr + 8; \
3175 block++; \
3176 \
3177 fb_ptr += 1024; \
3178 texture_offset += 0x10; \
3179 sub_tile_height--; \
3180 } \
3181 texture_offset += 0xF00; \
3182 psx_gpu->num_blocks = num_blocks; \
3183} \
3184
3185#define setup_sprite_tile_half_4bpp(edge) \
3186{ \
3187 vec_8x8u texels_low, texels_high; \
3188 vec_8x16u pixels; \
3189 setup_sprite_tile_add_blocks(sub_tile_height); \
3190 \
3191 while(sub_tile_height) \
3192 { \
3193 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3194 tbl_16(texels_low, texels, clut_low); \
3195 tbl_16(texels_high, texels, clut_high); \
3196 zip_8x16b(pixels, texels_low, texels_high); \
3197 \
3198 block->texels = pixels; \
3199 block->draw_mask_bits = edge##_mask_bits; \
3200 block->fb_ptr = fb_ptr; \
3201 block++; \
3202 \
3203 fb_ptr += 1024; \
3204 texture_offset += 0x10; \
3205 sub_tile_height--; \
3206 } \
3207 texture_offset += 0xF00; \
3208 psx_gpu->num_blocks = num_blocks; \
3209} \
3210
3211
3212#define setup_sprite_tile_full_8bpp(edge) \
3213{ \
3214 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3215 \
3216 while(sub_tile_height) \
3217 { \
3218 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3219 block->r = texels; \
3220 block->draw_mask_bits = left_mask_bits; \
3221 block->fb_ptr = fb_ptr; \
3222 block++; \
3223 \
3224 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3225 block->r = texels; \
3226 block->draw_mask_bits = right_mask_bits; \
3227 block->fb_ptr = fb_ptr + 8; \
3228 block++; \
3229 \
3230 fb_ptr += 1024; \
3231 texture_offset += 0x10; \
3232 sub_tile_height--; \
3233 } \
3234 texture_offset += 0xF00; \
3235 psx_gpu->num_blocks = num_blocks; \
3236} \
3237
3238#define setup_sprite_tile_half_8bpp(edge) \
3239{ \
df740cdc 3240 setup_sprite_tile_add_blocks(sub_tile_height); \
75e28f62
E
3241 \
3242 while(sub_tile_height) \
3243 { \
3244 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3245 block->r = texels; \
3246 block->draw_mask_bits = edge##_mask_bits; \
3247 block->fb_ptr = fb_ptr; \
3248 block++; \
3249 \
3250 fb_ptr += 1024; \
3251 texture_offset += 0x10; \
3252 sub_tile_height--; \
3253 } \
3254 texture_offset += 0xF00; \
3255 psx_gpu->num_blocks = num_blocks; \
3256} \
3257
3258
3259#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3260 texture_offset = texture_offset_base + 8; \
3261 fb_ptr += 8 \
3262
3263#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3264 texture_offset = texture_offset_base \
3265
3266#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3267 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3268
3269#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3270 texture_offset = texture_offset_base \
3271
3272#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3273 fb_ptr -= 8 \
3274
3275#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3276
3277#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3278 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3279
3280#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3281
3282
59d15d23 3283#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
3284 x4mode) \
75e28f62
E
3285do \
3286{ \
3287 sub_tile_height = column_data; \
59d15d23 3288 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3289 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3290 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3291} while(0) \
3292
59d15d23 3293#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
3294 x4mode) \
75e28f62
E
3295do \
3296{ \
3297 u32 tiles_remaining = column_data >> 16; \
3298 sub_tile_height = column_data & 0xFF; \
59d15d23 3299 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3300 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3301 tiles_remaining -= 1; \
3302 \
3303 while(tiles_remaining) \
3304 { \
3305 sub_tile_height = 16; \
59d15d23 3306 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3307 tiles_remaining--; \
3308 } \
3309 \
3310 sub_tile_height = (column_data >> 8) & 0xFF; \
59d15d23 3311 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3312 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3313} while(0) \
3314
3315
3316#define setup_sprite_column_data_single() \
3317 column_data = height \
3318
3319#define setup_sprite_column_data_multi() \
3320 column_data = 16 - offset_v; \
3321 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3322 column_data |= (tile_height - 1) << 16 \
3323
3324
59d15d23 3325#define RIGHT_MASK_BIT_SHIFT 8
3326#define RIGHT_MASK_BIT_SHIFT_4x 16
3327
75e28f62 3328#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
59d15d23 3329 edge_mode, edge, x4mode) \
75e28f62
E
3330{ \
3331 setup_sprite_column_data_##multi_height(); \
3332 left_mask_bits = left_block_mask | right_block_mask; \
59d15d23 3333 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3334 \
3335 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
59d15d23 3336 texture_mode, x4mode); \
75e28f62
E
3337} \
3338
3339#define setup_sprite_tiled_advance_column() \
3340 texture_offset_base += 0x100; \
3341 if((texture_offset_base & 0xF00) == 0) \
3342 texture_offset_base -= (0x100 + 0xF00) \
3343
59d15d23 3344#define FB_PTR_MULTIPLIER 1
3345#define FB_PTR_MULTIPLIER_4x 2
3346
75e28f62 3347#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
59d15d23 3348 left_mode, right_mode, x4mode) \
75e28f62
E
3349{ \
3350 setup_sprite_column_data_##multi_height(); \
59d15d23 3351 s32 fb_ptr_advance_column = (16 - (1024 * height)) \
3352 * FB_PTR_MULTIPLIER##x4mode; \
75e28f62
E
3353 \
3354 tile_width -= 2; \
3355 left_mask_bits = left_block_mask; \
59d15d23 3356 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3357 \
3358 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
59d15d23 3359 texture_mode, x4mode); \
75e28f62
E
3360 fb_ptr += fb_ptr_advance_column; \
3361 \
3362 left_mask_bits = 0x00; \
3363 right_mask_bits = 0x00; \
3364 \
3365 while(tile_width) \
3366 { \
3367 setup_sprite_tiled_advance_column(); \
59d15d23 3368 setup_sprite_tile_column_height_##multi_height(full, none, \
3369 texture_mode, x4mode); \
75e28f62
E
3370 fb_ptr += fb_ptr_advance_column; \
3371 tile_width--; \
3372 } \
3373 \
3374 left_mask_bits = right_block_mask; \
59d15d23 3375 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3376 \
3377 setup_sprite_tiled_advance_column(); \
3378 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
59d15d23 3379 texture_mode, x4mode); \
3380} \
3381
3382
3383/* 4x stuff */
3384#define setup_sprite_tiled_initialize_4bpp_4x() \
3385 setup_sprite_tiled_initialize_4bpp_clut() \
3386
3387#define setup_sprite_tiled_initialize_8bpp_4x() \
3388
3389
3390#define setup_sprite_tile_full_4bpp_4x(edge) \
3391{ \
3392 vec_8x8u texels_low, texels_high; \
3393 vec_8x16u pixels, pixels_wide; \
3394 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3395 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3396 u32 left_mask_bits_b = left_mask_bits >> 8; \
3397 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3398 u32 right_mask_bits_b = right_mask_bits >> 8; \
3399 \
3400 while(sub_tile_height) \
3401 { \
3402 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3403 tbl_16(texels_low, texels, clut_low); \
3404 tbl_16(texels_high, texels, clut_high); \
3405 zip_8x16b(pixels, texels_low, texels_high); \
3406 \
3407 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3408 block->texels = pixels_wide; \
3409 block->draw_mask_bits = left_mask_bits_a; \
3410 block->fb_ptr = fb_ptr; \
3411 block++; \
3412 \
3413 block->texels = pixels_wide; \
3414 block->draw_mask_bits = left_mask_bits_a; \
3415 block->fb_ptr = fb_ptr + 1024; \
3416 block++; \
3417 \
3418 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3419 block->texels = pixels_wide; \
3420 block->draw_mask_bits = left_mask_bits_b; \
3421 block->fb_ptr = fb_ptr + 8; \
3422 block++; \
3423 \
3424 block->texels = pixels_wide; \
3425 block->draw_mask_bits = left_mask_bits_b; \
3426 block->fb_ptr = fb_ptr + 1024 + 8; \
3427 block++; \
3428 \
3429 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3430 tbl_16(texels_low, texels, clut_low); \
3431 tbl_16(texels_high, texels, clut_high); \
3432 zip_8x16b(pixels, texels_low, texels_high); \
3433 \
3434 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3435 block->texels = pixels_wide; \
3436 block->draw_mask_bits = right_mask_bits_a; \
3437 block->fb_ptr = fb_ptr + 16; \
3438 block++; \
3439 \
3440 block->texels = pixels_wide; \
3441 block->draw_mask_bits = right_mask_bits_a; \
3442 block->fb_ptr = fb_ptr + 1024 + 16; \
3443 block++; \
3444 \
3445 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3446 block->texels = pixels_wide; \
3447 block->draw_mask_bits = right_mask_bits_b; \
3448 block->fb_ptr = fb_ptr + 24; \
3449 block++; \
3450 \
3451 block->texels = pixels_wide; \
3452 block->draw_mask_bits = right_mask_bits_b; \
3453 block->fb_ptr = fb_ptr + 1024 + 24; \
3454 block++; \
3455 \
3456 fb_ptr += 2048; \
3457 texture_offset += 0x10; \
3458 sub_tile_height--; \
3459 } \
3460 texture_offset += 0xF00; \
3461 psx_gpu->num_blocks = num_blocks; \
75e28f62
E
3462} \
3463
59d15d23 3464#define setup_sprite_tile_half_4bpp_4x(edge) \
3465{ \
3466 vec_8x8u texels_low, texels_high; \
3467 vec_8x16u pixels, pixels_wide; \
3468 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3469 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3470 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3471 \
3472 while(sub_tile_height) \
3473 { \
3474 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3475 tbl_16(texels_low, texels, clut_low); \
3476 tbl_16(texels_high, texels, clut_high); \
3477 zip_8x16b(pixels, texels_low, texels_high); \
3478 \
3479 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3480 block->texels = pixels_wide; \
3481 block->draw_mask_bits = edge##_mask_bits_a; \
3482 block->fb_ptr = fb_ptr; \
3483 block++; \
3484 \
3485 block->texels = pixels_wide; \
3486 block->draw_mask_bits = edge##_mask_bits_a; \
3487 block->fb_ptr = fb_ptr + 1024; \
3488 block++; \
3489 \
3490 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3491 block->texels = pixels_wide; \
3492 block->draw_mask_bits = edge##_mask_bits_b; \
3493 block->fb_ptr = fb_ptr + 8; \
3494 block++; \
3495 \
3496 block->texels = pixels_wide; \
3497 block->draw_mask_bits = edge##_mask_bits_b; \
3498 block->fb_ptr = fb_ptr + 1024 + 8; \
3499 block++; \
3500 \
3501 fb_ptr += 2048; \
3502 texture_offset += 0x10; \
3503 sub_tile_height--; \
3504 } \
3505 texture_offset += 0xF00; \
3506 psx_gpu->num_blocks = num_blocks; \
3507} \
75e28f62 3508
59d15d23 3509
3510#define setup_sprite_tile_full_8bpp_4x(edge) \
3511{ \
3512 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3513 vec_16x8u texels_wide; \
3514 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3515 u32 left_mask_bits_b = left_mask_bits >> 8; \
3516 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3517 u32 right_mask_bits_b = right_mask_bits >> 8; \
3518 \
3519 while(sub_tile_height) \
3520 { \
3521 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3522 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3523 block->r = texels_wide.low; \
3524 block->draw_mask_bits = left_mask_bits_a; \
3525 block->fb_ptr = fb_ptr; \
3526 block++; \
3527 \
3528 block->r = texels_wide.low; \
3529 block->draw_mask_bits = left_mask_bits_a; \
3530 block->fb_ptr = fb_ptr + 1024; \
3531 block++; \
3532 \
3533 block->r = texels_wide.high; \
3534 block->draw_mask_bits = left_mask_bits_b; \
3535 block->fb_ptr = fb_ptr + 8; \
3536 block++; \
3537 \
3538 block->r = texels_wide.high; \
3539 block->draw_mask_bits = left_mask_bits_b; \
3540 block->fb_ptr = fb_ptr + 1024 + 8; \
3541 block++; \
3542 \
3543 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3544 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3545 block->r = texels_wide.low; \
3546 block->draw_mask_bits = right_mask_bits_a; \
3547 block->fb_ptr = fb_ptr + 16; \
3548 block++; \
3549 \
3550 block->r = texels_wide.low; \
3551 block->draw_mask_bits = right_mask_bits_a; \
3552 block->fb_ptr = fb_ptr + 1024 + 16; \
3553 block++; \
3554 \
3555 block->r = texels_wide.high; \
3556 block->draw_mask_bits = right_mask_bits_b; \
3557 block->fb_ptr = fb_ptr + 24; \
3558 block++; \
3559 \
3560 block->r = texels_wide.high; \
3561 block->draw_mask_bits = right_mask_bits_b; \
3562 block->fb_ptr = fb_ptr + 24 + 1024; \
3563 block++; \
3564 \
3565 fb_ptr += 2048; \
3566 texture_offset += 0x10; \
3567 sub_tile_height--; \
3568 } \
3569 texture_offset += 0xF00; \
3570 psx_gpu->num_blocks = num_blocks; \
3571} \
3572
3573#define setup_sprite_tile_half_8bpp_4x(edge) \
3574{ \
3575 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3576 vec_16x8u texels_wide; \
3577 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3578 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3579 \
3580 while(sub_tile_height) \
3581 { \
3582 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3583 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3584 block->r = texels_wide.low; \
3585 block->draw_mask_bits = edge##_mask_bits_a; \
3586 block->fb_ptr = fb_ptr; \
3587 block++; \
3588 \
3589 block->r = texels_wide.low; \
3590 block->draw_mask_bits = edge##_mask_bits_a; \
3591 block->fb_ptr = fb_ptr + 1024; \
3592 block++; \
3593 \
3594 block->r = texels_wide.high; \
3595 block->draw_mask_bits = edge##_mask_bits_b; \
3596 block->fb_ptr = fb_ptr + 8; \
3597 block++; \
3598 \
3599 block->r = texels_wide.high; \
3600 block->draw_mask_bits = edge##_mask_bits_b; \
3601 block->fb_ptr = fb_ptr + 8 + 1024; \
3602 block++; \
3603 \
3604 fb_ptr += 2048; \
3605 texture_offset += 0x10; \
3606 sub_tile_height--; \
3607 } \
3608 texture_offset += 0xF00; \
3609 psx_gpu->num_blocks = num_blocks; \
3610} \
3611
3612
3613#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
3614 texture_offset = texture_offset_base + 8; \
3615 fb_ptr += 16 \
3616
3617#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
3618 texture_offset = texture_offset_base \
3619
3620#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
3621 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
3622
3623#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
3624 texture_offset = texture_offset_base \
3625
3626#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
3627 fb_ptr -= 16 \
3628
3629#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
3630
3631#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
3632 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
3633
3634#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
3635
3636
3637#define setup_sprite_offset_u_adjust() \
3638
3639#define setup_sprite_comapre_left_block_mask() \
3640 ((left_block_mask & 0xFF) == 0xFF) \
3641
3642#define setup_sprite_comapre_right_block_mask() \
3643 (((right_block_mask >> 8) & 0xFF) == 0xFF) \
3644
3645
3646#define setup_sprite_offset_u_adjust_4x() \
3647 offset_u *= 2; \
3648 offset_u_right = offset_u_right * 2 + 1 \
3649
3650#define setup_sprite_comapre_left_block_mask_4x() \
3651 ((left_block_mask & 0xFFFF) == 0xFFFF) \
3652
3653#define setup_sprite_comapre_right_block_mask_4x() \
3654 (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) \
3655
3656
3657#define setup_sprite_tiled_builder(texture_mode, x4mode) \
3658void setup_sprite_##texture_mode##x4mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,\
75e28f62
E
3659 s32 u, s32 v, s32 width, s32 height, u32 color) \
3660{ \
3661 s32 offset_u = u & 0xF; \
3662 s32 offset_v = v & 0xF; \
3663 \
3664 s32 width_rounded = offset_u + width + 15; \
3665 s32 height_rounded = offset_v + height + 15; \
3666 s32 tile_height = height_rounded / 16; \
3667 s32 tile_width = width_rounded / 16; \
3668 u32 offset_u_right = width_rounded & 0xF; \
3669 \
59d15d23 3670 setup_sprite_offset_u_adjust##x4mode(); \
3671 \
3672 u32 left_block_mask = ~(0xFFFFFFFF << offset_u); \
3673 u32 right_block_mask = 0xFFFFFFFE << offset_u_right; \
75e28f62
E
3674 \
3675 u32 left_mask_bits; \
3676 u32 right_mask_bits; \
3677 \
3678 u32 sub_tile_height; \
3679 u32 column_data; \
3680 \
3681 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3682 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3683 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3684 ((psx_gpu->texture_mask_height >> 4) << 12); \
3685 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3686 ((v & 0xF0) << 8); \
3687 u32 texture_offset_base = texture_offset; \
3688 u32 control_mask; \
3689 \
59d15d23 3690 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u); \
75e28f62
E
3691 u32 num_blocks = psx_gpu->num_blocks; \
3692 block_struct *block = psx_gpu->blocks + num_blocks; \
3693 \
df740cdc 3694 u8 *texture_block_ptr; \
75e28f62
E
3695 vec_8x8u texels; \
3696 \
59d15d23 3697 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
3698 \
3699 control_mask = tile_width == 1; \
3700 control_mask |= (tile_height == 1) << 1; \
59d15d23 3701 control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2; \
3702 control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3; \
75e28f62
E
3703 \
3704 sprites_##texture_mode++; \
3705 \
3706 switch(control_mask) \
3707 { \
3708 default: \
3709 case 0x0: \
59d15d23 3710 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
3711 x4mode); \
75e28f62
E
3712 break; \
3713 \
3714 case 0x1: \
59d15d23 3715 setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
3716 x4mode); \
75e28f62
E
3717 break; \
3718 \
3719 case 0x2: \
59d15d23 3720 setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
3721 x4mode); \
75e28f62
E
3722 break; \
3723 \
3724 case 0x3: \
59d15d23 3725 setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
3726 x4mode); \
75e28f62
E
3727 break; \
3728 \
3729 case 0x4: \
59d15d23 3730 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
3731 x4mode); \
75e28f62
E
3732 break; \
3733 \
3734 case 0x5: \
59d15d23 3735 setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
3736 x4mode); \
75e28f62
E
3737 break; \
3738 \
3739 case 0x6: \
59d15d23 3740 setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
3741 x4mode); \
75e28f62
E
3742 break; \
3743 \
3744 case 0x7: \
59d15d23 3745 setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3746 x4mode); \
75e28f62
E
3747 break; \
3748 \
3749 case 0x8: \
59d15d23 3750 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
3751 x4mode); \
75e28f62
E
3752 break; \
3753 \
3754 case 0x9: \
59d15d23 3755 setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
3756 x4mode); \
75e28f62
E
3757 break; \
3758 \
3759 case 0xA: \
59d15d23 3760 setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
3761 x4mode); \
75e28f62
E
3762 break; \
3763 \
3764 case 0xB: \
59d15d23 3765 setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
3766 x4mode); \
75e28f62
E
3767 break; \
3768 \
3769 case 0xC: \
59d15d23 3770 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
3771 x4mode); \
75e28f62
E
3772 break; \
3773 \
3774 case 0xE: \
59d15d23 3775 setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
3776 x4mode); \
75e28f62
E
3777 break; \
3778 } \
3779} \
3780
2bbbb7af 3781#ifndef NEON_BUILD
59d15d23 3782setup_sprite_tiled_builder(4bpp,);
3783setup_sprite_tiled_builder(8bpp,);
3784
3785setup_sprite_tiled_builder(4bpp,_4x);
3786setup_sprite_tiled_builder(8bpp,_4x);
a2cb152a 3787#endif
3788
3789#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
75e28f62
E
3790
3791void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3792 s32 v, s32 width, s32 height, u32 color)
3793{
3794 u32 left_offset = u & 0x7;
3795 u32 width_rounded = width + left_offset + 7;
3796
fc6cef7d 3797 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset);
75e28f62
E
3798 u32 right_width = width_rounded & 0x7;
3799 u32 block_width = width_rounded / 8;
3800 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3801
3802 u32 left_mask_bits = ~(0xFF << left_offset);
3803 u32 right_mask_bits = 0xFE << right_width;
3804
3805 u32 texture_offset_base = u + (v * 1024);
3806 u32 texture_mask =
3807 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3808
3809 u32 blocks_remaining;
3810 u32 num_blocks = psx_gpu->num_blocks;
3811 block_struct *block = psx_gpu->blocks + num_blocks;
3812
3813 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3814 u16 *texture_block_ptr;
3815
3816 texture_offset_base &= ~0x7;
3817
a2cb152a 3818 stats_add(sprites_16bpp, 1);
75e28f62
E
3819
3820 if(block_width == 1)
3821 {
3822 u32 mask_bits = left_mask_bits | right_mask_bits;
3823
3824 while(height)
3825 {
3826 num_blocks++;
3827 sprite_blocks++;
3828
3829 if(num_blocks > MAX_BLOCKS)
3830 {
3831 flush_render_block_buffer(psx_gpu);
3832 num_blocks = 1;
3833 block = psx_gpu->blocks;
3834 }
3835
3836 texture_block_ptr =
3837 texture_page_ptr + (texture_offset_base & texture_mask);
3838
a2cb152a 3839 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3840 block->draw_mask_bits = mask_bits;
3841 block->fb_ptr = fb_ptr;
3842
3843 block++;
3844
3845 texture_offset_base += 1024;
3846 fb_ptr += 1024;
3847
3848 height--;
3849 psx_gpu->num_blocks = num_blocks;
3850 }
3851 }
3852 else
3853 {
3854 u32 texture_offset;
3855
3856 while(height)
3857 {
3858 blocks_remaining = block_width - 2;
3859 num_blocks += block_width;
3860 sprite_blocks += block_width;
3861
3862 if(num_blocks > MAX_BLOCKS)
3863 {
3864 flush_render_block_buffer(psx_gpu);
3865 num_blocks = block_width;
3866 block = psx_gpu->blocks;
3867 }
3868
3869 texture_offset = texture_offset_base;
3870 texture_offset_base += 1024;
3871
3872 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3873 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3874
3875 block->draw_mask_bits = left_mask_bits;
3876 block->fb_ptr = fb_ptr;
3877
3878 texture_offset += 8;
3879 fb_ptr += 8;
3880 block++;
3881
3882 while(blocks_remaining)
3883 {
3884 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3885 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3886
3887 block->draw_mask_bits = 0;
3888 block->fb_ptr = fb_ptr;
3889
3890 texture_offset += 8;
3891 fb_ptr += 8;
3892 block++;
3893
3894 blocks_remaining--;
3895 }
3896
3897 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3898 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3899
3900 block->draw_mask_bits = right_mask_bits;
3901 block->fb_ptr = fb_ptr;
3902
3903 fb_ptr += fb_ptr_pitch;
3904 block++;
3905
3906 height--;
3907 psx_gpu->num_blocks = num_blocks;
3908 }
3909 }
3910}
3911
a2cb152a 3912#endif
3913
3914#ifndef NEON_BUILD
3915
75e28f62
E
3916void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3917 s32 v, s32 width, s32 height, u32 color)
3918{
f0931e56 3919 if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
d5c08ed3 3920 RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
3921 (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
f0931e56 3922 {
3923 setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
3924 return;
3925 }
3926
75e28f62
E
3927 u32 right_width = ((width - 1) & 0x7) + 1;
3928 u32 right_mask_bits = (0xFF << right_width);
fc6cef7d 3929 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
75e28f62
E
3930 u32 block_width = (width + 7) / 8;
3931 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3932 u32 blocks_remaining;
3933 u32 num_blocks = psx_gpu->num_blocks;
3934 block_struct *block = psx_gpu->blocks + num_blocks;
3935
3936 u32 color_r = color & 0xFF;
3937 u32 color_g = (color >> 8) & 0xFF;
3938 u32 color_b = (color >> 16) & 0xFF;
3939 vec_8x16u colors;
3940 vec_8x16u right_mask;
3941 vec_8x16u test_mask = psx_gpu->test_mask;
3942 vec_8x16u zero_mask;
3943
3944 sprites_untextured++;
3945
3946 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3947
3948 dup_8x16b(colors, color);
3949 dup_8x16b(zero_mask, 0x00);
3950 dup_8x16b(right_mask, right_mask_bits);
3951 tst_8x16b(right_mask, right_mask, test_mask);
3952
3953 while(height)
3954 {
3955 blocks_remaining = block_width - 1;
3956 num_blocks += block_width;
3867c6ef
E
3957
3958#ifdef PROFILE
75e28f62 3959 sprite_blocks += block_width;
3867c6ef 3960#endif
75e28f62
E
3961
3962 if(num_blocks > MAX_BLOCKS)
3963 {
3964 flush_render_block_buffer(psx_gpu);
3965 num_blocks = block_width;
3966 block = psx_gpu->blocks;
3967 }
3968
3969 while(blocks_remaining)
3970 {
3971 block->pixels = colors;
3972 block->draw_mask = zero_mask;
3973 block->fb_ptr = fb_ptr;
3974
3975 fb_ptr += 8;
3976 block++;
3977 blocks_remaining--;
3978 }
3979
3980 block->pixels = colors;
3981 block->draw_mask = right_mask;
3982 block->fb_ptr = fb_ptr;
3983
3984 block++;
3985 fb_ptr += fb_ptr_pitch;
3986
3987 height--;
3988 psx_gpu->num_blocks = num_blocks;
3989 }
3990}
3991
f0931e56 3992#endif
3993
3994void setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y,
3995 s32 u, s32 v, s32 width, s32 height, u32 color)
3996{
3997 u32 r = color & 0xFF;
3998 u32 g = (color >> 8) & 0xFF;
3999 u32 b = (color >> 16) & 0xFF;
4000 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4001 psx_gpu->mask_msb;
4002 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4003
4004 u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
4005 u32 *vram_ptr;
4006
4007 u32 num_width;
4008
4009 if(psx_gpu->num_blocks > MAX_BLOCKS)
4010 {
4011 flush_render_block_buffer(psx_gpu);
4012 }
4013
4014 while(height)
4015 {
4016 num_width = width;
4017
4018 vram_ptr = (void *)vram_ptr16;
4019 if((long)vram_ptr16 & 2)
4020 {
4021 *vram_ptr16 = color_32bpp;
4022 vram_ptr = (void *)(vram_ptr16 + 1);
4023 num_width--;
4024 }
4025
4026 while(num_width >= 4 * 2)
4027 {
4028 vram_ptr[0] = color_32bpp;
4029 vram_ptr[1] = color_32bpp;
4030 vram_ptr[2] = color_32bpp;
4031 vram_ptr[3] = color_32bpp;
4032
4033 vram_ptr += 4;
4034 num_width -= 4 * 2;
4035 }
4036
4037 while(num_width >= 2)
4038 {
4039 *vram_ptr++ = color_32bpp;
4040 num_width -= 2;
4041 }
4042
4043 if(num_width > 0)
4044 {
4045 *(u16 *)vram_ptr = color_32bpp;
4046 }
4047
4048 vram_ptr16 += 1024;
4049 height--;
4050 }
4051}
75e28f62
E
4052
4053
4054#define setup_sprite_blocks_switch_textured(texture_mode) \
4055 setup_sprite_##texture_mode \
4056
4057#define setup_sprite_blocks_switch_untextured(texture_mode) \
4058 setup_sprite_untextured \
4059
4060#define setup_sprite_blocks_switch(texturing, texture_mode) \
4061 setup_sprite_blocks_switch_##texturing(texture_mode) \
4062
4063
4064#define texture_sprite_blocks_switch_4bpp() \
4065 texture_blocks_untextured \
4066
4067#define texture_sprite_blocks_switch_8bpp() \
4068 texture_sprite_blocks_8bpp \
4069
4070#define texture_sprite_blocks_switch_16bpp() \
4071 texture_blocks_untextured \
4072
4073#define texture_sprite_blocks_switch_untextured(texture_mode) \
4074 texture_blocks_untextured \
4075
4076#define texture_sprite_blocks_switch_textured(texture_mode) \
4077 texture_sprite_blocks_switch_##texture_mode() \
4078
4079#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4080 mask_evaluate, shading, dithering, texturing, blending, modulation) \
4081{ \
4082 setup_sprite_blocks_switch(texturing, texture_mode), \
4083 texture_sprite_blocks_switch_##texturing(texture_mode), \
4084 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
4085 mask_evaluate), \
4086 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
4087} \
4088
4089#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4090 mask_evaluate, shading, dithering, texturing, blending) \
4091 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4092 mask_evaluate, shading, dithering, texturing, blending, modulated), \
4093 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4094 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
4095
4096#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4097 mask_evaluate, shading, dithering, texturing) \
4098 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4099 mask_evaluate, shading, dithering, texturing, unblended), \
4100 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4101 mask_evaluate, shading, dithering, texturing, blended) \
4102
4103#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4104 mask_evaluate, shading, dithering) \
4105 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4106 mask_evaluate, shading, dithering, untextured), \
4107 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4108 mask_evaluate, shading, dithering, textured) \
4109
4110#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4111 mask_evaluate, shading) \
4112 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4113 mask_evaluate, shading, undithered), \
4114 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4115 mask_evaluate, shading, dithered) \
4116
4117#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
4118 blend_mode, mask_evaluate) \
4119 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4120 mask_evaluate, unshaded), \
4121 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4122 mask_evaluate, shaded) \
4123
4124#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
4125 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4126 off), \
4127 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4128 on) \
4129
4130#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
4131 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
4132 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
4133 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
4134 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
4135
4136#define render_sprite_blocks_switch_block() \
4137 render_sprite_blocks_switch_block_texture_mode(4bpp), \
4138 render_sprite_blocks_switch_block_texture_mode(8bpp), \
4139 render_sprite_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 4140 render_sprite_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
4141
4142
4143render_block_handler_struct render_sprite_block_handlers[] =
4144{
4145 render_sprite_blocks_switch_block()
4146};
4147
4148
4149void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
4150 s32 width, s32 height, u32 flags, u32 color)
4151{
4152 s32 x_right = x + width - 1;
4153 s32 y_bottom = y + height - 1;
4154
3867c6ef
E
4155#ifdef PROFILE
4156 sprites++;
4157#endif
4158
75e28f62
E
4159 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4160 y_bottom) == 0)
4161 {
4162 return;
4163 }
4164
4165 if(x < psx_gpu->viewport_start_x)
4166 {
4167 u32 clip = psx_gpu->viewport_start_x - x;
4168 x += clip;
4169 u += clip;
4170 width -= clip;
4171 }
4172
4173 if(y < psx_gpu->viewport_start_y)
4174 {
4175 s32 clip = psx_gpu->viewport_start_y - y;
4176 y += clip;
4177 v += clip;
4178 height -= clip;
4179 }
4180
4181 if(x_right > psx_gpu->viewport_end_x)
4182 width -= x_right - psx_gpu->viewport_end_x;
4183
4184 if(y_bottom > psx_gpu->viewport_end_y)
4185 height -= y_bottom - psx_gpu->viewport_end_y;
4186
4187 if((width <= 0) || (height <= 0))
4188 return;
4189
3867c6ef 4190#ifdef PROFILE
75e28f62
E
4191 span_pixels += width * height;
4192 spans += height;
3867c6ef 4193#endif
75e28f62
E
4194
4195 u32 render_state = flags &
4196 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4197 RENDER_FLAGS_TEXTURE_MAP);
4198 render_state |=
4199 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
1f88961f 4200
75e28f62
E
4201 if((psx_gpu->render_state != render_state) ||
4202 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4203 {
4204 psx_gpu->render_state = render_state;
4205 flush_render_block_buffer(psx_gpu);
3867c6ef 4206#ifdef PROFILE
75e28f62 4207 state_changes++;
3867c6ef 4208#endif
75e28f62
E
4209 }
4210
4211 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4212
4213 color &= 0xFFFFFF;
4214
4215 if(psx_gpu->triangle_color != color)
4216 {
4217 flush_render_block_buffer(psx_gpu);
4218 psx_gpu->triangle_color = color;
4219 }
4220
4221 if(color == 0x808080)
4222 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4223
4224 render_block_handler_struct *render_block_handler =
4225 &(render_sprite_block_handlers[render_state]);
4226 psx_gpu->render_block_handler = render_block_handler;
4227
4228 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
4229 (psx_gpu, x, y, u, v, width, height, color);
4230}
4231
4232#define draw_pixel_line_mask_evaluate_yes() \
2177c1ea 4233 if((*vram_ptr & 0x8000) == 0) \
75e28f62
E
4234
4235#define draw_pixel_line_mask_evaluate_no() \
4236
4237
4238#define draw_pixel_line_shaded() \
4239{ \
4240 color_r = fixed_to_int(current_r); \
4241 color_g = fixed_to_int(current_g); \
4242 color_b = fixed_to_int(current_b); \
4243 \
4244 current_r += gradient_r; \
4245 current_g += gradient_g; \
4246 current_b += gradient_b; \
4247} \
4248
4249#define draw_pixel_line_unshaded() \
4250{ \
4251 color_r = color & 0xFF; \
4252 color_g = (color >> 8) & 0xFF; \
4253 color_b = (color >> 16) & 0xFF; \
4254} \
4255
4256
4257#define draw_pixel_line_dithered(_x, _y) \
4258{ \
4259 u32 dither_xor = _x ^ _y; \
4260 s32 dither_offset = (dither_xor >> 1) & 0x1; \
4261 dither_offset |= (_y & 0x1) << 1; \
4262 dither_offset |= (dither_xor & 0x1) << 2; \
4263 dither_offset -= 4; \
4264 \
4265 color_r += dither_offset; \
4266 color_g += dither_offset; \
4267 color_b += dither_offset; \
4268 \
4269 if(color_r < 0) \
4270 color_r = 0; \
4271 \
4272 if(color_g < 0) \
4273 color_g = 0; \
4274 \
4275 if(color_b < 0) \
4276 color_b = 0; \
4277 \
4278 if(color_r > 255) \
4279 color_r = 255; \
4280 \
4281 if(color_g > 255) \
4282 color_g = 255; \
4283 \
4284 if(color_b > 255) \
4285 color_b = 255; \
4286} \
4287
4288#define draw_pixel_line_undithered(_x, _y) \
4289
4290
4291#define draw_pixel_line_average() \
4292 color_r = (color_r + fb_r) / 2; \
4293 color_g = (color_g + fb_g) / 2; \
4294 color_b = (color_b + fb_b) / 2 \
4295
4296#define draw_pixel_line_add() \
4297 color_r += fb_r; \
4298 color_g += fb_g; \
4299 color_b += fb_b; \
4300 \
4301 if(color_r > 31) \
4302 color_r = 31; \
4303 \
4304 if(color_g > 31) \
4305 color_g = 31; \
4306 \
4307 if(color_b > 31) \
4308 color_b = 31 \
4309 \
4310
4311#define draw_pixel_line_subtract() \
4312 color_r = fb_r - color_r; \
4313 color_g = fb_g - color_g; \
4314 color_b = fb_b - color_b; \
4315 \
4316 if(color_r < 0) \
4317 color_r = 0; \
4318 \
4319 if(color_g < 0) \
4320 color_g = 0; \
4321 \
4322 if(color_b < 0) \
4323 color_b = 0 \
4324
4325#define draw_pixel_line_add_fourth() \
4326 color_r = fb_r + (color_r / 4); \
4327 color_g = fb_g + (color_g / 4); \
4328 color_b = fb_b + (color_b / 4); \
4329 \
4330 if(color_r > 31) \
4331 color_r = 31; \
4332 \
4333 if(color_g > 31) \
4334 color_g = 31; \
4335 \
4336 if(color_b > 31) \
4337 color_b = 31 \
4338
4339
4340#define draw_pixel_line_blended(blend_mode) \
4341 s32 fb_pixel = *vram_ptr; \
4342 s32 fb_r = fb_pixel & 0x1F; \
4343 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
4344 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
4345 \
4346 draw_pixel_line_##blend_mode() \
4347
4348#define draw_pixel_line_unblended(blend_mode) \
4349
4350
4351#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
4352 blend_mode) \
4353 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4354 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
4355 { \
4356 draw_pixel_line_mask_evaluate_##mask_evaluate() \
4357 { \
4358 draw_pixel_line_##shading(); \
4359 draw_pixel_line_##dithering(_x, _y); \
4360 \
4361 color_r >>= 3; \
4362 color_g >>= 3; \
4363 color_b >>= 3; \
4364 \
4365 draw_pixel_line_##blending(blend_mode); \
4366 \
4367 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4368 psx_gpu->mask_msb; \
4369 } \
4370 } \
4371
4372#define update_increment(value) \
4373 value++ \
4374
4375#define update_decrement(value) \
4376 value-- \
4377
4378#define update_vram_row_increment(value) \
4379 vram_ptr += 1024 \
4380
4381#define update_vram_row_decrement(value) \
4382 vram_ptr -= 1024 \
4383
4384#define compare_increment(a, b) \
4385 (a <= b) \
4386
4387#define compare_decrement(a, b) \
4388 (a >= b) \
4389
4390#define set_line_gradients(minor) \
4391{ \
4392 s32 gradient_divisor = delta_##minor; \
e86b6fec
E
4393 if(gradient_divisor != 0) \
4394 { \
4395 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
4396 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
4397 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
4398 } \
4399 else \
4400 { \
4401 gradient_r = 0; \
4402 gradient_g = 0; \
4403 gradient_b = 0; \
4404 } \
75e28f62
E
4405 current_r = fixed_center(vertex_a->r); \
4406 current_g = fixed_center(vertex_a->g); \
4407 current_b = fixed_center(vertex_a->b); \
4408}
4409
4410#define draw_line_span_horizontal(direction, shading, blending, dithering, \
4411 mask_evaluate, blend_mode) \
4412do \
4413{ \
4414 error_step = delta_y * 2; \
4415 error_wrap = delta_x * 2; \
4416 error = delta_x; \
4417 \
4418 current_y = y_a; \
4419 set_line_gradients(x); \
4420 \
4421 for(current_x = x_a; current_x <= x_b; current_x++) \
4422 { \
4423 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4424 mask_evaluate, blend_mode); \
4425 error += error_step; \
4426 vram_ptr++; \
4427 \
4428 if(error >= error_wrap) \
4429 { \
4430 update_##direction(current_y); \
4431 update_vram_row_##direction(); \
4432 error -= error_wrap; \
4433 } \
4434 } \
4435} while(0) \
4436
4437#define draw_line_span_vertical(direction, shading, blending, dithering, \
4438 mask_evaluate, blend_mode) \
4439do \
4440{ \
4441 error_step = delta_x * 2; \
4442 error_wrap = delta_y * 2; \
4443 error = delta_y; \
4444 \
4445 current_x = x_a; \
4446 set_line_gradients(y); \
4447 \
4448 for(current_y = y_a; compare_##direction(current_y, y_b); \
4449 update_##direction(current_y)) \
4450 { \
4451 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4452 mask_evaluate, blend_mode); \
4453 error += error_step; \
4454 update_vram_row_##direction(); \
4455 \
4456 if(error > error_wrap) \
4457 { \
4458 vram_ptr++; \
4459 current_x++; \
4460 error -= error_wrap; \
4461 } \
4462 } \
4463} while(0) \
4464
4465
4466#define render_line_body(shading, blending, dithering, mask_evaluate, \
4467 blend_mode) \
4468 if(delta_y < 0) \
4469 { \
4470 delta_y *= -1; \
4471 \
75e28f62
E
4472 if(delta_x > delta_y) \
4473 { \
4474 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4475 mask_evaluate, blend_mode); \
4476 } \
4477 else \
4478 { \
4479 draw_line_span_vertical(decrement, shading, blending, dithering, \
4480 mask_evaluate, blend_mode); \
4481 } \
4482 } \
4483 else \
4484 { \
75e28f62
E
4485 if(delta_x > delta_y) \
4486 { \
4487 draw_line_span_horizontal(increment, shading, blending, dithering, \
4488 mask_evaluate, blend_mode); \
4489 } \
4490 else \
4491 { \
4492 draw_line_span_vertical(increment, shading, blending, dithering, \
4493 mask_evaluate, blend_mode); \
4494 } \
4495 } \
4496
4497
4498void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
3b3dee71 4499 u32 color, int double_resolution)
75e28f62
E
4500{
4501 s32 color_r, color_g, color_b;
4502 u32 triangle_winding = 0;
4503
4504 fixed_type gradient_r = 0;
4505 fixed_type gradient_g = 0;
4506 fixed_type gradient_b = 0;
4507 fixed_type current_r = 0;
4508 fixed_type current_g = 0;
4509 fixed_type current_b = 0;
4510
4511 s32 y_a, y_b;
4512 s32 x_a, x_b;
4513
4514 s32 delta_x, delta_y;
4515
4516 s32 current_x;
4517 s32 current_y;
4518
4519 u32 error_step;
4520 u32 error;
4521 u32 error_wrap;
4522
4523 u16 *vram_ptr;
4524
4525 flush_render_block_buffer(psx_gpu);
4526 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4527
4528 vertex_struct *vertex_a = &(vertexes[0]);
4529 vertex_struct *vertex_b = &(vertexes[1]);
4530
4531 u32 control_mask;
4532
3867c6ef 4533#ifdef PROFILE
75e28f62 4534 lines++;
3867c6ef 4535#endif
75e28f62
E
4536
4537 if(vertex_a->x >= vertex_b->x)
4538 {
4539 vertex_swap(vertex_a, vertex_b);
4540 }
4541
4542 x_a = vertex_a->x;
4543 x_b = vertex_b->x;
4544
4545 y_a = vertex_a->y;
4546 y_b = vertex_b->y;
4547
4548 delta_x = x_b - x_a;
4549 delta_y = y_b - y_a;
4550
3b3dee71 4551 if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
75e28f62
E
4552 return;
4553
3b3dee71 4554 if(double_resolution)
4555 {
4556 x_a *= 2;
4557 x_b *= 2;
4558 y_a *= 2;
4559 y_b *= 2;
4560 delta_x *= 2;
4561 delta_y *= 2;
4562 }
4563
75e28f62
E
4564 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4565
c1817bd9 4566 vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
75e28f62
E
4567
4568 control_mask = 0x0;
4569
4570 if(flags & RENDER_FLAGS_SHADE)
4571 control_mask |= 0x1;
4572
4573 if(flags & RENDER_FLAGS_BLEND)
4574 {
4575 control_mask |= 0x2;
4576 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4577 }
4578
4579 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4580 control_mask |= 0x4;
4581
4582 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4583 control_mask |= 0x8;
4584
4585 switch(control_mask)
4586 {
4587 case 0x0:
4588 render_line_body(unshaded, unblended, undithered, no, none);
4589 break;
4590
4591 case 0x1:
4592 render_line_body(shaded, unblended, undithered, no, none);
4593 break;
4594
4595 case 0x2:
4596 render_line_body(unshaded, blended, undithered, no, average);
4597 break;
4598
4599 case 0x3:
4600 render_line_body(shaded, blended, undithered, no, average);
4601 break;
4602
4603 case 0x4:
4604 render_line_body(unshaded, unblended, dithered, no, none);
4605 break;
4606
4607 case 0x5:
4608 render_line_body(shaded, unblended, dithered, no, none);
4609 break;
4610
4611 case 0x6:
4612 render_line_body(unshaded, blended, dithered, no, average);
4613 break;
4614
4615 case 0x7:
4616 render_line_body(shaded, blended, dithered, no, average);
4617 break;
4618
4619 case 0x8:
4620 render_line_body(unshaded, unblended, undithered, yes, none);
4621 break;
4622
4623 case 0x9:
4624 render_line_body(shaded, unblended, undithered, yes, none);
4625 break;
4626
4627 case 0xA:
4628 render_line_body(unshaded, blended, undithered, yes, average);
4629 break;
4630
4631 case 0xB:
4632 render_line_body(shaded, blended, undithered, yes, average);
4633 break;
4634
4635 case 0xC:
4636 render_line_body(unshaded, unblended, dithered, yes, none);
4637 break;
4638
4639 case 0xD:
4640 render_line_body(shaded, unblended, dithered, yes, none);
4641 break;
4642
4643 case 0xE:
4644 render_line_body(unshaded, blended, dithered, yes, average);
4645 break;
4646
4647 case 0xF:
4648 render_line_body(shaded, blended, dithered, yes, average);
4649 break;
4650
4651 case 0x12:
4652 render_line_body(unshaded, blended, undithered, no, add);
4653 break;
4654
4655 case 0x13:
4656 render_line_body(shaded, blended, undithered, no, add);
4657 break;
4658
4659 case 0x16:
4660 render_line_body(unshaded, blended, dithered, no, add);
4661 break;
4662
4663 case 0x17:
4664 render_line_body(shaded, blended, dithered, no, add);
4665 break;
4666
4667 case 0x1A:
4668 render_line_body(unshaded, blended, undithered, yes, add);
4669 break;
4670
4671 case 0x1B:
4672 render_line_body(shaded, blended, undithered, yes, add);
4673 break;
4674
4675 case 0x1E:
4676 render_line_body(unshaded, blended, dithered, yes, add);
4677 break;
4678
4679 case 0x1F:
4680 render_line_body(shaded, blended, dithered, yes, add);
4681 break;
4682
4683 case 0x22:
4684 render_line_body(unshaded, blended, undithered, no, subtract);
4685 break;
4686
4687 case 0x23:
4688 render_line_body(shaded, blended, undithered, no, subtract);
4689 break;
4690
4691 case 0x26:
4692 render_line_body(unshaded, blended, dithered, no, subtract);
4693 break;
4694
4695 case 0x27:
4696 render_line_body(shaded, blended, dithered, no, subtract);
4697 break;
4698
4699 case 0x2A:
4700 render_line_body(unshaded, blended, undithered, yes, subtract);
4701 break;
4702
4703 case 0x2B:
4704 render_line_body(shaded, blended, undithered, yes, subtract);
4705 break;
4706
4707 case 0x2E:
4708 render_line_body(unshaded, blended, dithered, yes, subtract);
4709 break;
4710
4711 case 0x2F:
4712 render_line_body(shaded, blended, dithered, yes, subtract);
4713 break;
4714
4715 case 0x32:
4716 render_line_body(unshaded, blended, undithered, no, add_fourth);
4717 break;
4718
4719 case 0x33:
4720 render_line_body(shaded, blended, undithered, no, add_fourth);
4721 break;
4722
4723 case 0x36:
4724 render_line_body(unshaded, blended, dithered, no, add_fourth);
4725 break;
4726
4727 case 0x37:
4728 render_line_body(shaded, blended, dithered, no, add_fourth);
4729 break;
4730
4731 case 0x3A:
4732 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4733 break;
4734
4735 case 0x3B:
4736 render_line_body(shaded, blended, undithered, yes, add_fourth);
4737 break;
4738
4739 case 0x3E:
4740 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4741 break;
4742
4743 case 0x3F:
4744 render_line_body(shaded, blended, dithered, yes, add_fourth);
4745 break;
4746 }
4747}
4748
4749
4750void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4751 u32 width, u32 height)
4752{
1f88961f
E
4753 if((width == 0) || (height == 0))
4754 return;
4755
75e28f62
E
4756 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4757
75e28f62
E
4758 u32 r = color & 0xFF;
4759 u32 g = (color >> 8) & 0xFF;
4760 u32 b = (color >> 16) & 0xFF;
6c4a10c4
E
4761 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4762 psx_gpu->mask_msb;
4763 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4764
c1817bd9 4765 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
6c4a10c4
E
4766
4767 u32 pitch = 512 - (width / 2);
4768 u32 num_width;
75e28f62 4769
f1359c57 4770 if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
6c4a10c4
E
4771 {
4772 pitch += 512;
4773 height /= 2;
4774
f1359c57 4775 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
6c4a10c4
E
4776 vram_ptr += 512;
4777 }
75e28f62 4778
6c4a10c4 4779 while(height)
75e28f62 4780 {
6c4a10c4
E
4781 num_width = width;
4782 while(num_width)
75e28f62 4783 {
6c4a10c4
E
4784 vram_ptr[0] = color_32bpp;
4785 vram_ptr[1] = color_32bpp;
4786 vram_ptr[2] = color_32bpp;
4787 vram_ptr[3] = color_32bpp;
4788 vram_ptr[4] = color_32bpp;
4789 vram_ptr[5] = color_32bpp;
4790 vram_ptr[6] = color_32bpp;
4791 vram_ptr[7] = color_32bpp;
4792
4793 vram_ptr += 8;
4794 num_width -= 16;
75e28f62
E
4795 }
4796
6c4a10c4
E
4797 vram_ptr += pitch;
4798 height--;
75e28f62 4799 }
75e28f62
E
4800}
4801
f1359c57 4802void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4803 u32 width, u32 height)
4804{
4805 if((width == 0) || (height == 0))
4806 return;
4807
e929dec5 4808 if(width > 1024)
4809 width = 1024;
4810
f1359c57 4811 u32 r = color & 0xFF;
4812 u32 g = (color >> 8) & 0xFF;
4813 u32 b = (color >> 16) & 0xFF;
4814 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4815 psx_gpu->mask_msb;
4816 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4817
e929dec5 4818 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
f1359c57 4819
e929dec5 4820 u32 pitch = 1024 / 2 - (width / 2);
f1359c57 4821 u32 num_width;
4822
4823 while(height)
4824 {
4825 num_width = width;
4826 while(num_width)
4827 {
4828 vram_ptr[0] = color_32bpp;
4829 vram_ptr[1] = color_32bpp;
4830 vram_ptr[2] = color_32bpp;
4831 vram_ptr[3] = color_32bpp;
4832 vram_ptr[4] = color_32bpp;
4833 vram_ptr[5] = color_32bpp;
4834 vram_ptr[6] = color_32bpp;
4835 vram_ptr[7] = color_32bpp;
4836
4837 vram_ptr += 8;
4838 num_width -= 16;
4839 }
4840
4841 vram_ptr += pitch;
4842 height--;
4843 }
4844}
4845
75e28f62
E
4846void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4847 u32 width, u32 height, u32 pitch)
4848{
4849 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4850 u32 draw_x, draw_y;
87c45ad1 4851 u32 mask_msb = psx_gpu->mask_msb;
75e28f62 4852
1f88961f
E
4853 if((width == 0) || (height == 0))
4854 return;
4855
cec398c0 4856 flush_render_block_buffer(psx_gpu);
75e28f62
E
4857 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4858
75e28f62
E
4859 for(draw_y = 0; draw_y < height; draw_y++)
4860 {
4861 for(draw_x = 0; draw_x < width; draw_x++)
4862 {
24b9bacc 4863 vram_ptr[draw_x] = source[draw_x] | mask_msb;
75e28f62
E
4864 }
4865
4866 source += pitch;
4867 vram_ptr += 1024;
4868 }
4869}
4870
4871void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4872 u32 dest_x, u32 dest_y, u32 width, u32 height)
4873{
4874 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4875 dest_x, dest_y, width, height, 1024);
4876}
4877
4878
4879void initialize_reciprocal_table(void)
4880{
4881 u32 height;
4882 u32 height_normalized;
4883 u32 height_reciprocal;
4884 s32 shift;
4885
c1817bd9 4886 for(height = 1; height < sizeof(reciprocal_table)
4887 / sizeof(reciprocal_table[0]); height++)
75e28f62
E
4888 {
4889 shift = __builtin_clz(height);
4890 height_normalized = height << shift;
c111e8f8 4891 height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
75e28f62
E
4892 height_normalized;
4893
c111e8f8 4894 shift = 32 - (51 - shift);
75e28f62 4895
7d5140f5 4896 reciprocal_table[height] = (height_reciprocal << 10) | shift;
75e28f62
E
4897 }
4898}
4899
4900
4901#define dither_table_row(a, b, c, d) \
4902 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4903
e8c0e0bb 4904void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
75e28f62
E
4905{
4906 vec_8x16u test_mask =
4907 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4908
4909 psx_gpu->test_mask = test_mask;
4910
75e28f62
E
4911 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4912 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4913 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4914 psx_gpu->viewport_mask = 0;
4915 psx_gpu->current_texture_page = 0;
4916 psx_gpu->current_texture_mask = 0;
4917 psx_gpu->last_8bpp_texture_page = 0;
4918
4919 psx_gpu->clut_settings = 0;
4920 psx_gpu->texture_settings = 0;
4921 psx_gpu->render_state = 0;
4922 psx_gpu->render_state_base = 0;
4923 psx_gpu->num_blocks = 0;
c6063f89 4924 psx_gpu->uvrgb_phase = 0x8000;
75e28f62 4925
e8c0e0bb 4926 psx_gpu->vram_ptr = vram;
c1817bd9 4927 psx_gpu->vram_out_ptr = vram;
75e28f62 4928
3867c6ef 4929 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
75e28f62
E
4930 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4931 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4932
4933 psx_gpu->mask_msb = 0;
4934
f9248bbf
E
4935 psx_gpu->texture_window_x = 0;
4936 psx_gpu->texture_window_y = 0;
4937 psx_gpu->texture_mask_width = 0xFF;
4938 psx_gpu->texture_mask_height = 0xFF;
4939
f1359c57 4940 psx_gpu->render_mode = 0;
69b09c0d 4941
75e28f62
E
4942 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4943
4944 initialize_reciprocal_table();
ed0fd81d 4945 psx_gpu->reciprocal_table_ptr = reciprocal_table;
75e28f62
E
4946
4947 // 00 01 10 11
4948 // 00 0 4 1 5
4949 // 01 6 2 7 3
4950 // 10 1 5 0 4
4951 // 11 7 3 6 2
4952 // (minus ones(4) * 4)
4953
4954 // d0: (1 3 5 7): x1 ^ y1
4955 // d1: (2 3 6 7): y0
4956 // d2: (4 5 6 7): x0 ^ y0
4957
75e28f62
E
4958 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4959 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4960 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4961 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4962
4963 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
e929dec5 4964
4965 psx_gpu->enhancement_x_threshold = 256;
75e28f62
E
4966}
4967
4968u64 get_us(void)
4969{
4970 struct timeval tv;
4971 gettimeofday(&tv, NULL);
4972
4973 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4974}
4975
37725e8c 4976#if 0 //def NEON_BUILD
75e28f62
E
4977
4978u32 get_counter()
4979{
4980 u32 counter;
4981 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4982
4983 return counter;
4984}
4985
4986void init_counter(void)
4987{
4988 u32 value;
4989 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4990 value |= 5; // master enable, ccnt reset
4991 value &= ~8; // ccnt divider 0
4992 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4993 // enable cycle counter
4994 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4995}
4996
4997void triangle_benchmark(psx_gpu_struct *psx_gpu)
4998{
4999 u32 i;
5000
5001 u32 ticks;
5002 u32 ticks_elapsed;
5003
5004 const u32 iterations = 500000;
5005
5006 psx_gpu->num_blocks = 64;
5007 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5008
5009 for(i = 0; i < 64; i++)
5010 {
5011 memset(&(psx_gpu->blocks[i].r), 0, 16);
5012 }
5013
5014 init_counter();
5015
5016 ticks = get_counter();
5017
5018 for(i = 0; i < iterations; i++)
5019 {
5020 texture_sprite_blocks_8bpp(psx_gpu);
5021 }
5022
5023 ticks_elapsed = get_counter() - ticks;
5024
5025 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5026}
5027
5028#endif
5029
fc6cef7d 5030#include "psx_gpu_4x.c"