frontend: accept more bios
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
CommitLineData
75e28f62
E
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>
77e1e479 17#include <stdint.h>
75e28f62
E
18#include <string.h>
19
20#include "common.h"
a4021361 21#ifndef NEON_BUILD
22#include "vector_ops.h"
23#endif
37725e8c 24#include "psx_gpu_simd.h"
75e28f62 25
aafce833 26#if 0
27void dump_r_d(const char *name, void *dump);
28void dump_r_q(const char *name, void *dump);
29#define dumprd(n) dump_r_d(#n, n.e)
30#define dumprq(n) dump_r_q(#n, n.e)
31#endif
32
75e28f62
E
33u32 span_pixels = 0;
34u32 span_pixel_blocks = 0;
75e28f62
E
35u32 spans = 0;
36u32 triangles = 0;
37u32 sprites = 0;
38u32 sprites_4bpp = 0;
39u32 sprites_8bpp = 0;
40u32 sprites_16bpp = 0;
41u32 sprite_blocks = 0;
42u32 sprites_untextured = 0;
43u32 lines = 0;
44u32 trivial_rejects = 0;
45u32 texels_4bpp = 0;
46u32 texels_8bpp = 0;
47u32 texels_16bpp = 0;
48u32 texel_blocks_4bpp = 0;
49u32 texel_blocks_8bpp = 0;
50u32 texel_blocks_16bpp = 0;
51u32 texel_blocks_untextured = 0;
52u32 blend_blocks = 0;
75e28f62
E
53u32 render_buffer_flushes = 0;
54u32 state_changes = 0;
55u32 left_split_triangles = 0;
56u32 flat_triangles = 0;
57u32 clipped_triangles = 0;
58u32 zero_block_spans = 0;
59u32 texture_cache_loads = 0;
3867c6ef 60u32 false_modulated_blocks = 0;
75e28f62 61
a2cb152a 62#define stats_add(stat, count) // stat += count
63
c1817bd9 64/* double size for enhancement */
65u32 reciprocal_table[512 * 2];
75e28f62
E
66
67
68typedef s32 fixed_type;
69
70#define EDGE_STEP_BITS 32
71#define FIXED_BITS 12
72
73#define fixed_center(value) \
74 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
75
76#define int_to_fixed(value) \
77 (((fixed_type)(value)) << FIXED_BITS) \
78
79#define fixed_to_int(value) \
80 ((value) >> FIXED_BITS) \
81
82#define fixed_to_double(value) \
83 ((value) / (double)(1 << FIXED_BITS)) \
84
85#define double_to_fixed(value) \
86 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
87
88typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
89typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
90typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
91typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
92
93typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
94 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
95
96struct render_block_handler_struct
97{
98 void *setup_blocks;
99 texture_blocks_function_type *texture_blocks;
100 shade_blocks_function_type *shade_blocks;
101 blend_blocks_function_type *blend_blocks;
102};
103
2bbbb7af 104#ifndef NEON_BUILD
75e28f62
E
105
106u32 fixed_reciprocal(u32 denominator, u32 *_shift)
107{
108 u32 shift = __builtin_clz(denominator);
109 u32 denominator_normalized = denominator << shift;
110
111 double numerator = (1ULL << 62) + denominator_normalized;
112 double numerator_b;
113
114 double denominator_normalized_dp_b;
115 u64 denominator_normalized_dp_u64;
116
117 u32 reciprocal;
118 double reciprocal_dp;
119
120 u64 numerator_u64 = (denominator_normalized >> 10) |
121 ((u64)(62 + 1023) << 52);
122 *((u64 *)(&numerator_b)) = numerator_u64;
123
124 denominator_normalized_dp_u64 =
125 (u64)(denominator_normalized << 21) |
126 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
127 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
128
129 // Implement with a DP divide
130 reciprocal_dp = numerator / denominator_normalized_dp_b;
131 reciprocal = reciprocal_dp;
132
133 if(reciprocal == 0x80000001)
134 reciprocal = 0x80000000;
135
136 *_shift = 62 - shift;
137 return reciprocal;
138}
139
140double reciprocal_estimate(double a)
141{
142 int q, s;
143 double r;
144
145 q = (int)(a * 512.0);
146 /* a in units of 1/512 rounded down */
147 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
148 s = (int)(256.0 * r + 0.5);
149
150 /* r in units of 1/256 rounded to nearest */
151
152 return (double)s / 256.0;
153}
154
155u32 reciprocal_estimate_u32(u32 value)
156{
157 u64 dp_value_u64;
158 volatile double dp_value;
159 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
160
161 if((value >> 31) == 0)
162 return 0xFFFFFFFF;
163
164 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
165
166 *dp_value_ptr = dp_value_u64;
167
168 dp_value = reciprocal_estimate(dp_value);
169 dp_value_u64 = *dp_value_ptr;
170
171 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
172}
173
174u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
175{
176 u32 shift = __builtin_clz(value);
177 u32 value_normalized = value << shift;
178
179 *_shift = 62 - shift;
180
181 value_normalized -= 2;
182
183 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
184
185 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
186 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
187 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
188 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
189 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
190 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
191
192 return reciprocal_normalized;
193}
194
195#endif
196
197
198s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
199{
200 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
201}
202
203u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
204{
205 s32 coverage_x, coverage_y;
206
207 u32 mask_up_left;
208 u32 mask_down_right;
209
210 coverage_x = x2 >> 6;
211 coverage_y = y2 >> 8;
212
213 if(coverage_x < 0)
214 coverage_x = 0;
215
216 if(coverage_x > 31)
217 coverage_x = 31;
218
219 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
220
221 if(coverage_y >= 1)
222 mask_down_right |= mask_down_right << 16;
223
224 coverage_x = x1 >> 6;
225
226 mask_up_left = 0xFFFF0000 << coverage_x;
227 if(coverage_x < 0)
228 mask_up_left = 0xFFFF0000;
229
230 coverage_y = y1 >> 8;
231 if(coverage_y <= 0)
232 mask_up_left |= mask_up_left >> 16;
233
234 return mask_up_left & mask_down_right;
235}
236
237u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
238 u32 x2, u32 y2)
239{
240 u32 mask = texture_region_mask(x1, y1, x2, y2);
241
242 psx_gpu->dirty_textures_4bpp_mask |= mask;
243 psx_gpu->dirty_textures_8bpp_mask |= mask;
244 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
245
246 return mask;
247}
248
249u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
250 u32 y1, u32 x2, u32 y2)
251{
252 u32 mask = texture_region_mask(x1, y1, x2, y2) &
253 psx_gpu->viewport_mask;
3867c6ef 254
75e28f62
E
255 psx_gpu->dirty_textures_4bpp_mask |= mask;
256 psx_gpu->dirty_textures_8bpp_mask |= mask;
257 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
258
259 return mask;
260}
261
05740673 262void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
263 u32 x2, u32 y2)
264{
265 u32 mask = texture_region_mask(x1, y1, x2, y2);
266 u32 texture_page;
267 u8 *texture_page_ptr;
268 u16 *vram_ptr;
269 u32 texel_block;
270 u32 sub_x, sub_y;
271
272 psx_gpu->dirty_textures_8bpp_mask |= mask;
273 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
274
275 if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
276 (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
277 {
278 texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
279 texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
280 texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
281 vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
282 sub_x = 4;
283 sub_y = 16;
284
285 while(sub_y)
286 {
287 while(sub_x)
288 {
289 texel_block = *vram_ptr;
290
291 texture_page_ptr[0] = texel_block & 0xF;
292 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
293 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
294 texture_page_ptr[3] = texel_block >> 12;
295
296 vram_ptr++;
297 texture_page_ptr += 4;
298
299 sub_x--;
300 }
301
302 vram_ptr -= 4;
303 sub_x = 4;
304
305 sub_y--;
306 vram_ptr += 1024;
307 }
308 }
309 else
310 {
311 psx_gpu->dirty_textures_4bpp_mask |= mask;
312 }
313}
75e28f62 314
2bbbb7af 315#ifndef NEON_BUILD
75e28f62
E
316
317void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
318{
319 u32 current_texture_page = psx_gpu->current_texture_page;
3867c6ef 320 u8 *texture_page_ptr = psx_gpu->texture_page_base;
75e28f62
E
321 u16 *vram_ptr = psx_gpu->vram_ptr;
322
323 u32 texel_block;
324 u32 tile_x, tile_y;
325 u32 sub_x, sub_y;
326
327 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
328 vram_ptr += (current_texture_page & 0xF) * 64;
329
330 texture_cache_loads++;
331
332 tile_y = 16;
333 tile_x = 16;
334 sub_x = 4;
335 sub_y = 16;
336
337 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
338
339 while(tile_y)
340 {
341 while(tile_x)
342 {
343 while(sub_y)
344 {
345 while(sub_x)
346 {
347 texel_block = *vram_ptr;
b7ed0632 348
75e28f62
E
349 texture_page_ptr[0] = texel_block & 0xF;
350 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
351 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
352 texture_page_ptr[3] = texel_block >> 12;
353
354 vram_ptr++;
355 texture_page_ptr += 4;
356
357 sub_x--;
358 }
359
360 vram_ptr -= 4;
361 sub_x = 4;
362
363 sub_y--;
364 vram_ptr += 1024;
365 }
366
367 sub_y = 16;
368
369 vram_ptr -= (1024 * 16) - 4;
370 tile_x--;
371 }
372
373 tile_x = 16;
374
375 vram_ptr += (16 * 1024) - (4 * 16);
376 tile_y--;
377 }
378}
379
380void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
381 u32 texture_page)
382{
3867c6ef 383 u16 *texture_page_ptr = psx_gpu->texture_page_base;
75e28f62
E
384 u16 *vram_ptr = psx_gpu->vram_ptr;
385
386 u32 tile_x, tile_y;
387 u32 sub_y;
388
389 vec_8x16u texels;
390
391 texture_cache_loads++;
392
393 vram_ptr += (texture_page >> 4) * 256 * 1024;
394 vram_ptr += (texture_page & 0xF) * 64;
395
396 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
397 texture_page_ptr += (8 * 16) * 8;
398
399 tile_x = 8;
400 tile_y = 16;
401
402 sub_y = 16;
403
404 while(tile_y)
405 {
406 while(tile_x)
407 {
408 while(sub_y)
409 {
410 load_128b(texels, vram_ptr);
411 store_128b(texels, texture_page_ptr);
412
413 texture_page_ptr += 8;
414 vram_ptr += 1024;
415
416 sub_y--;
417 }
418
419 sub_y = 16;
420
421 vram_ptr -= (1024 * 16);
422 vram_ptr += 8;
423
424 tile_x--;
425 }
426
427 tile_x = 8;
428
429 vram_ptr -= (8 * 8);
430 vram_ptr += (16 * 1024);
431
432 texture_page_ptr += (8 * 16) * 8;
433 tile_y--;
434 }
435}
436
437#endif
438
439
440void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
441{
442 u32 current_texture_page = psx_gpu->current_texture_page;
443 u32 update_textures =
444 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
445
446 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
447
448 if(update_textures & (1 << current_texture_page))
449 {
450 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
451 update_textures &= ~(1 << current_texture_page);
452 }
453
454 if(update_textures)
455 {
456 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
457 (current_texture_page & 0x10);
458
459 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
460 }
461}
462
75e28f62
E
463void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
464{
f1359c57 465 if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
69b09c0d
E
466 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
467 {
468 u32 num_blocks_dest = 0;
469 block_struct *block_src = psx_gpu->blocks;
470 block_struct *block_dest = psx_gpu->blocks;
471
472 u16 *vram_ptr = psx_gpu->vram_ptr;
473 u32 i;
474
f1359c57 475 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
69b09c0d
E
476 {
477 for(i = 0; i < psx_gpu->num_blocks; i++)
478 {
479 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
480 if(fb_offset & (1 << 11))
481 {
482 *block_dest = *block_src;
483 num_blocks_dest++;
484 block_dest++;
485 }
486 block_src++;
487 }
488 }
489 else
490 {
491 for(i = 0; i < psx_gpu->num_blocks; i++)
492 {
493 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
494 if((fb_offset & (1 << 11)) == 0)
495 {
496 *block_dest = *block_src;
497 num_blocks_dest++;
498 block_dest++;
499 }
500 block_src++;
501 }
502 }
503
504 psx_gpu->num_blocks = num_blocks_dest;
505 }
506
75e28f62
E
507 if(psx_gpu->num_blocks)
508 {
509 render_block_handler_struct *render_block_handler =
510 psx_gpu->render_block_handler;
511
512 render_block_handler->texture_blocks(psx_gpu);
513 render_block_handler->shade_blocks(psx_gpu);
514 render_block_handler->blend_blocks(psx_gpu);
515
3867c6ef 516#ifdef PROFILE
75e28f62
E
517 span_pixel_blocks += psx_gpu->num_blocks;
518 render_buffer_flushes++;
3867c6ef 519#endif
75e28f62
E
520
521 psx_gpu->num_blocks = 0;
522 }
523}
524
525
2bbbb7af 526#ifndef NEON_BUILD
75e28f62
E
527
528#define setup_gradient_calculation_input(set, vertex) \
529 /* First type is: uvrg bxxx xxxx */\
530 /* Second type is: yyyy ybyy uvrg */\
531 /* Since x_a and y_c are the same the same variable is used for both. */\
532 x##set##_a_y##set##_c.e[0] = vertex->u; \
533 x##set##_a_y##set##_c.e[1] = vertex->v; \
534 x##set##_a_y##set##_c.e[2] = vertex->r; \
535 x##set##_a_y##set##_c.e[3] = vertex->g; \
536 dup_4x16b(x##set##_b, vertex->x); \
537 dup_4x16b(x##set##_c, vertex->x); \
538 dup_4x16b(y##set##_a, vertex->y); \
539 dup_4x16b(y##set##_b, vertex->y); \
540 x##set##_b.e[0] = vertex->b; \
541 y##set##_b.e[1] = vertex->b \
542
543
544void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
545 vertex_struct *b, vertex_struct *c)
546{
547 u32 triangle_area = psx_gpu->triangle_area;
548 u32 winding_mask_scalar;
549
550 u32 triangle_area_shift;
551 u64 triangle_area_reciprocal =
552 fixed_reciprocal(triangle_area, &triangle_area_shift);
553 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
554
555 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
556 // ( d0 * d1 ) - ( d2 * d3 ) =
557 // ( m0 ) - ( m1 ) = gradient
558
559 // This is split to do 12 elements at a time over three sets: a, b, and c.
560 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
561 // two of the slots are unused.
562
563 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
564 // is g.
565
566 vec_4x16s x0_a_y0_c, x0_b, x0_c;
567 vec_4x16s y0_a, y0_b;
568 vec_4x16s x1_a_y1_c, x1_b, x1_c;
569 vec_4x16s y1_a, y1_b;
570 vec_4x16s x2_a_y2_c, x2_b, x2_c;
571 vec_4x16s y2_a, y2_b;
572
573 vec_4x32u uvrg_base;
574 vec_4x32u b_base;
c6063f89 575 vec_4x32u uvrgb_phase;
75e28f62
E
576
577 vec_4x16s d0_a_d3_c, d0_b, d0_c;
578 vec_4x16s d1_a, d1_b, d1_c_d2_a;
579 vec_4x16s d2_b, d2_c;
580 vec_4x16s d3_a, d3_b;
581
582 vec_4x32s m0_a, m0_b, m0_c;
583 vec_4x32s m1_a, m1_b, m1_c;
584
585 vec_4x32u gradient_area_a, gradient_area_c;
586 vec_2x32u gradient_area_b;
587
588 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
589 vec_2x32u gradient_area_sign_b;
590 vec_4x32u winding_mask;
591
592 vec_2x64u gradient_wide_a0, gradient_wide_a1;
593 vec_2x64u gradient_wide_c0, gradient_wide_c1;
594 vec_2x64u gradient_wide_b;
595
596 vec_4x32u gradient_a, gradient_c;
597 vec_2x32u gradient_b;
598 vec_16x8s gradient_shift;
599
600 setup_gradient_calculation_input(0, a);
601 setup_gradient_calculation_input(1, b);
602 setup_gradient_calculation_input(2, c);
603
c6063f89 604 dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
75e28f62
E
605 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
606 shl_long_4x16b(b_base, x0_b, 16);
607
c6063f89 608 add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
609 add_4x32b(b_base, b_base, uvrgb_phase);
75e28f62
E
610
611 // Can probably pair these, but it'll require careful register allocation
612 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
613 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
614
615 sub_4x16b(d0_b, x1_b, x0_b);
616 sub_4x16b(d0_c, x1_c, x0_c);
617
618 sub_4x16b(d1_a, y2_a, y1_a);
619 sub_4x16b(d1_b, y2_b, y1_b);
620
621 sub_4x16b(d2_b, x2_b, x1_b);
622 sub_4x16b(d2_c, x2_c, x1_c);
623
624 sub_4x16b(d3_a, y1_a, y0_a);
625 sub_4x16b(d3_b, y1_b, y0_b);
626
627 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
628 mul_long_4x16b(m0_b, d0_b, d1_b);
629 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
630
631 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
632 mul_long_4x16b(m1_b, d2_b, d3_b);
633 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
634
635 sub_4x32b(gradient_area_a, m0_a, m1_a);
636 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
637 sub_4x32b(gradient_area_c, m0_c, m1_c);
638
639 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
640 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
641 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
642
643 abs_4x32b(gradient_area_a, gradient_area_a);
644 abs_2x32b(gradient_area_b, gradient_area_b);
645 abs_4x32b(gradient_area_c, gradient_area_c);
646
647 winding_mask_scalar = -psx_gpu->triangle_winding;
648
649 dup_4x32b(winding_mask, winding_mask_scalar);
650 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
651 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
652 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
653
654 mul_scalar_long_2x32b(gradient_wide_a0,
655 vector_cast(vec_2x32s, gradient_area_a.low),
656 (s64)triangle_area_reciprocal);
657 mul_scalar_long_2x32b(gradient_wide_a1,
658 vector_cast(vec_2x32s, gradient_area_a.high),
659 (s64)triangle_area_reciprocal);
660 mul_scalar_long_2x32b(gradient_wide_b,
661 vector_cast(vec_2x32s, gradient_area_b),
662 (s64)triangle_area_reciprocal);
663 mul_scalar_long_2x32b(gradient_wide_c0,
664 vector_cast(vec_2x32s, gradient_area_c.low),
665 (s64)triangle_area_reciprocal);
666 mul_scalar_long_2x32b(gradient_wide_c1,
667 vector_cast(vec_2x32s, gradient_area_c.high),
668 (s64)triangle_area_reciprocal);
669
670 dup_16x8b(gradient_shift, triangle_area_shift);
671 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
672 vector_cast(vec_2x64u, gradient_shift));
673 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
674 vector_cast(vec_2x64u, gradient_shift));
675 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
676 vector_cast(vec_2x64u, gradient_shift));
677 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
678 vector_cast(vec_2x64u, gradient_shift));
679 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
680 vector_cast(vec_2x64u, gradient_shift));
681
682 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
683 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
684 mov_narrow_2x64b(gradient_b, gradient_wide_b);
685 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
686 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
687
688 shl_4x32b(gradient_a, gradient_a, 4);
689 shl_2x32b(gradient_b, gradient_b, 4);
690 shl_4x32b(gradient_c, gradient_c, 4);
691
692 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
693 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
694 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
695
696 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
697 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
698 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
699
700 u32 left_adjust = a->x;
701 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
702 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
703
704 vec_4x32u uvrg_dx2;
705 vec_2x32u b_dx2;
706
707 vec_4x32u uvrg_dx3;
708 vec_2x32u b_dx3;
709
710 vec_4x32u zero;
711
712 eor_4x32b(zero, zero, zero);
713 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
714 add_2x32b(b_dx2, gradient_b, gradient_b);
715 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
716 add_2x32b(b_dx3, gradient_b, b_dx2);
717
718 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
719 // lined up properly
720 psx_gpu->u_block_span.e[0] = zero.e[0];
721 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
722 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
723 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
724
725 psx_gpu->v_block_span.e[0] = zero.e[1];
726 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
727 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
728 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
729
730 psx_gpu->r_block_span.e[0] = zero.e[2];
731 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
732 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
733 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
734
735 psx_gpu->g_block_span.e[0] = zero.e[3];
736 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
737 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
738 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
739
740 psx_gpu->b_block_span.e[0] = zero.e[0];
741 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
742 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
743 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
744
745 psx_gpu->uvrg = uvrg_base;
746 psx_gpu->b = b_base.e[0];
747
748 psx_gpu->uvrg_dx = gradient_a;
749 psx_gpu->uvrg_dy = gradient_c;
750 psx_gpu->b_dy = gradient_b.e[1];
751}
752#endif
753
754#define vector_check(_a, _b) \
755 if(memcmp(&_a, &_b, sizeof(_b))) \
756 { \
757 if(sizeof(_b) == 8) \
758 { \
759 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
760 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
761 } \
762 else \
763 { \
764 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
765 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
766 _b.e[2], _b.e[3]); \
767 } \
768 } \
769
770#define scalar_check(_a, _b) \
771 if(_a != _b) \
772 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
773
774
c111e8f8 775#ifndef NDEBUG
776#define setup_spans_debug_check(span_edge_data_element) \
b7569147 777{ \
778 u32 _num_spans = &span_edge_data_element - psx_gpu->span_edge_data; \
779 if (_num_spans > MAX_SPANS) \
aafce833 780 *(volatile int *)0 = 1; \
b7569147 781 if (_num_spans < psx_gpu->num_spans) \
c111e8f8 782 { \
783 if(span_edge_data_element.num_blocks > MAX_BLOCKS_PER_ROW) \
aafce833 784 *(volatile int *)0 = 2; \
785 if(span_edge_data_element.y >= 2048) \
786 *(volatile int *)0 = 3; \
c111e8f8 787 } \
b7569147 788} \
c111e8f8 789
790#else
791#define setup_spans_debug_check(span_edge_data_element) \
792
793#endif
794
75e28f62
E
795#define setup_spans_prologue_alternate_yes() \
796 vec_2x64s alternate_x; \
797 vec_2x64s alternate_dx_dy; \
798 vec_4x32s alternate_x_32; \
aafce833 799 vec_4x16u alternate_x_16; \
75e28f62
E
800 \
801 vec_4x16u alternate_select; \
802 vec_4x16s y_mid_point; \
803 \
804 s32 y_b = v_b->y; \
805 s64 edge_alt; \
806 s32 edge_dx_dy_alt; \
807 u32 edge_shift_alt \
808
809#define setup_spans_prologue_alternate_no() \
810
811#define setup_spans_prologue(alternate_active) \
812 edge_data_struct *span_edge_data; \
813 vec_4x32u *span_uvrg_offset; \
814 u32 *span_b_offset; \
815 \
816 s32 clip; \
817 \
818 vec_2x64s edges_xy; \
819 vec_2x32s edges_dx_dy; \
820 vec_2x32u edge_shifts; \
821 \
822 vec_2x64s left_x, right_x; \
823 vec_2x64s left_dx_dy, right_dx_dy; \
824 vec_4x32s left_x_32, right_x_32; \
825 vec_8x16s left_right_x_16; \
826 vec_4x16s y_x4; \
827 vec_8x16s left_edge; \
828 vec_8x16s right_edge; \
829 vec_4x16u span_shift; \
830 \
831 vec_2x32u c_0x01; \
832 vec_4x16u c_0x04; \
833 vec_4x16u c_0xFFFE; \
834 vec_4x16u c_0x07; \
835 \
836 vec_2x32s x_starts; \
837 vec_2x32s x_ends; \
838 \
839 s32 x_a = v_a->x; \
840 s32 x_b = v_b->x; \
841 s32 x_c = v_c->x; \
842 s32 y_a = v_a->y; \
843 s32 y_c = v_c->y; \
844 \
845 vec_4x32u uvrg = psx_gpu->uvrg; \
846 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
847 u32 b = psx_gpu->b; \
848 u32 b_dy = psx_gpu->b_dy; \
849 \
850 dup_2x32b(c_0x01, 0x01); \
851 setup_spans_prologue_alternate_##alternate_active() \
852
853#define setup_spans_prologue_b() \
854 span_edge_data = psx_gpu->span_edge_data; \
855 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
856 span_b_offset = psx_gpu->span_b_offset; \
857 \
858 vec_8x16u c_0x0001; \
859 \
860 dup_8x16b(c_0x0001, 0x0001); \
861 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
862 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
863 add_8x16b(right_edge, right_edge, c_0x0001); \
864 dup_4x16b(c_0x04, 0x04); \
865 dup_4x16b(c_0x07, 0x07); \
866 dup_4x16b(c_0xFFFE, 0xFFFE); \
867
868
869#define compute_edge_delta_x2() \
870{ \
871 vec_2x32s heights; \
872 vec_2x32s height_reciprocals; \
873 vec_2x32s heights_b; \
874 vec_4x32u widths; \
875 \
876 u32 edge_shift = reciprocal_table[height]; \
877 \
878 dup_2x32b(heights, height); \
879 sub_2x32b(widths, x_ends, x_starts); \
880 \
881 dup_2x32b(edge_shifts, edge_shift); \
882 sub_2x32b(heights_b, heights, c_0x01); \
7d5140f5 883 shr_2x32b(height_reciprocals, edge_shifts, 10); \
75e28f62
E
884 \
885 mla_2x32b(heights_b, x_starts, heights); \
886 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
887 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
888 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
889} \
890
891#define compute_edge_delta_x3(start_c, height_a, height_b) \
892{ \
893 vec_2x32s heights; \
894 vec_2x32s height_reciprocals; \
895 vec_2x32s heights_b; \
896 vec_2x32u widths; \
897 \
898 u32 width_alt; \
899 s32 height_b_alt; \
900 u32 height_reciprocal_alt; \
901 \
902 heights.e[0] = height_a; \
903 heights.e[1] = height_b; \
904 \
905 edge_shifts.e[0] = reciprocal_table[height_a]; \
906 edge_shifts.e[1] = reciprocal_table[height_b]; \
907 edge_shift_alt = reciprocal_table[height_minor_b]; \
908 \
909 sub_2x32b(widths, x_ends, x_starts); \
910 width_alt = x_c - start_c; \
911 \
7d5140f5
E
912 shr_2x32b(height_reciprocals, edge_shifts, 10); \
913 height_reciprocal_alt = edge_shift_alt >> 10; \
75e28f62
E
914 \
915 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
916 edge_shift_alt &= 0x1F; \
917 \
918 sub_2x32b(heights_b, heights, c_0x01); \
919 height_b_alt = height_minor_b - 1; \
920 \
921 mla_2x32b(heights_b, x_starts, heights); \
922 height_b_alt += height_minor_b * start_c; \
923 \
924 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
925 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
926 \
927 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
928 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
929} \
930
931
932#define setup_spans_adjust_y_up() \
933 sub_4x32b(y_x4, y_x4, c_0x04) \
934
935#define setup_spans_adjust_y_down() \
936 add_4x32b(y_x4, y_x4, c_0x04) \
937
938#define setup_spans_adjust_interpolants_up() \
939 sub_4x32b(uvrg, uvrg, uvrg_dy); \
940 b -= b_dy \
941
942#define setup_spans_adjust_interpolants_down() \
943 add_4x32b(uvrg, uvrg, uvrg_dy); \
944 b += b_dy \
945
946
947#define setup_spans_clip_interpolants_increment() \
948 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
949 b += b_dy * clip \
950
951#define setup_spans_clip_interpolants_decrement() \
952 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
953 b -= b_dy * clip \
954
955#define setup_spans_clip_alternate_yes() \
956 edge_alt += edge_dx_dy_alt * (s64)(clip) \
957
958#define setup_spans_clip_alternate_no() \
959
960#define setup_spans_clip(direction, alternate_active) \
961{ \
962 clipped_triangles++; \
963 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
964 setup_spans_clip_alternate_##alternate_active(); \
965 setup_spans_clip_interpolants_##direction(); \
966} \
967
968
969#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
970{ \
971 vec_2x64u edge_shifts_64; \
972 vec_2x64s edges_dx_dy_64; \
973 \
974 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
975 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
976 \
977 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
978 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
979 \
980 left_x.e[0] = edges_xy.e[left_index]; \
981 right_x.e[0] = edges_xy.e[right_index]; \
982 \
983 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
984 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
985 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
986 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
987 \
988 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
989 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
990 \
991 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
992 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
993} \
994
995#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
996{ \
997 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
998 s64 edge_dx_dy_alt_64; \
999 \
1000 dup_4x16b(y_mid_point, y_b); \
1001 \
1002 edge_alt <<= edge_shift_alt; \
1003 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
1004 \
1005 alternate_x.e[0] = edge_alt; \
1006 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
1007 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
1008 \
1009 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
1010 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
1011} \
1012
1013
1014#define setup_spans_y_select_up() \
1015 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
1016
1017#define setup_spans_y_select_down() \
1018 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
1019
1020#define setup_spans_y_select_alternate_yes(direction) \
1021 setup_spans_y_select_##direction() \
1022
1023#define setup_spans_y_select_alternate_no(direction) \
1024
1025#define setup_spans_alternate_select_left() \
1026 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
1027
1028#define setup_spans_alternate_select_right() \
1029 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
1030
1031#define setup_spans_alternate_select_none() \
1032
1033#define setup_spans_increment_alternate_yes() \
1034 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
1035 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1036 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
1037 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1038 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
1039
1040#define setup_spans_increment_alternate_no() \
1041
1042#define setup_spans_set_x4(alternate, direction, alternate_active) \
1043{ \
1044 span_uvrg_offset[0] = uvrg; \
1045 span_b_offset[0] = b; \
1046 setup_spans_adjust_interpolants_##direction(); \
1047 \
1048 span_uvrg_offset[1] = uvrg; \
1049 span_b_offset[1] = b; \
1050 setup_spans_adjust_interpolants_##direction(); \
1051 \
1052 span_uvrg_offset[2] = uvrg; \
1053 span_b_offset[2] = b; \
1054 setup_spans_adjust_interpolants_##direction(); \
1055 \
1056 span_uvrg_offset[3] = uvrg; \
1057 span_b_offset[3] = b; \
1058 setup_spans_adjust_interpolants_##direction(); \
1059 \
1060 span_uvrg_offset += 4; \
1061 span_b_offset += 4; \
1062 \
1063 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
1064 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
1065 \
1066 add_2x64b(left_x, left_x, left_dx_dy); \
1067 add_2x64b(right_x, right_x, right_dx_dy); \
1068 \
1069 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
1070 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
1071 \
1072 add_2x64b(left_x, left_x, left_dx_dy); \
1073 add_2x64b(right_x, right_x, right_dx_dy); \
1074 \
1075 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
1076 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
1077 \
1078 setup_spans_increment_alternate_##alternate_active(); \
1079 setup_spans_y_select_alternate_##alternate_active(direction); \
1080 setup_spans_alternate_select_##alternate(); \
1081 \
1082 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
1083 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
1084 \
1085 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
1086 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
1087 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
1088 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
1089 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
1090 \
1091 u32 i; \
1092 for(i = 0; i < 4; i++) \
1093 { \
1094 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
1095 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
1096 span_edge_data[i].right_mask = span_shift.e[i]; \
1097 span_edge_data[i].y = y_x4.e[i]; \
c111e8f8 1098 setup_spans_debug_check(span_edge_data[i]); \
75e28f62
E
1099 } \
1100 \
1101 span_edge_data += 4; \
1102 \
1103 setup_spans_adjust_y_##direction(); \
1104} \
1105
1106
1107#define setup_spans_alternate_adjust_yes() \
1108 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1109
1110#define setup_spans_alternate_adjust_no() \
1111
1112
1113#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1114 setup_spans_alternate_adjust_##alternate_active(); \
1115 if(y_c > psx_gpu->viewport_end_y) \
1116 height -= y_c - psx_gpu->viewport_end_y - 1; \
1117 \
1118 clip = psx_gpu->viewport_start_y - y_a; \
1119 if(clip > 0) \
1120 { \
1121 height -= clip; \
1122 y_a += clip; \
1123 setup_spans_clip(increment, alternate_active); \
1124 } \
1125 \
1126 setup_spans_prologue_b(); \
1127 \
1128 if(height > 0) \
1129 { \
1130 y_x4.e[0] = y_a; \
1131 y_x4.e[1] = y_a + 1; \
1132 y_x4.e[2] = y_a + 2; \
1133 y_x4.e[3] = y_a + 3; \
1134 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1135 right_index); \
1136 \
1137 psx_gpu->num_spans = height; \
1138 do \
1139 { \
1140 setup_spans_set_x4(alternate, down, alternate_active); \
1141 height -= 4; \
1142 } while(height > 0); \
1143 } \
1144
1145
1146#define setup_spans_alternate_pre_increment_yes() \
1147 edge_alt += edge_dx_dy_alt \
1148
1149#define setup_spans_alternate_pre_increment_no() \
1150
1151#define setup_spans_up_decrement_height_yes() \
1152 height-- \
1153
1154#define setup_spans_up_decrement_height_no() \
1155 {} \
1156
1157#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1158 setup_spans_alternate_adjust_##alternate_active(); \
1159 y_a--; \
1160 \
1161 if(y_c < psx_gpu->viewport_start_y) \
1162 height -= psx_gpu->viewport_start_y - y_c; \
1163 else \
1164 setup_spans_up_decrement_height_##alternate_active(); \
1165 \
1166 clip = y_a - psx_gpu->viewport_end_y; \
1167 if(clip > 0) \
1168 { \
1169 height -= clip; \
1170 y_a -= clip; \
1171 setup_spans_clip(decrement, alternate_active); \
1172 } \
1173 \
1174 setup_spans_prologue_b(); \
1175 \
1176 if(height > 0) \
1177 { \
1178 y_x4.e[0] = y_a; \
1179 y_x4.e[1] = y_a - 1; \
1180 y_x4.e[2] = y_a - 2; \
1181 y_x4.e[3] = y_a - 3; \
1182 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1183 setup_spans_alternate_pre_increment_##alternate_active(); \
1184 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1185 right_index); \
1186 setup_spans_adjust_interpolants_up(); \
1187 \
1188 psx_gpu->num_spans = height; \
1189 while(height > 0) \
1190 { \
1191 setup_spans_set_x4(alternate, up, alternate_active); \
1192 height -= 4; \
1193 } \
1194 } \
1195
1196#define index_left 0
1197#define index_right 1
1198
1199#define setup_spans_up_up(minor, major) \
1200 setup_spans_prologue(yes); \
1201 s32 height_minor_a = y_a - y_b; \
1202 s32 height_minor_b = y_b - y_c; \
1203 s32 height = y_a - y_c; \
1204 \
1205 dup_2x32b(x_starts, x_a); \
1206 x_ends.e[0] = x_c; \
1207 x_ends.e[1] = x_b; \
1208 \
1209 compute_edge_delta_x3(x_b, height, height_minor_a); \
1210 setup_spans_up(index_##major, index_##minor, minor, yes) \
1211
1212
2bbbb7af 1213#ifndef NEON_BUILD
75e28f62
E
1214
1215void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1216 vertex_struct *v_b, vertex_struct *v_c)
1217{
1218 setup_spans_up_up(left, right);
1219}
1220
1221void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1222 vertex_struct *v_b, vertex_struct *v_c)
1223{
1224 setup_spans_up_up(right, left);
1225}
1226
1227#define setup_spans_down_down(minor, major) \
1228 setup_spans_prologue(yes); \
1229 s32 height_minor_a = y_b - y_a; \
1230 s32 height_minor_b = y_c - y_b; \
1231 s32 height = y_c - y_a; \
1232 \
1233 dup_2x32b(x_starts, x_a); \
1234 x_ends.e[0] = x_c; \
1235 x_ends.e[1] = x_b; \
1236 \
1237 compute_edge_delta_x3(x_b, height, height_minor_a); \
1238 setup_spans_down(index_##major, index_##minor, minor, yes) \
1239
1240void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1241 vertex_struct *v_b, vertex_struct *v_c)
1242{
1243 setup_spans_down_down(left, right);
1244}
1245
1246void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1247 vertex_struct *v_b, vertex_struct *v_c)
1248{
1249 setup_spans_down_down(right, left);
1250}
1251
1252#define setup_spans_up_flat() \
1253 s32 height = y_a - y_c; \
1254 \
1255 flat_triangles++; \
1256 compute_edge_delta_x2(); \
1257 setup_spans_up(index_left, index_right, none, no) \
1258
1259void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1260 vertex_struct *v_b, vertex_struct *v_c)
1261{
1262 setup_spans_prologue(no);
1263 x_starts.e[0] = x_a;
1264 x_starts.e[1] = x_b;
1265 dup_2x32b(x_ends, x_c);
1266
1267 setup_spans_up_flat();
1268}
1269
1270void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1271 vertex_struct *v_b, vertex_struct *v_c)
1272{
1273 setup_spans_prologue(no);
1274 dup_2x32b(x_starts, x_a);
1275 x_ends.e[0] = x_b;
1276 x_ends.e[1] = x_c;
1277
1278 setup_spans_up_flat();
1279}
1280
1281#define setup_spans_down_flat() \
1282 s32 height = y_c - y_a; \
1283 \
1284 flat_triangles++; \
1285 compute_edge_delta_x2(); \
1286 setup_spans_down(index_left, index_right, none, no) \
1287
1288void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1289 vertex_struct *v_b, vertex_struct *v_c)
1290{
1291 setup_spans_prologue(no);
1292 x_starts.e[0] = x_a;
1293 x_starts.e[1] = x_b;
1294 dup_2x32b(x_ends, x_c);
1295
1296 setup_spans_down_flat();
1297}
1298
1299void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1300 vertex_struct *v_b, vertex_struct *v_c)
1301{
1302 setup_spans_prologue(no);
1303 dup_2x32b(x_starts, x_a);
1304 x_ends.e[0] = x_b;
1305 x_ends.e[1] = x_c;
1306
1307 setup_spans_down_flat();
1308}
1309
1310void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1311 vertex_struct *v_b, vertex_struct *v_c)
1312{
1313 setup_spans_prologue(no);
1314
1315 s32 y_b = v_b->y;
1316 s64 edge_alt;
1317 s32 edge_dx_dy_alt;
1318 u32 edge_shift_alt;
1319
1320 s32 middle_y = y_a;
1321 s32 height_minor_a = y_a - y_b;
1322 s32 height_minor_b = y_c - y_a;
1323 s32 height_major = y_c - y_b;
1324
1325 vec_2x64s edges_xy_b;
1326 vec_2x32s edges_dx_dy_b;
1327 vec_2x32u edge_shifts_b;
1328
1329 vec_2x32s height_increment;
1330
1331 x_starts.e[0] = x_a;
1332 x_starts.e[1] = x_c;
1333 dup_2x32b(x_ends, x_b);
1334
1335 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1336
1337 height_increment.e[0] = 0;
1338 height_increment.e[1] = height_minor_b;
1339
1340 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1341
1342 edges_xy_b.e[0] = edge_alt;
1343 edges_xy_b.e[1] = edges_xy.e[1];
1344
1345 edge_shifts_b = edge_shifts;
1346 edge_shifts_b.e[0] = edge_shift_alt;
1347
1348 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1349 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1350
1351 y_a--;
1352
1353 if(y_b < psx_gpu->viewport_start_y)
1354 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1355
1356 clip = y_a - psx_gpu->viewport_end_y;
1357 if(clip > 0)
1358 {
1359 height_minor_a -= clip;
1360 y_a -= clip;
1361 setup_spans_clip(decrement, no);
1362 }
1363
1364 setup_spans_prologue_b();
1365
1366 if(height_minor_a > 0)
1367 {
1368 y_x4.e[0] = y_a;
1369 y_x4.e[1] = y_a - 1;
1370 y_x4.e[2] = y_a - 2;
1371 y_x4.e[3] = y_a - 3;
1372 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1373 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1374 setup_spans_adjust_interpolants_up();
1375
1376 psx_gpu->num_spans = height_minor_a;
1377 while(height_minor_a > 0)
1378 {
1379 setup_spans_set_x4(none, up, no);
1380 height_minor_a -= 4;
1381 }
1382
1383 span_edge_data += height_minor_a;
1384 span_uvrg_offset += height_minor_a;
1385 span_b_offset += height_minor_a;
1386 }
1387
1388 edges_xy = edges_xy_b;
1389 edges_dx_dy = edges_dx_dy_b;
1390 edge_shifts = edge_shifts_b;
1391
1392 uvrg = psx_gpu->uvrg;
1393 b = psx_gpu->b;
1394
1395 y_a = middle_y;
1396
1397 if(y_c > psx_gpu->viewport_end_y)
1398 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1399
1400 clip = psx_gpu->viewport_start_y - y_a;
1401 if(clip > 0)
1402 {
1403 height_minor_b -= clip;
1404 y_a += clip;
1405 setup_spans_clip(increment, no);
1406 }
1407
1408 if(height_minor_b > 0)
1409 {
1410 y_x4.e[0] = y_a;
1411 y_x4.e[1] = y_a + 1;
1412 y_x4.e[2] = y_a + 2;
1413 y_x4.e[3] = y_a + 3;
1414 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1415
b7569147 1416 // FIXME: overflow corner case
1417 if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1418 height_minor_b &= ~3;
1419
75e28f62 1420 psx_gpu->num_spans += height_minor_b;
b7569147 1421 while(height_minor_b > 0)
75e28f62
E
1422 {
1423 setup_spans_set_x4(none, down, no);
1424 height_minor_b -= 4;
b7569147 1425 }
75e28f62
E
1426 }
1427
1428 left_split_triangles++;
1429}
1430
1431#endif
1432
1433
1434#define dither_table_entry_normal(value) \
1435 (value) \
1436
1437
1438#define setup_blocks_load_msb_mask_indirect() \
1439
1440#define setup_blocks_load_msb_mask_direct() \
1441 vec_8x16u msb_mask; \
1442 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1443
1444
1445#define setup_blocks_variables_shaded_textured(target) \
1446 vec_4x32u u_block; \
1447 vec_4x32u v_block; \
1448 vec_4x32u r_block; \
1449 vec_4x32u g_block; \
1450 vec_4x32u b_block; \
1451 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1452 vec_4x32u uvrg_dx4; \
1453 vec_4x32u uvrg_dx8; \
1454 vec_4x32u uvrg; \
1455 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1456 u32 b_dx4 = b_dx << 2; \
1457 u32 b_dx8 = b_dx << 3; \
1458 u32 b; \
1459 \
1460 vec_16x8u texture_mask; \
1461 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1462 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1463 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1464 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1465
1466#define setup_blocks_variables_shaded_untextured(target) \
1467 vec_4x32u r_block; \
1468 vec_4x32u g_block; \
1469 vec_4x32u b_block; \
1470 vec_4x32u rgb_dx; \
1471 vec_4x32u rgb_dx4; \
1472 vec_4x32u rgb_dx8; \
1473 vec_4x32u rgb; \
1474 \
1475 vec_8x8u d64_0x07; \
1476 vec_8x8u d64_1; \
1477 vec_8x8u d64_4; \
1478 vec_8x8u d64_128; \
1479 \
1480 dup_8x8b(d64_0x07, 0x07); \
1481 dup_8x8b(d64_1, 1); \
1482 dup_8x8b(d64_4, 4); \
1483 dup_8x8b(d64_128, 128); \
1484 \
1485 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1486 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1487 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1488 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1489
1490#define setup_blocks_variables_unshaded_textured(target) \
1491 vec_4x32u u_block; \
1492 vec_4x32u v_block; \
1493 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1494 vec_2x32u uv_dx4; \
1495 vec_2x32u uv_dx8; \
1496 vec_2x32u uv = psx_gpu->uvrg.low; \
1497 \
1498 vec_16x8u texture_mask; \
1499 shl_2x32b(uv_dx4, uv_dx, 2); \
1500 shl_2x32b(uv_dx8, uv_dx, 3); \
1501 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1502 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1503
1504
1505#define setup_blocks_variables_unshaded_untextured_direct() \
1506 or_8x16b(colors, colors, msb_mask) \
1507
1508#define setup_blocks_variables_unshaded_untextured_indirect() \
1509
1510#define setup_blocks_variables_unshaded_untextured(target) \
1511 u32 color = psx_gpu->triangle_color; \
1512 vec_8x16u colors; \
1513 \
1514 u32 color_r = color & 0xFF; \
1515 u32 color_g = (color >> 8) & 0xFF; \
1516 u32 color_b = (color >> 16) & 0xFF; \
1517 \
1518 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1519 ((color_b >> 3) << 10); \
1520 dup_8x16b(colors, color); \
1521 setup_blocks_variables_unshaded_untextured_##target() \
1522
1523#define setup_blocks_span_initialize_dithered_textured() \
1524 vec_8x16u dither_offsets; \
1525 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1526
1527#define setup_blocks_span_initialize_dithered_untextured() \
1528 vec_8x8u dither_offsets; \
1529 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1530
1531#define setup_blocks_span_initialize_dithered(texturing) \
1532 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1533 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1534 vec_8x8s dither_offsets_short; \
1535 \
1536 dither_row = \
1537 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1538 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1539 setup_blocks_span_initialize_dithered_##texturing() \
1540
1541#define setup_blocks_span_initialize_undithered(texturing) \
1542
1543
1544#define setup_blocks_span_initialize_shaded_textured() \
1545{ \
1546 vec_4x32u block_span; \
1547 u32 offset = span_edge_data->left_x; \
1548 \
1549 uvrg = *span_uvrg_offset; \
1550 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1551 b = *span_b_offset; \
1552 b += b_dx * offset; \
1553 \
1554 dup_4x32b(u_block, uvrg.e[0]); \
1555 dup_4x32b(v_block, uvrg.e[1]); \
1556 dup_4x32b(r_block, uvrg.e[2]); \
1557 dup_4x32b(g_block, uvrg.e[3]); \
1558 dup_4x32b(b_block, b); \
1559 \
1560 block_span = psx_gpu->u_block_span; \
1561 add_4x32b(u_block, u_block, block_span); \
1562 block_span = psx_gpu->v_block_span; \
1563 add_4x32b(v_block, v_block, block_span); \
1564 block_span = psx_gpu->r_block_span; \
1565 add_4x32b(r_block, r_block, block_span); \
1566 block_span = psx_gpu->g_block_span; \
1567 add_4x32b(g_block, g_block, block_span); \
1568 block_span = psx_gpu->b_block_span; \
1569 add_4x32b(b_block, b_block, block_span); \
1570}
1571
1572#define setup_blocks_span_initialize_shaded_untextured() \
1573{ \
1574 vec_4x32u block_span; \
1575 u32 offset = span_edge_data->left_x; \
1576 \
1577 rgb.low = span_uvrg_offset->high; \
1578 rgb.high.e[0] = *span_b_offset; \
1579 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1580 \
1581 dup_4x32b(r_block, rgb.e[0]); \
1582 dup_4x32b(g_block, rgb.e[1]); \
1583 dup_4x32b(b_block, rgb.e[2]); \
1584 \
1585 block_span = psx_gpu->r_block_span; \
1586 add_4x32b(r_block, r_block, block_span); \
1587 block_span = psx_gpu->g_block_span; \
1588 add_4x32b(g_block, g_block, block_span); \
1589 block_span = psx_gpu->b_block_span; \
1590 add_4x32b(b_block, b_block, block_span); \
1591} \
1592
1593#define setup_blocks_span_initialize_unshaded_textured() \
1594{ \
1595 vec_4x32u block_span; \
1596 u32 offset = span_edge_data->left_x; \
1597 \
1598 uv = span_uvrg_offset->low; \
1599 mla_scalar_2x32b(uv, uv_dx, offset); \
1600 \
1601 dup_4x32b(u_block, uv.e[0]); \
1602 dup_4x32b(v_block, uv.e[1]); \
1603 \
1604 block_span = psx_gpu->u_block_span; \
1605 add_4x32b(u_block, u_block, block_span); \
1606 block_span = psx_gpu->v_block_span; \
1607 add_4x32b(v_block, v_block, block_span); \
1608} \
1609
1610#define setup_blocks_span_initialize_unshaded_untextured() \
1611
1612
1613#define setup_blocks_texture_swizzled() \
1614{ \
1615 vec_8x8u u_saved = u; \
1616 sli_8x8b(u, v, 4); \
1617 sri_8x8b(v, u_saved, 4); \
1618} \
1619
1620#define setup_blocks_texture_unswizzled() \
1621
1622#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1623 edge_type) \
1624{ \
1625 vec_8x16u u_whole; \
1626 vec_8x16u v_whole; \
1627 vec_8x16u r_whole; \
1628 vec_8x16u g_whole; \
1629 vec_8x16u b_whole; \
1630 \
1631 vec_8x8u u; \
1632 vec_8x8u v; \
1633 vec_8x8u r; \
1634 vec_8x8u g; \
1635 vec_8x8u b; \
1636 vec_8x16u uv; \
1637 \
1638 vec_4x32u dx4; \
1639 vec_4x32u dx8; \
1640 \
1641 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1642 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1643 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1644 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1645 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1646 \
1647 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1648 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1649 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1650 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1651 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1652 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1653 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1654 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1655 dup_4x32b(dx4, b_dx4); \
1656 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1657 \
1658 mov_narrow_8x16b(u, u_whole); \
1659 mov_narrow_8x16b(v, v_whole); \
1660 mov_narrow_8x16b(r, r_whole); \
1661 mov_narrow_8x16b(g, g_whole); \
1662 mov_narrow_8x16b(b, b_whole); \
1663 \
1664 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1665 add_4x32b(u_block, u_block, dx8); \
1666 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1667 add_4x32b(v_block, v_block, dx8); \
1668 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1669 add_4x32b(r_block, r_block, dx8); \
1670 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1671 add_4x32b(g_block, g_block, dx8); \
1672 dup_4x32b(dx8, b_dx8); \
1673 add_4x32b(b_block, b_block, dx8); \
1674 \
1675 and_8x8b(u, u, texture_mask.low); \
1676 and_8x8b(v, v, texture_mask.high); \
1677 setup_blocks_texture_##swizzling(); \
1678 \
1679 zip_8x16b(uv, u, v); \
1680 block->uv = uv; \
1681 block->r = r; \
1682 block->g = g; \
1683 block->b = b; \
1684 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1685 block->fb_ptr = fb_ptr; \
1686} \
1687
1688#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1689 edge_type) \
1690{ \
1691 vec_8x16u u_whole; \
1692 vec_8x16u v_whole; \
1693 \
1694 vec_8x8u u; \
1695 vec_8x8u v; \
1696 vec_8x16u uv; \
1697 \
1698 vec_4x32u dx4; \
1699 vec_4x32u dx8; \
1700 \
1701 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1702 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1703 \
1704 dup_4x32b(dx4, uv_dx4.e[0]); \
1705 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1706 dup_4x32b(dx4, uv_dx4.e[1]); \
1707 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1708 \
1709 mov_narrow_8x16b(u, u_whole); \
1710 mov_narrow_8x16b(v, v_whole); \
1711 \
1712 dup_4x32b(dx8, uv_dx8.e[0]); \
1713 add_4x32b(u_block, u_block, dx8); \
1714 dup_4x32b(dx8, uv_dx8.e[1]); \
1715 add_4x32b(v_block, v_block, dx8); \
1716 \
1717 and_8x8b(u, u, texture_mask.low); \
1718 and_8x8b(v, v, texture_mask.high); \
1719 setup_blocks_texture_##swizzling(); \
1720 \
1721 zip_8x16b(uv, u, v); \
1722 block->uv = uv; \
1723 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1724 block->fb_ptr = fb_ptr; \
1725} \
1726
1727#define setup_blocks_store_shaded_untextured_dithered() \
1728 addq_8x8b(r, r, dither_offsets); \
1729 addq_8x8b(g, g, dither_offsets); \
1730 addq_8x8b(b, b, dither_offsets); \
1731 \
1732 subq_8x8b(r, r, d64_4); \
1733 subq_8x8b(g, g, d64_4); \
1734 subq_8x8b(b, b, d64_4) \
1735
1736#define setup_blocks_store_shaded_untextured_undithered() \
1737
1738
1739#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1740 block->pixels = _pixels; \
1741 block->fb_ptr = fb_ptr \
1742
1743#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1744 block->pixels = _pixels; \
1745 block->fb_ptr = fb_ptr \
1746
1747#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1748 mul_long_8x8b(pixels, r, d64_1) \
1749
1750
1751#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1752 store_8x16b(_pixels, fb_ptr) \
1753
1754#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1755{ \
1756 vec_8x16u fb_pixels; \
1757 vec_8x16u draw_mask; \
1758 vec_8x16u test_mask = psx_gpu->test_mask; \
1759 \
1760 load_8x16b(fb_pixels, fb_ptr); \
1761 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1762 tst_8x16b(draw_mask, draw_mask, test_mask); \
1763 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1764 store_8x16b(fb_pixels, fb_ptr); \
1765} \
1766
1767#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1768 pixels = msb_mask; \
1769 mla_long_8x8b(pixels, r, d64_1) \
1770
1771
1772#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1773 edge_type) \
1774{ \
1775 vec_8x16u r_whole; \
1776 vec_8x16u g_whole; \
1777 vec_8x16u b_whole; \
1778 \
1779 vec_8x8u r; \
1780 vec_8x8u g; \
1781 vec_8x8u b; \
1782 \
1783 vec_4x32u dx4; \
1784 vec_4x32u dx8; \
1785 \
1786 vec_8x16u pixels; \
1787 \
1788 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1789 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1790 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1791 \
1792 dup_4x32b(dx4, rgb_dx4.e[0]); \
1793 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1794 dup_4x32b(dx4, rgb_dx4.e[1]); \
1795 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1796 dup_4x32b(dx4, rgb_dx4.e[2]); \
1797 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1798 \
1799 mov_narrow_8x16b(r, r_whole); \
1800 mov_narrow_8x16b(g, g_whole); \
1801 mov_narrow_8x16b(b, b_whole); \
1802 \
1803 dup_4x32b(dx8, rgb_dx8.e[0]); \
1804 add_4x32b(r_block, r_block, dx8); \
1805 dup_4x32b(dx8, rgb_dx8.e[1]); \
1806 add_4x32b(g_block, g_block, dx8); \
1807 dup_4x32b(dx8, rgb_dx8.e[2]); \
1808 add_4x32b(b_block, b_block, dx8); \
1809 \
1810 setup_blocks_store_shaded_untextured_##dithering(); \
1811 \
1812 shr_8x8b(r, r, 3); \
1813 bic_8x8b(g, g, d64_0x07); \
1814 bic_8x8b(b, b, d64_0x07); \
1815 \
1816 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1817 mla_long_8x8b(pixels, g, d64_4); \
1818 mla_long_8x8b(pixels, b, d64_128) \
1819 \
1820 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1821} \
1822
1823#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1824 edge_type) \
1825 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1826
1827
1828#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1829 (_block)->draw_mask_bits = bits \
1830
1831#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1832{ \
1833 vec_8x16u bits_mask; \
1834 vec_8x16u test_mask = psx_gpu->test_mask; \
1835 dup_8x16b(bits_mask, bits); \
1836 tst_8x16b(bits_mask, bits_mask, test_mask); \
1837 (_block)->draw_mask = bits_mask; \
1838} \
1839
1840#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1841
1842
1843#define setup_blocks_add_blocks_indirect() \
1844 num_blocks += span_num_blocks; \
1845 \
1846 if(num_blocks > MAX_BLOCKS) \
1847 { \
1848 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1849 flush_render_block_buffer(psx_gpu); \
1850 num_blocks = span_num_blocks; \
1851 block = psx_gpu->blocks; \
1852 } \
1853
1854#define setup_blocks_add_blocks_direct() \
a2cb152a 1855 stats_add(texel_blocks_untextured, span_num_blocks); \
3867c6ef 1856 span_pixel_blocks += span_num_blocks \
75e28f62
E
1857
1858
1859#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1860void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1861 psx_gpu_struct *psx_gpu) \
1862{ \
1863 setup_blocks_load_msb_mask_##target(); \
1864 setup_blocks_variables_##shading##_##texturing(target); \
1865 \
1866 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1867 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1868 u32 *span_b_offset = psx_gpu->span_b_offset; \
1869 \
1870 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1871 \
1872 u32 num_spans = psx_gpu->num_spans; \
1873 \
1874 u16 *fb_ptr; \
1875 u32 y; \
1876 \
1877 u32 num_blocks = psx_gpu->num_blocks; \
1878 u32 span_num_blocks; \
1879 \
1880 while(num_spans) \
1881 { \
1882 span_num_blocks = span_edge_data->num_blocks; \
1883 if(span_num_blocks) \
1884 { \
1885 y = span_edge_data->y; \
c1817bd9 1886 fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024); \
75e28f62
E
1887 \
1888 setup_blocks_span_initialize_##shading##_##texturing(); \
1889 setup_blocks_span_initialize_##dithering(texturing); \
1890 \
1891 setup_blocks_add_blocks_##target(); \
1892 \
1893 s32 pixel_span = span_num_blocks * 8; \
1894 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1895 span_pixels += pixel_span; \
75e28f62
E
1896 \
1897 span_num_blocks--; \
1898 while(span_num_blocks) \
1899 { \
1900 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1901 full); \
1902 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1903 \
1904 fb_ptr += 8; \
1905 block++; \
1906 span_num_blocks--; \
1907 } \
1908 \
1909 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1910 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1911 span_edge_data->right_mask); \
1912 \
1913 block++; \
1914 } \
1915 else \
1916 { \
1917 zero_block_spans++; \
1918 } \
1919 \
1920 num_spans--; \
1921 span_edge_data++; \
1922 span_uvrg_offset++; \
1923 span_b_offset++; \
1924 } \
1925 \
1926 psx_gpu->num_blocks = num_blocks; \
1927} \
1928
75e28f62
E
1929
1930//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1931
2bbbb7af 1932#ifndef NEON_BUILD
75e28f62
E
1933
1934setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1935setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1936
1937setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1938setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1939
1940setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1941setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1942setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1943setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1944
1945setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1946setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1947
75e28f62
E
1948void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1949{
1950 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
a2cb152a 1951 stats_add(texel_blocks_untextured, psx_gpu->num_blocks);
75e28f62
E
1952}
1953
1954void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1955{
1956 block_struct *block = psx_gpu->blocks;
1957 u32 num_blocks = psx_gpu->num_blocks;
a2cb152a 1958 stats_add(texel_blocks_4bpp, num_blocks);
75e28f62
E
1959
1960 vec_8x8u texels_low;
1961 vec_8x8u texels_high;
1962 vec_8x8u texels;
1963 vec_8x16u pixels;
1964
1965 vec_8x16u clut_a;
1966 vec_8x16u clut_b;
1967 vec_16x8u clut_low;
1968 vec_16x8u clut_high;
1969
1970 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1971 u16 *clut_ptr = psx_gpu->clut_ptr;
1972
1973 // Can be done with one deinterleaving load on NEON
1974 load_8x16b(clut_a, clut_ptr);
1975 load_8x16b(clut_b, clut_ptr + 8);
1976 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1977
1978 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1979 update_texture_4bpp_cache(psx_gpu);
1980
1981 while(num_blocks)
1982 {
1983 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1984 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1985 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1986 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1987 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1988 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1989 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1990 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1991
1992 tbl_16(texels_low, texels, clut_low);
1993 tbl_16(texels_high, texels, clut_high);
1994
1995 // Can be done with an interleaving store on NEON
1996 zip_8x16b(pixels, texels_low, texels_high);
1997
1998 block->texels = pixels;
1999
2000 num_blocks--;
2001 block++;
2002 }
2003}
2004
2005void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2006{
2007 block_struct *block = psx_gpu->blocks;
2008 u32 num_blocks = psx_gpu->num_blocks;
2009
a2cb152a 2010 stats_add(texel_blocks_8bpp, num_blocks);
75e28f62
E
2011
2012 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2013 update_texture_8bpp_cache(psx_gpu);
2014
2015 vec_8x16u texels;
2016 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2017
2018 u32 texel;
2019 u32 offset;
2020 u32 i;
2021
2022 while(num_blocks)
2023 {
2024 for(i = 0; i < 8; i++)
2025 {
2026 offset = block->uv.e[i];
2027
2028 texel = texture_ptr_8bpp[offset];
2029 texels.e[i] = psx_gpu->clut_ptr[texel];
2030 }
2031
2032 block->texels = texels;
2033
2034 num_blocks--;
2035 block++;
2036 }
2037}
2038
2039void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2040{
2041 block_struct *block = psx_gpu->blocks;
2042 u32 num_blocks = psx_gpu->num_blocks;
2043
a2cb152a 2044 stats_add(texel_blocks_16bpp, num_blocks);
75e28f62
E
2045
2046 vec_8x16u texels;
2047
2048 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2049 u32 offset;
2050 u32 i;
2051
2052 while(num_blocks)
2053 {
2054 for(i = 0; i < 8; i++)
2055 {
2056 offset = block->uv.e[i];
2057 offset += ((offset & 0xFF00) * 3);
2058
2059 texels.e[i] = texture_ptr_16bpp[offset];
2060 }
2061
2062 block->texels = texels;
2063
2064 num_blocks--;
2065 block++;
2066 }
2067}
2068
2069#endif
2070
2071
2072#define shade_blocks_load_msb_mask_indirect() \
2073
2074#define shade_blocks_load_msb_mask_direct() \
2075 vec_8x16u msb_mask; \
2076 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2077
2078#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2079 block->draw_mask = _draw_mask; \
2080 block->pixels = _pixels \
2081
2082#define shade_blocks_store_direct(_draw_mask, _pixels) \
2083{ \
2084 vec_8x16u fb_pixels; \
2085 or_8x16b(_pixels, _pixels, msb_mask); \
2086 load_8x16b(fb_pixels, block->fb_ptr); \
2087 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2088 store_8x16b(fb_pixels, block->fb_ptr); \
2089} \
2090
2091
3867c6ef 2092#define shade_blocks_textured_false_modulated_check_dithered(target) \
b7ed0632
E
2093 if(psx_gpu->triangle_color == 0x808080) \
2094 { \
2095 false_modulated_blocks += num_blocks; \
2096 } \
3867c6ef
E
2097
2098#define shade_blocks_textured_false_modulated_check_undithered(target) \
2099 if(psx_gpu->triangle_color == 0x808080) \
2100 { \
2101 \
2102 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2103 false_modulated_blocks += num_blocks; \
2104 return; \
2105 } \
2106
2107
2108#define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2109 target) \
75e28f62 2110
3867c6ef
E
2111#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2112 target) \
75e28f62
E
2113{ \
2114 u32 color = psx_gpu->triangle_color; \
2115 dup_8x8b(colors_r, color); \
2116 dup_8x8b(colors_g, color >> 8); \
2117 dup_8x8b(colors_b, color >> 16); \
3867c6ef 2118 shade_blocks_textured_false_modulated_check_##dithering(target); \
75e28f62
E
2119} \
2120
2121#define shade_blocks_textured_modulated_shaded_block_load() \
2122 colors_r = block->r; \
2123 colors_g = block->g; \
2124 colors_b = block->b \
2125
2126#define shade_blocks_textured_modulated_unshaded_block_load() \
2127
2128#define shade_blocks_textured_modulate_dithered(component) \
2129 pixels_##component = block->dither_offsets; \
2130 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2131
2132#define shade_blocks_textured_modulate_undithered(component) \
2133 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2134
2135#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2136void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2137 psx_gpu_struct *psx_gpu) \
2138{ \
2139 block_struct *block = psx_gpu->blocks; \
2140 u32 num_blocks = psx_gpu->num_blocks; \
2141 vec_8x16u texels; \
2142 \
2143 vec_8x8u texels_r; \
2144 vec_8x8u texels_g; \
2145 vec_8x8u texels_b; \
2146 \
2147 vec_8x8u colors_r; \
2148 vec_8x8u colors_g; \
2149 vec_8x8u colors_b; \
2150 \
2151 vec_8x8u pixels_r_low; \
2152 vec_8x8u pixels_g_low; \
2153 vec_8x8u pixels_b_low; \
2154 vec_8x16u pixels; \
2155 \
2156 vec_8x16u pixels_r; \
2157 vec_8x16u pixels_g; \
2158 vec_8x16u pixels_b; \
2159 \
2160 vec_8x16u draw_mask; \
2161 vec_8x16u zero_mask; \
2162 \
2163 vec_8x8u d64_0x07; \
2164 vec_8x8u d64_0x1F; \
2165 vec_8x8u d64_1; \
2166 vec_8x8u d64_4; \
2167 vec_8x8u d64_128; \
2168 \
2169 vec_8x16u d128_0x8000; \
2170 \
2171 vec_8x16u test_mask = psx_gpu->test_mask; \
2172 u32 draw_mask_bits; \
2173 shade_blocks_load_msb_mask_##target(); \
2174 \
2175 dup_8x8b(d64_0x07, 0x07); \
2176 dup_8x8b(d64_0x1F, 0x1F); \
2177 dup_8x8b(d64_1, 1); \
2178 dup_8x8b(d64_4, 4); \
2179 dup_8x8b(d64_128, 128); \
2180 \
2181 dup_8x16b(d128_0x8000, 0x8000); \
2182 \
3867c6ef
E
2183 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2184 target); \
75e28f62
E
2185 \
2186 while(num_blocks) \
2187 { \
2188 draw_mask_bits = block->draw_mask_bits; \
2189 dup_8x16b(draw_mask, draw_mask_bits); \
2190 tst_8x16b(draw_mask, draw_mask, test_mask); \
2191 \
2192 shade_blocks_textured_modulated_##shading##_block_load(); \
2193 \
2194 texels = block->texels; \
2195 \
2196 mov_narrow_8x16b(texels_r, texels); \
2197 shr_narrow_8x16b(texels_g, texels, 5); \
2198 shr_narrow_8x16b(texels_b, texels, 7); \
2199 \
2200 and_8x8b(texels_r, texels_r, d64_0x1F); \
2201 and_8x8b(texels_g, texels_g, d64_0x1F); \
2202 shr_8x8b(texels_b, texels_b, 3); \
2203 \
2204 shade_blocks_textured_modulate_##dithering(r); \
2205 shade_blocks_textured_modulate_##dithering(g); \
2206 shade_blocks_textured_modulate_##dithering(b); \
2207 \
2208 cmpeqz_8x16b(zero_mask, texels); \
2209 and_8x16b(pixels, texels, d128_0x8000); \
2210 \
2211 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2212 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2213 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2214 \
2215 or_8x16b(zero_mask, draw_mask, zero_mask); \
2216 \
2217 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2218 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2219 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2220 \
2221 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2222 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2223 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2224 \
2225 shade_blocks_store_##target(zero_mask, pixels); \
2226 \
2227 num_blocks--; \
2228 block++; \
2229 } \
2230} \
2231
2bbbb7af 2232#ifndef NEON_BUILD
75e28f62
E
2233
2234shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2235shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2236shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2237shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2238
2239shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2240shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2241shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2242shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2243
2244#endif
2245
2246
2247#define shade_blocks_textured_unmodulated_builder(target) \
2248void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2249{ \
2250 block_struct *block = psx_gpu->blocks; \
2251 u32 num_blocks = psx_gpu->num_blocks; \
2252 vec_8x16u draw_mask; \
2253 vec_8x16u test_mask = psx_gpu->test_mask; \
2254 u32 draw_mask_bits; \
2255 \
2256 vec_8x16u pixels; \
2257 shade_blocks_load_msb_mask_##target(); \
2258 \
2259 while(num_blocks) \
2260 { \
2261 vec_8x16u zero_mask; \
2262 \
2263 draw_mask_bits = block->draw_mask_bits; \
2264 dup_8x16b(draw_mask, draw_mask_bits); \
2265 tst_8x16b(draw_mask, draw_mask, test_mask); \
2266 \
2267 pixels = block->texels; \
2268 \
2269 cmpeqz_8x16b(zero_mask, pixels); \
2270 or_8x16b(zero_mask, draw_mask, zero_mask); \
2271 \
2272 shade_blocks_store_##target(zero_mask, pixels); \
2273 \
2274 num_blocks--; \
2275 block++; \
2276 } \
2277} \
2278
3867c6ef
E
2279#define shade_blocks_textured_unmodulated_dithered_builder(target) \
2280void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2281 *psx_gpu) \
2282{ \
2283 block_struct *block = psx_gpu->blocks; \
2284 u32 num_blocks = psx_gpu->num_blocks; \
2285 vec_8x16u draw_mask; \
2286 vec_8x16u test_mask = psx_gpu->test_mask; \
2287 u32 draw_mask_bits; \
2288 \
2289 vec_8x16u pixels; \
2290 shade_blocks_load_msb_mask_##target(); \
2291 \
2292 while(num_blocks) \
2293 { \
2294 vec_8x16u zero_mask; \
2295 \
2296 draw_mask_bits = block->draw_mask_bits; \
2297 dup_8x16b(draw_mask, draw_mask_bits); \
2298 tst_8x16b(draw_mask, draw_mask, test_mask); \
2299 \
2300 pixels = block->texels; \
2301 \
2302 cmpeqz_8x16b(zero_mask, pixels); \
2303 or_8x16b(zero_mask, draw_mask, zero_mask); \
2304 \
2305 shade_blocks_store_##target(zero_mask, pixels); \
2306 \
2307 num_blocks--; \
2308 block++; \
2309 } \
2310} \
75e28f62 2311
2bbbb7af 2312#ifndef NEON_BUILD
75e28f62
E
2313
2314shade_blocks_textured_unmodulated_builder(indirect)
2315shade_blocks_textured_unmodulated_builder(direct)
2316
75e28f62
E
2317void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2318{
2319}
2320
2321void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2322{
2323 block_struct *block = psx_gpu->blocks;
2324 u32 num_blocks = psx_gpu->num_blocks;
2325
2326 vec_8x16u pixels = block->pixels;
2327 shade_blocks_load_msb_mask_direct();
2328
2329 while(num_blocks)
2330 {
2331 shade_blocks_store_direct(block->draw_mask, pixels);
2332
2333 num_blocks--;
2334 block++;
2335 }
2336}
2337
2338#endif
2339
2340void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2341{
2342}
2343
2344
2345#define blend_blocks_mask_evaluate_on() \
2346 vec_8x16u mask_pixels; \
2347 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2348 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2349
2350#define blend_blocks_mask_evaluate_off() \
2351
2352#define blend_blocks_average() \
2353{ \
2354 vec_8x16u pixels_no_msb; \
2355 vec_8x16u fb_pixels_no_msb; \
2356 \
2357 vec_8x16u d128_0x0421; \
2358 vec_8x16u d128_0x8000; \
2359 \
2360 dup_8x16b(d128_0x0421, 0x0421); \
2361 dup_8x16b(d128_0x8000, 0x8000); \
2362 \
2363 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2364 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2365 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2366 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2367 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2368 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2369} \
2370
2371#define blend_blocks_add() \
2372{ \
2373 vec_8x16u pixels_rb, pixels_g; \
2374 vec_8x16u fb_rb, fb_g; \
2375 \
2376 vec_8x16u d128_0x7C1F; \
2377 vec_8x16u d128_0x03E0; \
2378 \
2379 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2380 dup_8x16b(d128_0x03E0, 0x03E0); \
2381 \
2382 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2383 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2384 \
2385 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2386 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2387 \
2388 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2389 add_8x16b(fb_g, fb_g, pixels_g); \
2390 \
2391 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2392 vector_cast(vec_16x8u, d128_0x7C1F)); \
2393 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2394 \
2395 or_8x16b(blend_pixels, fb_rb, fb_g); \
2396} \
2397
2398#define blend_blocks_subtract() \
2399{ \
2400 vec_8x16u pixels_rb, pixels_g; \
2401 vec_8x16u fb_rb, fb_g; \
2402 \
2403 vec_8x16u d128_0x7C1F; \
2404 vec_8x16u d128_0x03E0; \
2405 \
2406 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2407 dup_8x16b(d128_0x03E0, 0x03E0); \
2408 \
2409 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2410 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2411 \
2412 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2413 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2414 \
2415 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2416 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2417 subs_8x16b(fb_g, fb_g, pixels_g); \
2418 \
2419 or_8x16b(blend_pixels, fb_rb, fb_g); \
2420} \
2421
2422#define blend_blocks_add_fourth() \
2423{ \
2424 vec_8x16u pixels_rb, pixels_g; \
2425 vec_8x16u pixels_fourth; \
2426 vec_8x16u fb_rb, fb_g; \
2427 \
2428 vec_8x16u d128_0x7C1F; \
2429 vec_8x16u d128_0x1C07; \
2430 vec_8x16u d128_0x03E0; \
2431 vec_8x16u d128_0x00E0; \
2432 \
2433 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2434 dup_8x16b(d128_0x1C07, 0x1C07); \
2435 dup_8x16b(d128_0x03E0, 0x03E0); \
2436 dup_8x16b(d128_0x00E0, 0x00E0); \
2437 \
2438 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2439 \
2440 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2441 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2442 \
2443 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2444 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2445 \
2446 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2447 add_8x16b(fb_g, fb_g, pixels_g); \
2448 \
2449 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2450 vector_cast(vec_16x8u, d128_0x7C1F)); \
2451 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2452 \
2453 or_8x16b(blend_pixels, fb_rb, fb_g); \
2454} \
2455
2456#define blend_blocks_blended_combine_textured() \
2457{ \
2458 vec_8x16u blend_mask; \
2459 cmpltz_8x16b(blend_mask, pixels); \
2460 \
2461 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2462 bif_8x16b(blend_pixels, pixels, blend_mask); \
2463} \
2464
2465#define blend_blocks_blended_combine_untextured() \
2466
2467
2468#define blend_blocks_body_blend(blend_mode, texturing) \
2469{ \
2470 blend_blocks_##blend_mode(); \
2471 blend_blocks_blended_combine_##texturing(); \
2472} \
2473
2474#define blend_blocks_body_average(texturing) \
2475 blend_blocks_body_blend(average, texturing) \
2476
2477#define blend_blocks_body_add(texturing) \
2478 blend_blocks_body_blend(add, texturing) \
2479
2480#define blend_blocks_body_subtract(texturing) \
2481 blend_blocks_body_blend(subtract, texturing) \
2482
2483#define blend_blocks_body_add_fourth(texturing) \
2484 blend_blocks_body_blend(add_fourth, texturing) \
2485
2486#define blend_blocks_body_unblended(texturing) \
2487 blend_pixels = pixels \
2488
2489
2490#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2491void \
2492 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2493 *psx_gpu) \
2494{ \
2495 block_struct *block = psx_gpu->blocks; \
2496 u32 num_blocks = psx_gpu->num_blocks; \
2497 vec_8x16u draw_mask; \
2498 vec_8x16u pixels; \
2499 vec_8x16u blend_pixels; \
2500 vec_8x16u framebuffer_pixels; \
2501 vec_8x16u msb_mask; \
2502 \
2503 u16 *fb_ptr; \
2504 \
2505 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2506 \
2507 while(num_blocks) \
2508 { \
2509 pixels = block->pixels; \
2510 draw_mask = block->draw_mask; \
2511 fb_ptr = block->fb_ptr; \
2512 \
2513 load_8x16b(framebuffer_pixels, fb_ptr); \
2514 \
2515 blend_blocks_mask_evaluate_##mask_evaluate(); \
2516 blend_blocks_body_##blend_mode(texturing); \
2517 \
2518 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2519 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2520 store_8x16b(framebuffer_pixels, fb_ptr); \
2521 \
2522 blend_blocks++; \
2523 num_blocks--; \
2524 block++; \
2525 } \
2526} \
2527
2bbbb7af 2528#ifndef NEON_BUILD
75e28f62
E
2529
2530void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2531{
2532}
2533
2534blend_blocks_builder(textured, average, off);
2535blend_blocks_builder(textured, average, on);
2536blend_blocks_builder(textured, add, off);
2537blend_blocks_builder(textured, add, on);
2538blend_blocks_builder(textured, subtract, off);
2539blend_blocks_builder(textured, subtract, on);
2540blend_blocks_builder(textured, add_fourth, off);
2541blend_blocks_builder(textured, add_fourth, on);
2542
2543blend_blocks_builder(untextured, average, off);
2544blend_blocks_builder(untextured, average, on);
2545blend_blocks_builder(untextured, add, off);
2546blend_blocks_builder(untextured, add, on);
2547blend_blocks_builder(untextured, subtract, off);
2548blend_blocks_builder(untextured, subtract, on);
2549blend_blocks_builder(untextured, add_fourth, off);
2550blend_blocks_builder(untextured, add_fourth, on);
2551
2552blend_blocks_builder(textured, unblended, on);
2553
2554#endif
2555
2556
2557#define vertex_swap(_a, _b) \
2558{ \
2559 vertex_struct *temp_vertex = _a; \
2560 _a = _b; \
2561 _b = temp_vertex; \
2562 triangle_winding ^= 1; \
2563} \
2564
2565
2566// Setup blocks parametric-variables:
2567// SHADE TEXTURE_MAP SWIZZLING
2568// 0 0 x
2569// 0 1 0
2570// 0 1 1
2571// 1 0 x
2572// 1 1 0
2573// 1 1 1
2574// 8 inputs, 6 combinations
2575
2576#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2577 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2578
2579#define setup_blocks_switch_untextured_shaded(dithering, target) \
2580 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2581
2582#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2583 target) \
2584 setup_blocks_switch_untextured_##shading(dithering, target) \
2585
2586#define setup_blocks_switch_texture_mode_4bpp(shading) \
2587 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2588
2589#define setup_blocks_switch_texture_mode_8bpp(shading) \
2590 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2591
2592#define setup_blocks_switch_texture_mode_16bpp(shading) \
2593 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2594
2595#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2596 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2597
2598#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2599 dithering, mask_evaluate) \
2600 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2601
2602#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2603 dithering) \
2604 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2605
2606#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2607 dithering) \
2608 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2609
2610#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2611 dithering, mask_evaluate) \
2612 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2613 texture_mode, dithering) \
2614
2615#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2616 blending, mask_evaluate) \
2617 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2618 dithering, mask_evaluate) \
2619
2620
2621// Texture blocks:
2622
2623#define texture_blocks_switch_untextured(texture_mode) \
2624 texture_blocks_untextured \
2625
2626#define texture_blocks_switch_textured(texture_mode) \
2627 texture_blocks_##texture_mode \
2628
2629#define texture_blocks_switch(texturing, texture_mode) \
2630 texture_blocks_switch_##texturing(texture_mode) \
2631
2632
2633// Shade blocks parametric-variables:
2634// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2635// 0 0 x x
2636// 0 1 0 0
2637// 0 1 0 1
2638// x 1 1 x
2639// 1 0 x 0
2640// 1 0 x 1
2641// 1 1 0 0
2642// 1 1 0 1
2643// 16 inputs, 8 combinations
2644
2645#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2646 shade_blocks_unshaded_untextured_##target \
2647
2648#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2649 shade_blocks_textured_unmodulated_##target \
2650
2651#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2652 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2653
2654#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2655 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2656
2657#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2658 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2659
2660#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2661 shade_blocks_shaded_untextured \
2662
2663#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2664 shade_blocks_textured_unmodulated_##target \
2665
2666#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2667 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2668
2669#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2670 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2671
2672#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2673 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2674
2675#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2676 dithering) \
2677 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2678
2679#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2680 dithering) \
2681 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2682
2683#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2684 mask_evaluate) \
2685 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2686
2687#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2688 dithering, mask_evaluate) \
2689 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2690 dithering) \
2691
2692#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2693 blending, mask_evaluate) \
2694 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2695 mask_evaluate) \
2696
2697
2698// Blend blocks parametric-variables:
2699// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2700// x 0 x x 0
2701// x 0 x x 1
2702// 0 1 0 0 0
2703// 0 1 0 0 1
2704// 0 1 0 1 0
2705// 0 1 0 1 1
2706// 0 1 1 0 0
2707// 0 1 1 0 1
2708// 0 1 1 1 0
2709// 0 1 1 1 1
2710// 1 1 0 0 0
2711// 1 1 0 0 1
2712// 1 1 0 1 0
2713// 1 1 0 1 1
2714// 1 1 1 0 0
2715// 1 1 1 0 1
2716// 1 1 1 1 0
2717// 1 1 1 1 1
2718// 32 inputs, 18 combinations
2719
2720#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2721 blend_blocks_textured_unblended_##mask_evaluate \
2722
2723#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2724 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2725
2726#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2727 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2728
2729
2730#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2731 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2732{ \
2733 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2734 mask_evaluate), \
2735 texture_blocks_switch(texturing, texture_mode), \
2736 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2737 mask_evaluate), \
2738 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2739} \
2740
2741#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2742 mask_evaluate, shading, dithering, texturing, blending) \
2743 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2744 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2745 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2746 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2747
2748#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2749 mask_evaluate, shading, dithering, texturing) \
2750 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2751 mask_evaluate, shading, dithering, texturing, unblended), \
2752 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2753 mask_evaluate, shading, dithering, texturing, blended) \
2754
2755#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2756 mask_evaluate, shading, dithering) \
2757 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2758 mask_evaluate, shading, dithering, untextured), \
2759 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2760 mask_evaluate, shading, dithering, textured) \
2761
2762#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2763 mask_evaluate, shading) \
2764 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2765 mask_evaluate, shading, undithered), \
2766 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2767 mask_evaluate, shading, dithered) \
2768
2769#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2770 mask_evaluate) \
2771 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2772 unshaded), \
2773 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2774 shaded) \
2775
2776#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2777 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2778 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2779
2780#define render_blocks_switch_block_texture_mode(texture_mode) \
2781 render_blocks_switch_block_blend_mode(texture_mode, average), \
2782 render_blocks_switch_block_blend_mode(texture_mode, add), \
2783 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2784 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2785
2786#define render_blocks_switch_block() \
2787 render_blocks_switch_block_texture_mode(4bpp), \
2788 render_blocks_switch_block_texture_mode(8bpp), \
2789 render_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 2790 render_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
2791
2792
2793render_block_handler_struct render_triangle_block_handlers[] =
2794{
2795 render_blocks_switch_block()
2796};
2797
2798#undef render_blocks_switch_block_modulation
2799
2800#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2801 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2802 "render flags:\n" \
2803 "texture mode: " #texture_mode "\n" \
2804 "blend mode: " #blend_mode "\n" \
2805 "mask evaluation: " #mask_evaluate "\n" \
2806 #shading "\n" \
2807 #dithering "\n" \
2808 #texturing "\n" \
2809 #blending "\n" \
2810 #modulation "\n" \
2811
2812char *render_block_flag_strings[] =
2813{
2814 render_blocks_switch_block()
2815};
2816
2817
2818#define triangle_y_direction_up 1
2819#define triangle_y_direction_flat 2
2820#define triangle_y_direction_down 0
2821
2822#define triangle_winding_positive 0
2823#define triangle_winding_negative 1
2824
2825#define triangle_set_direction(direction_variable, value) \
2826 u32 direction_variable = (u32)(value) >> 31; \
2827 if(value == 0) \
2828 direction_variable = 2 \
2829
2830#define triangle_case(direction_a, direction_b, direction_c, winding) \
2831 case (triangle_y_direction_##direction_a | \
2832 (triangle_y_direction_##direction_b << 2) | \
2833 (triangle_y_direction_##direction_c << 4) | \
2834 (triangle_winding_##winding << 6)) \
2835
c1817bd9 2836static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2837 vertex_struct *vertexes_out[3])
75e28f62
E
2838{
2839 s32 y_top, y_bottom;
2840 s32 triangle_area;
2841 u32 triangle_winding = 0;
2842
2843 vertex_struct *a = &(vertexes[0]);
2844 vertex_struct *b = &(vertexes[1]);
2845 vertex_struct *c = &(vertexes[2]);
2846
2847 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2848
3867c6ef 2849#ifdef PROFILE
75e28f62 2850 triangles++;
3867c6ef 2851#endif
75e28f62
E
2852
2853 if(triangle_area == 0)
2854 {
3867c6ef 2855#ifdef PROFILE
75e28f62 2856 trivial_rejects++;
3867c6ef 2857#endif
c1817bd9 2858 return 0;
75e28f62
E
2859 }
2860
2861 if(b->y < a->y)
2862 vertex_swap(a, b);
2863
2864 if(c->y < b->y)
2865 {
2866 vertex_swap(b, c);
2867
2868 if(b->y < a->y)
2869 vertex_swap(a, b);
2870 }
2871
2872 y_bottom = c->y;
2873 y_top = a->y;
2874
2875 if((y_bottom - y_top) >= 512)
2876 {
3867c6ef 2877#ifdef PROFILE
75e28f62 2878 trivial_rejects++;
3867c6ef 2879#endif
c1817bd9 2880 return 0;
75e28f62
E
2881 }
2882
2883 if(triangle_area < 0)
2884 {
2885 triangle_area = -triangle_area;
2886 triangle_winding ^= 1;
2887 vertex_swap(a, c);
2888 }
2889
2890 if(b->x < a->x)
2891 vertex_swap(a, b);
2892
2893 if(c->x < b->x)
2894 {
2895 vertex_swap(b, c);
2896
2897 if(b->x < a->x)
2898 vertex_swap(a, b);
2899 }
2900
af044cbf 2901 if((c->x - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024)
75e28f62 2902 {
3867c6ef 2903#ifdef PROFILE
75e28f62 2904 trivial_rejects++;
3867c6ef 2905#endif
c1817bd9 2906 return 0;
75e28f62
E
2907 }
2908
2909 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2910 y_bottom) == 0)
2911 {
3867c6ef 2912#ifdef PROFILE
75e28f62 2913 trivial_rejects++;
3867c6ef 2914#endif
c1817bd9 2915 return 0;
75e28f62
E
2916 }
2917
75e28f62
E
2918 psx_gpu->triangle_area = triangle_area;
2919 psx_gpu->triangle_winding = triangle_winding;
2920
c1817bd9 2921 vertexes_out[0] = a;
2922 vertexes_out[1] = b;
2923 vertexes_out[2] = c;
2924
2925 return 1;
2926}
2927
2928static void render_triangle_p(psx_gpu_struct *psx_gpu,
2929 vertex_struct *vertex_ptrs[3], u32 flags)
2930{
2931 psx_gpu->num_spans = 0;
2932
2933 vertex_struct *a = vertex_ptrs[0];
2934 vertex_struct *b = vertex_ptrs[1];
2935 vertex_struct *c = vertex_ptrs[2];
2936
75e28f62
E
2937 s32 y_delta_a = b->y - a->y;
2938 s32 y_delta_b = c->y - b->y;
2939 s32 y_delta_c = c->y - a->y;
2940
2941 triangle_set_direction(y_direction_a, y_delta_a);
2942 triangle_set_direction(y_direction_b, y_delta_b);
2943 triangle_set_direction(y_direction_c, y_delta_c);
2944
2945 compute_all_gradients(psx_gpu, a, b, c);
2946
2947 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
c1817bd9 2948 (psx_gpu->triangle_winding << 6))
75e28f62
E
2949 {
2950 triangle_case(up, up, up, negative):
2951 triangle_case(up, up, flat, negative):
2952 triangle_case(up, up, down, negative):
2953 setup_spans_up_right(psx_gpu, a, b, c);
2954 break;
2955
2956 triangle_case(flat, up, up, negative):
2957 triangle_case(flat, up, flat, negative):
2958 triangle_case(flat, up, down, negative):
2959 setup_spans_up_a(psx_gpu, a, b, c);
2960 break;
2961
2962 triangle_case(down, up, up, negative):
2963 setup_spans_up_down(psx_gpu, a, c, b);
2964 break;
2965
2966 triangle_case(down, up, flat, negative):
2967 setup_spans_down_a(psx_gpu, a, c, b);
2968 break;
2969
2970 triangle_case(down, up, down, negative):
2971 setup_spans_down_right(psx_gpu, a, c, b);
2972 break;
2973
2974 triangle_case(down, flat, up, negative):
2975 triangle_case(down, flat, flat, negative):
2976 triangle_case(down, flat, down, negative):
2977 setup_spans_down_b(psx_gpu, a, b, c);
2978 break;
2979
2980 triangle_case(down, down, up, negative):
2981 triangle_case(down, down, flat, negative):
2982 triangle_case(down, down, down, negative):
2983 setup_spans_down_left(psx_gpu, a, b, c);
2984 break;
2985
2986 triangle_case(up, up, up, positive):
2987 triangle_case(up, up, flat, positive):
2988 triangle_case(up, up, down, positive):
2989 setup_spans_up_left(psx_gpu, a, b, c);
2990 break;
2991
2992 triangle_case(up, flat, up, positive):
2993 triangle_case(up, flat, flat, positive):
2994 triangle_case(up, flat, down, positive):
2995 setup_spans_up_b(psx_gpu, a, b, c);
2996 break;
2997
2998 triangle_case(up, down, up, positive):
2999 setup_spans_up_right(psx_gpu, a, c, b);
3000 break;
3001
3002 triangle_case(up, down, flat, positive):
3003 setup_spans_up_a(psx_gpu, a, c, b);
3004 break;
3005
3006 triangle_case(up, down, down, positive):
3007 setup_spans_up_down(psx_gpu, a, b, c);
3008 break;
3009
3010 triangle_case(flat, down, up, positive):
3011 triangle_case(flat, down, flat, positive):
3012 triangle_case(flat, down, down, positive):
3013 setup_spans_down_a(psx_gpu, a, b, c);
3014 break;
3015
3016 triangle_case(down, down, up, positive):
3017 triangle_case(down, down, flat, positive):
3018 triangle_case(down, down, down, positive):
3019 setup_spans_down_right(psx_gpu, a, b, c);
3020 break;
3021 }
3022
3867c6ef 3023#ifdef PROFILE
75e28f62 3024 spans += psx_gpu->num_spans;
3867c6ef 3025#endif
75e28f62 3026
f1359c57 3027 if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
69b09c0d
E
3028 {
3029 u32 i;
3030
f1359c57 3031 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
69b09c0d
E
3032 {
3033 for(i = 0; i < psx_gpu->num_spans; i++)
3034 {
3035 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3036 psx_gpu->span_edge_data[i].num_blocks = 0;
3037 }
3038 }
3039 else
3040 {
3041 for(i = 0; i < psx_gpu->num_spans; i++)
3042 {
3043 if(psx_gpu->span_edge_data[i].y & 1)
3044 psx_gpu->span_edge_data[i].num_blocks = 0;
3045 }
3046 }
3047 }
3048
75e28f62
E
3049 u32 render_state = flags &
3050 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3051 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3052 render_state |= psx_gpu->render_state_base;
3053
3054 if((psx_gpu->render_state != render_state) ||
3055 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3056 {
3057 psx_gpu->render_state = render_state;
3058 flush_render_block_buffer(psx_gpu);
3867c6ef 3059#ifdef PROFILE
75e28f62 3060 state_changes++;
3867c6ef 3061#endif
75e28f62
E
3062 }
3063
3064 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3065
3066 psx_gpu->render_block_handler =
3067 &(render_triangle_block_handlers[render_state]);
3068 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3069 (psx_gpu);
3070}
3071
c1817bd9 3072void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3073 u32 flags)
3074{
3075 vertex_struct *vertex_ptrs[3];
3076 if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs))
3077 render_triangle_p(psx_gpu, vertex_ptrs, flags);
3078}
3079
a2cb152a 3080#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
75e28f62
E
3081
3082void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3083{
3084 block_struct *block = psx_gpu->blocks;
3085 u32 num_blocks = psx_gpu->num_blocks;
3086
3087 vec_8x16u texels;
3088 vec_8x8u texel_indexes;
3089
3090 u16 *clut_ptr = psx_gpu->clut_ptr;
3091 u32 i;
3092
3093 while(num_blocks)
3094 {
3095 texel_indexes = block->r;
3096
3097 for(i = 0; i < 8; i++)
3098 {
3099 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3100 }
3101
3102 block->texels = texels;
3103
3104 num_blocks--;
3105 block++;
3106 }
3107}
3108
3109#endif
3110
3111
59d15d23 3112#define setup_sprite_tiled_initialize_4bpp_clut() \
75e28f62
E
3113 u16 *clut_ptr = psx_gpu->clut_ptr; \
3114 vec_8x16u clut_a, clut_b; \
3115 vec_16x8u clut_low, clut_high; \
3116 \
3117 load_8x16b(clut_a, clut_ptr); \
3118 load_8x16b(clut_b, clut_ptr + 8); \
59d15d23 3119 unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \
3120
3121#define setup_sprite_tiled_initialize_4bpp() \
3122 setup_sprite_tiled_initialize_4bpp_clut(); \
75e28f62
E
3123 \
3124 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3125 update_texture_4bpp_cache(psx_gpu) \
3126
3127#define setup_sprite_tiled_initialize_8bpp() \
3128 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3129 update_texture_8bpp_cache(psx_gpu) \
3130
3131
3132#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
df740cdc 3133 texture_block_ptr = (u8 *)psx_gpu->texture_page_ptr + \
75e28f62
E
3134 ((texture_offset + offset) & texture_mask); \
3135 \
3136 load_64b(texels, texture_block_ptr) \
3137
3138
75e28f62
E
3139#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3140 num_blocks += tile_num_blocks; \
3141 sprite_blocks += tile_num_blocks; \
3142 \
3143 if(num_blocks > MAX_BLOCKS) \
3144 { \
3145 flush_render_block_buffer(psx_gpu); \
3146 num_blocks = tile_num_blocks; \
3147 block = psx_gpu->blocks; \
3148 } \
3149
3150#define setup_sprite_tile_full_4bpp(edge) \
3151{ \
3152 vec_8x8u texels_low, texels_high; \
3153 vec_8x16u pixels; \
3154 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3155 \
3156 while(sub_tile_height) \
3157 { \
3158 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3159 tbl_16(texels_low, texels, clut_low); \
3160 tbl_16(texels_high, texels, clut_high); \
3161 zip_8x16b(pixels, texels_low, texels_high); \
3162 \
3163 block->texels = pixels; \
3164 block->draw_mask_bits = left_mask_bits; \
3165 block->fb_ptr = fb_ptr; \
3166 block++; \
3167 \
3168 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3169 tbl_16(texels_low, texels, clut_low); \
3170 tbl_16(texels_high, texels, clut_high); \
3171 zip_8x16b(pixels, texels_low, texels_high); \
3172 \
3173 block->texels = pixels; \
3174 block->draw_mask_bits = right_mask_bits; \
3175 block->fb_ptr = fb_ptr + 8; \
3176 block++; \
3177 \
3178 fb_ptr += 1024; \
3179 texture_offset += 0x10; \
3180 sub_tile_height--; \
3181 } \
3182 texture_offset += 0xF00; \
3183 psx_gpu->num_blocks = num_blocks; \
3184} \
3185
3186#define setup_sprite_tile_half_4bpp(edge) \
3187{ \
3188 vec_8x8u texels_low, texels_high; \
3189 vec_8x16u pixels; \
3190 setup_sprite_tile_add_blocks(sub_tile_height); \
3191 \
3192 while(sub_tile_height) \
3193 { \
3194 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3195 tbl_16(texels_low, texels, clut_low); \
3196 tbl_16(texels_high, texels, clut_high); \
3197 zip_8x16b(pixels, texels_low, texels_high); \
3198 \
3199 block->texels = pixels; \
3200 block->draw_mask_bits = edge##_mask_bits; \
3201 block->fb_ptr = fb_ptr; \
3202 block++; \
3203 \
3204 fb_ptr += 1024; \
3205 texture_offset += 0x10; \
3206 sub_tile_height--; \
3207 } \
3208 texture_offset += 0xF00; \
3209 psx_gpu->num_blocks = num_blocks; \
3210} \
3211
3212
3213#define setup_sprite_tile_full_8bpp(edge) \
3214{ \
3215 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3216 \
3217 while(sub_tile_height) \
3218 { \
3219 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3220 block->r = texels; \
3221 block->draw_mask_bits = left_mask_bits; \
3222 block->fb_ptr = fb_ptr; \
3223 block++; \
3224 \
3225 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3226 block->r = texels; \
3227 block->draw_mask_bits = right_mask_bits; \
3228 block->fb_ptr = fb_ptr + 8; \
3229 block++; \
3230 \
3231 fb_ptr += 1024; \
3232 texture_offset += 0x10; \
3233 sub_tile_height--; \
3234 } \
3235 texture_offset += 0xF00; \
3236 psx_gpu->num_blocks = num_blocks; \
3237} \
3238
3239#define setup_sprite_tile_half_8bpp(edge) \
3240{ \
df740cdc 3241 setup_sprite_tile_add_blocks(sub_tile_height); \
75e28f62
E
3242 \
3243 while(sub_tile_height) \
3244 { \
3245 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3246 block->r = texels; \
3247 block->draw_mask_bits = edge##_mask_bits; \
3248 block->fb_ptr = fb_ptr; \
3249 block++; \
3250 \
3251 fb_ptr += 1024; \
3252 texture_offset += 0x10; \
3253 sub_tile_height--; \
3254 } \
3255 texture_offset += 0xF00; \
3256 psx_gpu->num_blocks = num_blocks; \
3257} \
3258
3259
3260#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3261 texture_offset = texture_offset_base + 8; \
3262 fb_ptr += 8 \
3263
3264#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3265 texture_offset = texture_offset_base \
3266
3267#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3268 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3269
3270#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3271 texture_offset = texture_offset_base \
3272
3273#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3274 fb_ptr -= 8 \
3275
3276#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3277
3278#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3279 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3280
3281#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3282
3283
59d15d23 3284#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
3285 x4mode) \
75e28f62
E
3286do \
3287{ \
3288 sub_tile_height = column_data; \
59d15d23 3289 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3290 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3291 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3292} while(0) \
3293
59d15d23 3294#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
3295 x4mode) \
75e28f62
E
3296do \
3297{ \
3298 u32 tiles_remaining = column_data >> 16; \
3299 sub_tile_height = column_data & 0xFF; \
59d15d23 3300 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3301 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3302 tiles_remaining -= 1; \
3303 \
3304 while(tiles_remaining) \
3305 { \
3306 sub_tile_height = 16; \
59d15d23 3307 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3308 tiles_remaining--; \
3309 } \
3310 \
3311 sub_tile_height = (column_data >> 8) & 0xFF; \
59d15d23 3312 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3313 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3314} while(0) \
3315
3316
3317#define setup_sprite_column_data_single() \
3318 column_data = height \
3319
3320#define setup_sprite_column_data_multi() \
3321 column_data = 16 - offset_v; \
3322 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3323 column_data |= (tile_height - 1) << 16 \
3324
3325
59d15d23 3326#define RIGHT_MASK_BIT_SHIFT 8
3327#define RIGHT_MASK_BIT_SHIFT_4x 16
3328
75e28f62 3329#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
59d15d23 3330 edge_mode, edge, x4mode) \
75e28f62
E
3331{ \
3332 setup_sprite_column_data_##multi_height(); \
3333 left_mask_bits = left_block_mask | right_block_mask; \
59d15d23 3334 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3335 \
3336 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
59d15d23 3337 texture_mode, x4mode); \
75e28f62
E
3338} \
3339
3340#define setup_sprite_tiled_advance_column() \
3341 texture_offset_base += 0x100; \
3342 if((texture_offset_base & 0xF00) == 0) \
3343 texture_offset_base -= (0x100 + 0xF00) \
3344
59d15d23 3345#define FB_PTR_MULTIPLIER 1
3346#define FB_PTR_MULTIPLIER_4x 2
3347
75e28f62 3348#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
59d15d23 3349 left_mode, right_mode, x4mode) \
75e28f62
E
3350{ \
3351 setup_sprite_column_data_##multi_height(); \
59d15d23 3352 s32 fb_ptr_advance_column = (16 - (1024 * height)) \
3353 * FB_PTR_MULTIPLIER##x4mode; \
75e28f62
E
3354 \
3355 tile_width -= 2; \
3356 left_mask_bits = left_block_mask; \
59d15d23 3357 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3358 \
3359 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
59d15d23 3360 texture_mode, x4mode); \
75e28f62
E
3361 fb_ptr += fb_ptr_advance_column; \
3362 \
3363 left_mask_bits = 0x00; \
3364 right_mask_bits = 0x00; \
3365 \
3366 while(tile_width) \
3367 { \
3368 setup_sprite_tiled_advance_column(); \
59d15d23 3369 setup_sprite_tile_column_height_##multi_height(full, none, \
3370 texture_mode, x4mode); \
75e28f62
E
3371 fb_ptr += fb_ptr_advance_column; \
3372 tile_width--; \
3373 } \
3374 \
3375 left_mask_bits = right_block_mask; \
59d15d23 3376 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3377 \
3378 setup_sprite_tiled_advance_column(); \
3379 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
59d15d23 3380 texture_mode, x4mode); \
3381} \
3382
3383
3384/* 4x stuff */
3385#define setup_sprite_tiled_initialize_4bpp_4x() \
3386 setup_sprite_tiled_initialize_4bpp_clut() \
3387
3388#define setup_sprite_tiled_initialize_8bpp_4x() \
3389
3390
3391#define setup_sprite_tile_full_4bpp_4x(edge) \
3392{ \
3393 vec_8x8u texels_low, texels_high; \
3394 vec_8x16u pixels, pixels_wide; \
3395 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3396 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3397 u32 left_mask_bits_b = left_mask_bits >> 8; \
3398 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3399 u32 right_mask_bits_b = right_mask_bits >> 8; \
3400 \
3401 while(sub_tile_height) \
3402 { \
3403 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3404 tbl_16(texels_low, texels, clut_low); \
3405 tbl_16(texels_high, texels, clut_high); \
3406 zip_8x16b(pixels, texels_low, texels_high); \
3407 \
3408 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3409 block->texels = pixels_wide; \
3410 block->draw_mask_bits = left_mask_bits_a; \
3411 block->fb_ptr = fb_ptr; \
3412 block++; \
3413 \
3414 block->texels = pixels_wide; \
3415 block->draw_mask_bits = left_mask_bits_a; \
3416 block->fb_ptr = fb_ptr + 1024; \
3417 block++; \
3418 \
3419 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3420 block->texels = pixels_wide; \
3421 block->draw_mask_bits = left_mask_bits_b; \
3422 block->fb_ptr = fb_ptr + 8; \
3423 block++; \
3424 \
3425 block->texels = pixels_wide; \
3426 block->draw_mask_bits = left_mask_bits_b; \
3427 block->fb_ptr = fb_ptr + 1024 + 8; \
3428 block++; \
3429 \
3430 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3431 tbl_16(texels_low, texels, clut_low); \
3432 tbl_16(texels_high, texels, clut_high); \
3433 zip_8x16b(pixels, texels_low, texels_high); \
3434 \
3435 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3436 block->texels = pixels_wide; \
3437 block->draw_mask_bits = right_mask_bits_a; \
3438 block->fb_ptr = fb_ptr + 16; \
3439 block++; \
3440 \
3441 block->texels = pixels_wide; \
3442 block->draw_mask_bits = right_mask_bits_a; \
3443 block->fb_ptr = fb_ptr + 1024 + 16; \
3444 block++; \
3445 \
3446 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3447 block->texels = pixels_wide; \
3448 block->draw_mask_bits = right_mask_bits_b; \
3449 block->fb_ptr = fb_ptr + 24; \
3450 block++; \
3451 \
3452 block->texels = pixels_wide; \
3453 block->draw_mask_bits = right_mask_bits_b; \
3454 block->fb_ptr = fb_ptr + 1024 + 24; \
3455 block++; \
3456 \
3457 fb_ptr += 2048; \
3458 texture_offset += 0x10; \
3459 sub_tile_height--; \
3460 } \
3461 texture_offset += 0xF00; \
3462 psx_gpu->num_blocks = num_blocks; \
75e28f62
E
3463} \
3464
59d15d23 3465#define setup_sprite_tile_half_4bpp_4x(edge) \
3466{ \
3467 vec_8x8u texels_low, texels_high; \
3468 vec_8x16u pixels, pixels_wide; \
3469 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3470 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3471 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3472 \
3473 while(sub_tile_height) \
3474 { \
3475 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3476 tbl_16(texels_low, texels, clut_low); \
3477 tbl_16(texels_high, texels, clut_high); \
3478 zip_8x16b(pixels, texels_low, texels_high); \
3479 \
3480 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3481 block->texels = pixels_wide; \
3482 block->draw_mask_bits = edge##_mask_bits_a; \
3483 block->fb_ptr = fb_ptr; \
3484 block++; \
3485 \
3486 block->texels = pixels_wide; \
3487 block->draw_mask_bits = edge##_mask_bits_a; \
3488 block->fb_ptr = fb_ptr + 1024; \
3489 block++; \
3490 \
3491 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3492 block->texels = pixels_wide; \
3493 block->draw_mask_bits = edge##_mask_bits_b; \
3494 block->fb_ptr = fb_ptr + 8; \
3495 block++; \
3496 \
3497 block->texels = pixels_wide; \
3498 block->draw_mask_bits = edge##_mask_bits_b; \
3499 block->fb_ptr = fb_ptr + 1024 + 8; \
3500 block++; \
3501 \
3502 fb_ptr += 2048; \
3503 texture_offset += 0x10; \
3504 sub_tile_height--; \
3505 } \
3506 texture_offset += 0xF00; \
3507 psx_gpu->num_blocks = num_blocks; \
3508} \
75e28f62 3509
59d15d23 3510
3511#define setup_sprite_tile_full_8bpp_4x(edge) \
3512{ \
3513 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3514 vec_16x8u texels_wide; \
3515 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3516 u32 left_mask_bits_b = left_mask_bits >> 8; \
3517 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3518 u32 right_mask_bits_b = right_mask_bits >> 8; \
3519 \
3520 while(sub_tile_height) \
3521 { \
3522 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3523 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3524 block->r = texels_wide.low; \
3525 block->draw_mask_bits = left_mask_bits_a; \
3526 block->fb_ptr = fb_ptr; \
3527 block++; \
3528 \
3529 block->r = texels_wide.low; \
3530 block->draw_mask_bits = left_mask_bits_a; \
3531 block->fb_ptr = fb_ptr + 1024; \
3532 block++; \
3533 \
3534 block->r = texels_wide.high; \
3535 block->draw_mask_bits = left_mask_bits_b; \
3536 block->fb_ptr = fb_ptr + 8; \
3537 block++; \
3538 \
3539 block->r = texels_wide.high; \
3540 block->draw_mask_bits = left_mask_bits_b; \
3541 block->fb_ptr = fb_ptr + 1024 + 8; \
3542 block++; \
3543 \
3544 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3545 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3546 block->r = texels_wide.low; \
3547 block->draw_mask_bits = right_mask_bits_a; \
3548 block->fb_ptr = fb_ptr + 16; \
3549 block++; \
3550 \
3551 block->r = texels_wide.low; \
3552 block->draw_mask_bits = right_mask_bits_a; \
3553 block->fb_ptr = fb_ptr + 1024 + 16; \
3554 block++; \
3555 \
3556 block->r = texels_wide.high; \
3557 block->draw_mask_bits = right_mask_bits_b; \
3558 block->fb_ptr = fb_ptr + 24; \
3559 block++; \
3560 \
3561 block->r = texels_wide.high; \
3562 block->draw_mask_bits = right_mask_bits_b; \
3563 block->fb_ptr = fb_ptr + 24 + 1024; \
3564 block++; \
3565 \
3566 fb_ptr += 2048; \
3567 texture_offset += 0x10; \
3568 sub_tile_height--; \
3569 } \
3570 texture_offset += 0xF00; \
3571 psx_gpu->num_blocks = num_blocks; \
3572} \
3573
3574#define setup_sprite_tile_half_8bpp_4x(edge) \
3575{ \
3576 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3577 vec_16x8u texels_wide; \
3578 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3579 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3580 \
3581 while(sub_tile_height) \
3582 { \
3583 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3584 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3585 block->r = texels_wide.low; \
3586 block->draw_mask_bits = edge##_mask_bits_a; \
3587 block->fb_ptr = fb_ptr; \
3588 block++; \
3589 \
3590 block->r = texels_wide.low; \
3591 block->draw_mask_bits = edge##_mask_bits_a; \
3592 block->fb_ptr = fb_ptr + 1024; \
3593 block++; \
3594 \
3595 block->r = texels_wide.high; \
3596 block->draw_mask_bits = edge##_mask_bits_b; \
3597 block->fb_ptr = fb_ptr + 8; \
3598 block++; \
3599 \
3600 block->r = texels_wide.high; \
3601 block->draw_mask_bits = edge##_mask_bits_b; \
3602 block->fb_ptr = fb_ptr + 8 + 1024; \
3603 block++; \
3604 \
3605 fb_ptr += 2048; \
3606 texture_offset += 0x10; \
3607 sub_tile_height--; \
3608 } \
3609 texture_offset += 0xF00; \
3610 psx_gpu->num_blocks = num_blocks; \
3611} \
3612
3613
3614#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
3615 texture_offset = texture_offset_base + 8; \
3616 fb_ptr += 16 \
3617
3618#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
3619 texture_offset = texture_offset_base \
3620
3621#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
3622 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
3623
3624#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
3625 texture_offset = texture_offset_base \
3626
3627#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
3628 fb_ptr -= 16 \
3629
3630#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
3631
3632#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
3633 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
3634
3635#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
3636
3637
3638#define setup_sprite_offset_u_adjust() \
3639
3640#define setup_sprite_comapre_left_block_mask() \
3641 ((left_block_mask & 0xFF) == 0xFF) \
3642
3643#define setup_sprite_comapre_right_block_mask() \
3644 (((right_block_mask >> 8) & 0xFF) == 0xFF) \
3645
3646
3647#define setup_sprite_offset_u_adjust_4x() \
3648 offset_u *= 2; \
3649 offset_u_right = offset_u_right * 2 + 1 \
3650
3651#define setup_sprite_comapre_left_block_mask_4x() \
3652 ((left_block_mask & 0xFFFF) == 0xFFFF) \
3653
3654#define setup_sprite_comapre_right_block_mask_4x() \
3655 (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) \
3656
3657
3658#define setup_sprite_tiled_builder(texture_mode, x4mode) \
3659void setup_sprite_##texture_mode##x4mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,\
75e28f62
E
3660 s32 u, s32 v, s32 width, s32 height, u32 color) \
3661{ \
3662 s32 offset_u = u & 0xF; \
3663 s32 offset_v = v & 0xF; \
3664 \
3665 s32 width_rounded = offset_u + width + 15; \
3666 s32 height_rounded = offset_v + height + 15; \
3667 s32 tile_height = height_rounded / 16; \
3668 s32 tile_width = width_rounded / 16; \
3669 u32 offset_u_right = width_rounded & 0xF; \
3670 \
59d15d23 3671 setup_sprite_offset_u_adjust##x4mode(); \
3672 \
3673 u32 left_block_mask = ~(0xFFFFFFFF << offset_u); \
3674 u32 right_block_mask = 0xFFFFFFFE << offset_u_right; \
75e28f62
E
3675 \
3676 u32 left_mask_bits; \
3677 u32 right_mask_bits; \
3678 \
3679 u32 sub_tile_height; \
3680 u32 column_data; \
3681 \
3682 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3683 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3684 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3685 ((psx_gpu->texture_mask_height >> 4) << 12); \
3686 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3687 ((v & 0xF0) << 8); \
3688 u32 texture_offset_base = texture_offset; \
3689 u32 control_mask; \
3690 \
59d15d23 3691 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u); \
75e28f62
E
3692 u32 num_blocks = psx_gpu->num_blocks; \
3693 block_struct *block = psx_gpu->blocks + num_blocks; \
3694 \
df740cdc 3695 u8 *texture_block_ptr; \
75e28f62
E
3696 vec_8x8u texels; \
3697 \
59d15d23 3698 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
3699 \
3700 control_mask = tile_width == 1; \
3701 control_mask |= (tile_height == 1) << 1; \
59d15d23 3702 control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2; \
3703 control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3; \
75e28f62
E
3704 \
3705 sprites_##texture_mode++; \
3706 \
3707 switch(control_mask) \
3708 { \
3709 default: \
3710 case 0x0: \
59d15d23 3711 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
3712 x4mode); \
75e28f62
E
3713 break; \
3714 \
3715 case 0x1: \
59d15d23 3716 setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
3717 x4mode); \
75e28f62
E
3718 break; \
3719 \
3720 case 0x2: \
59d15d23 3721 setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
3722 x4mode); \
75e28f62
E
3723 break; \
3724 \
3725 case 0x3: \
59d15d23 3726 setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
3727 x4mode); \
75e28f62
E
3728 break; \
3729 \
3730 case 0x4: \
59d15d23 3731 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
3732 x4mode); \
75e28f62
E
3733 break; \
3734 \
3735 case 0x5: \
59d15d23 3736 setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
3737 x4mode); \
75e28f62
E
3738 break; \
3739 \
3740 case 0x6: \
59d15d23 3741 setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
3742 x4mode); \
75e28f62
E
3743 break; \
3744 \
3745 case 0x7: \
59d15d23 3746 setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3747 x4mode); \
75e28f62
E
3748 break; \
3749 \
3750 case 0x8: \
59d15d23 3751 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
3752 x4mode); \
75e28f62
E
3753 break; \
3754 \
3755 case 0x9: \
59d15d23 3756 setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
3757 x4mode); \
75e28f62
E
3758 break; \
3759 \
3760 case 0xA: \
59d15d23 3761 setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
3762 x4mode); \
75e28f62
E
3763 break; \
3764 \
3765 case 0xB: \
59d15d23 3766 setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
3767 x4mode); \
75e28f62
E
3768 break; \
3769 \
3770 case 0xC: \
59d15d23 3771 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
3772 x4mode); \
75e28f62
E
3773 break; \
3774 \
3775 case 0xE: \
59d15d23 3776 setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
3777 x4mode); \
75e28f62
E
3778 break; \
3779 } \
3780} \
3781
2bbbb7af 3782#ifndef NEON_BUILD
59d15d23 3783setup_sprite_tiled_builder(4bpp,);
3784setup_sprite_tiled_builder(8bpp,);
3785
3786setup_sprite_tiled_builder(4bpp,_4x);
3787setup_sprite_tiled_builder(8bpp,_4x);
a2cb152a 3788#endif
3789
3790#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
75e28f62
E
3791
3792void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3793 s32 v, s32 width, s32 height, u32 color)
3794{
3795 u32 left_offset = u & 0x7;
3796 u32 width_rounded = width + left_offset + 7;
3797
fc6cef7d 3798 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset);
75e28f62
E
3799 u32 right_width = width_rounded & 0x7;
3800 u32 block_width = width_rounded / 8;
3801 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3802
3803 u32 left_mask_bits = ~(0xFF << left_offset);
3804 u32 right_mask_bits = 0xFE << right_width;
3805
3806 u32 texture_offset_base = u + (v * 1024);
3807 u32 texture_mask =
3808 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3809
3810 u32 blocks_remaining;
3811 u32 num_blocks = psx_gpu->num_blocks;
3812 block_struct *block = psx_gpu->blocks + num_blocks;
3813
3814 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3815 u16 *texture_block_ptr;
3816
3817 texture_offset_base &= ~0x7;
3818
a2cb152a 3819 stats_add(sprites_16bpp, 1);
75e28f62
E
3820
3821 if(block_width == 1)
3822 {
3823 u32 mask_bits = left_mask_bits | right_mask_bits;
3824
3825 while(height)
3826 {
3827 num_blocks++;
3828 sprite_blocks++;
3829
3830 if(num_blocks > MAX_BLOCKS)
3831 {
3832 flush_render_block_buffer(psx_gpu);
3833 num_blocks = 1;
3834 block = psx_gpu->blocks;
3835 }
3836
3837 texture_block_ptr =
3838 texture_page_ptr + (texture_offset_base & texture_mask);
3839
a2cb152a 3840 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3841 block->draw_mask_bits = mask_bits;
3842 block->fb_ptr = fb_ptr;
3843
3844 block++;
3845
3846 texture_offset_base += 1024;
3847 fb_ptr += 1024;
3848
3849 height--;
3850 psx_gpu->num_blocks = num_blocks;
3851 }
3852 }
3853 else
3854 {
3855 u32 texture_offset;
3856
3857 while(height)
3858 {
3859 blocks_remaining = block_width - 2;
3860 num_blocks += block_width;
3861 sprite_blocks += block_width;
3862
3863 if(num_blocks > MAX_BLOCKS)
3864 {
3865 flush_render_block_buffer(psx_gpu);
3866 num_blocks = block_width;
3867 block = psx_gpu->blocks;
3868 }
3869
3870 texture_offset = texture_offset_base;
3871 texture_offset_base += 1024;
3872
3873 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3874 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3875
3876 block->draw_mask_bits = left_mask_bits;
3877 block->fb_ptr = fb_ptr;
3878
3879 texture_offset += 8;
3880 fb_ptr += 8;
3881 block++;
3882
3883 while(blocks_remaining)
3884 {
3885 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3886 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3887
3888 block->draw_mask_bits = 0;
3889 block->fb_ptr = fb_ptr;
3890
3891 texture_offset += 8;
3892 fb_ptr += 8;
3893 block++;
3894
3895 blocks_remaining--;
3896 }
3897
3898 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3899 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3900
3901 block->draw_mask_bits = right_mask_bits;
3902 block->fb_ptr = fb_ptr;
3903
3904 fb_ptr += fb_ptr_pitch;
3905 block++;
3906
3907 height--;
3908 psx_gpu->num_blocks = num_blocks;
3909 }
3910 }
3911}
3912
a2cb152a 3913#endif
3914
3915#ifndef NEON_BUILD
3916
75e28f62
E
3917void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3918 s32 v, s32 width, s32 height, u32 color)
3919{
f0931e56 3920 if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
d5c08ed3 3921 RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
3922 (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
f0931e56 3923 {
3924 setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
3925 return;
3926 }
3927
75e28f62
E
3928 u32 right_width = ((width - 1) & 0x7) + 1;
3929 u32 right_mask_bits = (0xFF << right_width);
fc6cef7d 3930 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
75e28f62
E
3931 u32 block_width = (width + 7) / 8;
3932 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3933 u32 blocks_remaining;
3934 u32 num_blocks = psx_gpu->num_blocks;
3935 block_struct *block = psx_gpu->blocks + num_blocks;
3936
3937 u32 color_r = color & 0xFF;
3938 u32 color_g = (color >> 8) & 0xFF;
3939 u32 color_b = (color >> 16) & 0xFF;
3940 vec_8x16u colors;
3941 vec_8x16u right_mask;
3942 vec_8x16u test_mask = psx_gpu->test_mask;
3943 vec_8x16u zero_mask;
3944
3945 sprites_untextured++;
3946
3947 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3948
3949 dup_8x16b(colors, color);
3950 dup_8x16b(zero_mask, 0x00);
3951 dup_8x16b(right_mask, right_mask_bits);
3952 tst_8x16b(right_mask, right_mask, test_mask);
3953
3954 while(height)
3955 {
3956 blocks_remaining = block_width - 1;
3957 num_blocks += block_width;
3867c6ef
E
3958
3959#ifdef PROFILE
75e28f62 3960 sprite_blocks += block_width;
3867c6ef 3961#endif
75e28f62
E
3962
3963 if(num_blocks > MAX_BLOCKS)
3964 {
3965 flush_render_block_buffer(psx_gpu);
3966 num_blocks = block_width;
3967 block = psx_gpu->blocks;
3968 }
3969
3970 while(blocks_remaining)
3971 {
3972 block->pixels = colors;
3973 block->draw_mask = zero_mask;
3974 block->fb_ptr = fb_ptr;
3975
3976 fb_ptr += 8;
3977 block++;
3978 blocks_remaining--;
3979 }
3980
3981 block->pixels = colors;
3982 block->draw_mask = right_mask;
3983 block->fb_ptr = fb_ptr;
3984
3985 block++;
3986 fb_ptr += fb_ptr_pitch;
3987
3988 height--;
3989 psx_gpu->num_blocks = num_blocks;
3990 }
3991}
3992
f0931e56 3993#endif
3994
3995void setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y,
3996 s32 u, s32 v, s32 width, s32 height, u32 color)
3997{
3998 u32 r = color & 0xFF;
3999 u32 g = (color >> 8) & 0xFF;
4000 u32 b = (color >> 16) & 0xFF;
4001 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4002 psx_gpu->mask_msb;
4003 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4004
4005 u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
4006 u32 *vram_ptr;
4007
4008 u32 num_width;
4009
4010 if(psx_gpu->num_blocks > MAX_BLOCKS)
4011 {
4012 flush_render_block_buffer(psx_gpu);
4013 }
4014
4015 while(height)
4016 {
4017 num_width = width;
4018
4019 vram_ptr = (void *)vram_ptr16;
77e1e479 4020 if((uintptr_t)vram_ptr16 & 2)
f0931e56 4021 {
4022 *vram_ptr16 = color_32bpp;
4023 vram_ptr = (void *)(vram_ptr16 + 1);
4024 num_width--;
4025 }
4026
4027 while(num_width >= 4 * 2)
4028 {
4029 vram_ptr[0] = color_32bpp;
4030 vram_ptr[1] = color_32bpp;
4031 vram_ptr[2] = color_32bpp;
4032 vram_ptr[3] = color_32bpp;
4033
4034 vram_ptr += 4;
4035 num_width -= 4 * 2;
4036 }
4037
4038 while(num_width >= 2)
4039 {
4040 *vram_ptr++ = color_32bpp;
4041 num_width -= 2;
4042 }
4043
4044 if(num_width > 0)
4045 {
4046 *(u16 *)vram_ptr = color_32bpp;
4047 }
4048
4049 vram_ptr16 += 1024;
4050 height--;
4051 }
4052}
75e28f62
E
4053
4054
4055#define setup_sprite_blocks_switch_textured(texture_mode) \
4056 setup_sprite_##texture_mode \
4057
4058#define setup_sprite_blocks_switch_untextured(texture_mode) \
4059 setup_sprite_untextured \
4060
4061#define setup_sprite_blocks_switch(texturing, texture_mode) \
4062 setup_sprite_blocks_switch_##texturing(texture_mode) \
4063
4064
4065#define texture_sprite_blocks_switch_4bpp() \
4066 texture_blocks_untextured \
4067
4068#define texture_sprite_blocks_switch_8bpp() \
4069 texture_sprite_blocks_8bpp \
4070
4071#define texture_sprite_blocks_switch_16bpp() \
4072 texture_blocks_untextured \
4073
4074#define texture_sprite_blocks_switch_untextured(texture_mode) \
4075 texture_blocks_untextured \
4076
4077#define texture_sprite_blocks_switch_textured(texture_mode) \
4078 texture_sprite_blocks_switch_##texture_mode() \
4079
4080#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4081 mask_evaluate, shading, dithering, texturing, blending, modulation) \
4082{ \
4083 setup_sprite_blocks_switch(texturing, texture_mode), \
4084 texture_sprite_blocks_switch_##texturing(texture_mode), \
4085 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
4086 mask_evaluate), \
4087 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
4088} \
4089
4090#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4091 mask_evaluate, shading, dithering, texturing, blending) \
4092 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4093 mask_evaluate, shading, dithering, texturing, blending, modulated), \
4094 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4095 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
4096
4097#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4098 mask_evaluate, shading, dithering, texturing) \
4099 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4100 mask_evaluate, shading, dithering, texturing, unblended), \
4101 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4102 mask_evaluate, shading, dithering, texturing, blended) \
4103
4104#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4105 mask_evaluate, shading, dithering) \
4106 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4107 mask_evaluate, shading, dithering, untextured), \
4108 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4109 mask_evaluate, shading, dithering, textured) \
4110
4111#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4112 mask_evaluate, shading) \
4113 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4114 mask_evaluate, shading, undithered), \
4115 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4116 mask_evaluate, shading, dithered) \
4117
4118#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
4119 blend_mode, mask_evaluate) \
4120 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4121 mask_evaluate, unshaded), \
4122 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4123 mask_evaluate, shaded) \
4124
4125#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
4126 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4127 off), \
4128 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4129 on) \
4130
4131#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
4132 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
4133 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
4134 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
4135 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
4136
4137#define render_sprite_blocks_switch_block() \
4138 render_sprite_blocks_switch_block_texture_mode(4bpp), \
4139 render_sprite_blocks_switch_block_texture_mode(8bpp), \
4140 render_sprite_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 4141 render_sprite_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
4142
4143
4144render_block_handler_struct render_sprite_block_handlers[] =
4145{
4146 render_sprite_blocks_switch_block()
4147};
4148
4149
4150void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
4151 s32 width, s32 height, u32 flags, u32 color)
4152{
4153 s32 x_right = x + width - 1;
4154 s32 y_bottom = y + height - 1;
4155
3867c6ef
E
4156#ifdef PROFILE
4157 sprites++;
4158#endif
4159
75e28f62
E
4160 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4161 y_bottom) == 0)
4162 {
4163 return;
4164 }
4165
4166 if(x < psx_gpu->viewport_start_x)
4167 {
4168 u32 clip = psx_gpu->viewport_start_x - x;
4169 x += clip;
4170 u += clip;
4171 width -= clip;
4172 }
4173
4174 if(y < psx_gpu->viewport_start_y)
4175 {
4176 s32 clip = psx_gpu->viewport_start_y - y;
4177 y += clip;
4178 v += clip;
4179 height -= clip;
4180 }
4181
4182 if(x_right > psx_gpu->viewport_end_x)
4183 width -= x_right - psx_gpu->viewport_end_x;
4184
4185 if(y_bottom > psx_gpu->viewport_end_y)
4186 height -= y_bottom - psx_gpu->viewport_end_y;
4187
4188 if((width <= 0) || (height <= 0))
4189 return;
4190
3867c6ef 4191#ifdef PROFILE
75e28f62
E
4192 span_pixels += width * height;
4193 spans += height;
3867c6ef 4194#endif
75e28f62
E
4195
4196 u32 render_state = flags &
4197 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4198 RENDER_FLAGS_TEXTURE_MAP);
4199 render_state |=
4200 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
1f88961f 4201
75e28f62
E
4202 if((psx_gpu->render_state != render_state) ||
4203 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4204 {
4205 psx_gpu->render_state = render_state;
4206 flush_render_block_buffer(psx_gpu);
3867c6ef 4207#ifdef PROFILE
75e28f62 4208 state_changes++;
3867c6ef 4209#endif
75e28f62
E
4210 }
4211
4212 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4213
4214 color &= 0xFFFFFF;
4215
4216 if(psx_gpu->triangle_color != color)
4217 {
4218 flush_render_block_buffer(psx_gpu);
4219 psx_gpu->triangle_color = color;
4220 }
4221
4222 if(color == 0x808080)
4223 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4224
4225 render_block_handler_struct *render_block_handler =
4226 &(render_sprite_block_handlers[render_state]);
4227 psx_gpu->render_block_handler = render_block_handler;
4228
4229 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
4230 (psx_gpu, x, y, u, v, width, height, color);
4231}
4232
4233#define draw_pixel_line_mask_evaluate_yes() \
2177c1ea 4234 if((*vram_ptr & 0x8000) == 0) \
75e28f62
E
4235
4236#define draw_pixel_line_mask_evaluate_no() \
4237
4238
4239#define draw_pixel_line_shaded() \
4240{ \
4241 color_r = fixed_to_int(current_r); \
4242 color_g = fixed_to_int(current_g); \
4243 color_b = fixed_to_int(current_b); \
4244 \
4245 current_r += gradient_r; \
4246 current_g += gradient_g; \
4247 current_b += gradient_b; \
4248} \
4249
4250#define draw_pixel_line_unshaded() \
4251{ \
4252 color_r = color & 0xFF; \
4253 color_g = (color >> 8) & 0xFF; \
4254 color_b = (color >> 16) & 0xFF; \
4255} \
4256
4257
4258#define draw_pixel_line_dithered(_x, _y) \
4259{ \
4260 u32 dither_xor = _x ^ _y; \
4261 s32 dither_offset = (dither_xor >> 1) & 0x1; \
4262 dither_offset |= (_y & 0x1) << 1; \
4263 dither_offset |= (dither_xor & 0x1) << 2; \
4264 dither_offset -= 4; \
4265 \
4266 color_r += dither_offset; \
4267 color_g += dither_offset; \
4268 color_b += dither_offset; \
4269 \
4270 if(color_r < 0) \
4271 color_r = 0; \
4272 \
4273 if(color_g < 0) \
4274 color_g = 0; \
4275 \
4276 if(color_b < 0) \
4277 color_b = 0; \
4278 \
4279 if(color_r > 255) \
4280 color_r = 255; \
4281 \
4282 if(color_g > 255) \
4283 color_g = 255; \
4284 \
4285 if(color_b > 255) \
4286 color_b = 255; \
4287} \
4288
4289#define draw_pixel_line_undithered(_x, _y) \
4290
4291
4292#define draw_pixel_line_average() \
4293 color_r = (color_r + fb_r) / 2; \
4294 color_g = (color_g + fb_g) / 2; \
4295 color_b = (color_b + fb_b) / 2 \
4296
4297#define draw_pixel_line_add() \
4298 color_r += fb_r; \
4299 color_g += fb_g; \
4300 color_b += fb_b; \
4301 \
4302 if(color_r > 31) \
4303 color_r = 31; \
4304 \
4305 if(color_g > 31) \
4306 color_g = 31; \
4307 \
4308 if(color_b > 31) \
4309 color_b = 31 \
4310 \
4311
4312#define draw_pixel_line_subtract() \
4313 color_r = fb_r - color_r; \
4314 color_g = fb_g - color_g; \
4315 color_b = fb_b - color_b; \
4316 \
4317 if(color_r < 0) \
4318 color_r = 0; \
4319 \
4320 if(color_g < 0) \
4321 color_g = 0; \
4322 \
4323 if(color_b < 0) \
4324 color_b = 0 \
4325
4326#define draw_pixel_line_add_fourth() \
4327 color_r = fb_r + (color_r / 4); \
4328 color_g = fb_g + (color_g / 4); \
4329 color_b = fb_b + (color_b / 4); \
4330 \
4331 if(color_r > 31) \
4332 color_r = 31; \
4333 \
4334 if(color_g > 31) \
4335 color_g = 31; \
4336 \
4337 if(color_b > 31) \
4338 color_b = 31 \
4339
4340
4341#define draw_pixel_line_blended(blend_mode) \
4342 s32 fb_pixel = *vram_ptr; \
4343 s32 fb_r = fb_pixel & 0x1F; \
4344 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
4345 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
4346 \
4347 draw_pixel_line_##blend_mode() \
4348
4349#define draw_pixel_line_unblended(blend_mode) \
4350
4351
4352#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
4353 blend_mode) \
4354 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4355 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
4356 { \
4357 draw_pixel_line_mask_evaluate_##mask_evaluate() \
4358 { \
4359 draw_pixel_line_##shading(); \
4360 draw_pixel_line_##dithering(_x, _y); \
4361 \
4362 color_r >>= 3; \
4363 color_g >>= 3; \
4364 color_b >>= 3; \
4365 \
4366 draw_pixel_line_##blending(blend_mode); \
4367 \
4368 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4369 psx_gpu->mask_msb; \
4370 } \
4371 } \
4372
4373#define update_increment(value) \
4374 value++ \
4375
4376#define update_decrement(value) \
4377 value-- \
4378
4379#define update_vram_row_increment(value) \
4380 vram_ptr += 1024 \
4381
4382#define update_vram_row_decrement(value) \
4383 vram_ptr -= 1024 \
4384
4385#define compare_increment(a, b) \
4386 (a <= b) \
4387
4388#define compare_decrement(a, b) \
4389 (a >= b) \
4390
4391#define set_line_gradients(minor) \
4392{ \
4393 s32 gradient_divisor = delta_##minor; \
e86b6fec
E
4394 if(gradient_divisor != 0) \
4395 { \
4396 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
4397 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
4398 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
4399 } \
4400 else \
4401 { \
4402 gradient_r = 0; \
4403 gradient_g = 0; \
4404 gradient_b = 0; \
4405 } \
75e28f62
E
4406 current_r = fixed_center(vertex_a->r); \
4407 current_g = fixed_center(vertex_a->g); \
4408 current_b = fixed_center(vertex_a->b); \
4409}
4410
4411#define draw_line_span_horizontal(direction, shading, blending, dithering, \
4412 mask_evaluate, blend_mode) \
4413do \
4414{ \
4415 error_step = delta_y * 2; \
4416 error_wrap = delta_x * 2; \
4417 error = delta_x; \
4418 \
4419 current_y = y_a; \
4420 set_line_gradients(x); \
4421 \
4422 for(current_x = x_a; current_x <= x_b; current_x++) \
4423 { \
4424 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4425 mask_evaluate, blend_mode); \
4426 error += error_step; \
4427 vram_ptr++; \
4428 \
4429 if(error >= error_wrap) \
4430 { \
4431 update_##direction(current_y); \
4432 update_vram_row_##direction(); \
4433 error -= error_wrap; \
4434 } \
4435 } \
4436} while(0) \
4437
4438#define draw_line_span_vertical(direction, shading, blending, dithering, \
4439 mask_evaluate, blend_mode) \
4440do \
4441{ \
4442 error_step = delta_x * 2; \
4443 error_wrap = delta_y * 2; \
4444 error = delta_y; \
4445 \
4446 current_x = x_a; \
4447 set_line_gradients(y); \
4448 \
4449 for(current_y = y_a; compare_##direction(current_y, y_b); \
4450 update_##direction(current_y)) \
4451 { \
4452 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4453 mask_evaluate, blend_mode); \
4454 error += error_step; \
4455 update_vram_row_##direction(); \
4456 \
4457 if(error > error_wrap) \
4458 { \
4459 vram_ptr++; \
4460 current_x++; \
4461 error -= error_wrap; \
4462 } \
4463 } \
4464} while(0) \
4465
4466
4467#define render_line_body(shading, blending, dithering, mask_evaluate, \
4468 blend_mode) \
4469 if(delta_y < 0) \
4470 { \
4471 delta_y *= -1; \
4472 \
75e28f62
E
4473 if(delta_x > delta_y) \
4474 { \
4475 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4476 mask_evaluate, blend_mode); \
4477 } \
4478 else \
4479 { \
4480 draw_line_span_vertical(decrement, shading, blending, dithering, \
4481 mask_evaluate, blend_mode); \
4482 } \
4483 } \
4484 else \
4485 { \
75e28f62
E
4486 if(delta_x > delta_y) \
4487 { \
4488 draw_line_span_horizontal(increment, shading, blending, dithering, \
4489 mask_evaluate, blend_mode); \
4490 } \
4491 else \
4492 { \
4493 draw_line_span_vertical(increment, shading, blending, dithering, \
4494 mask_evaluate, blend_mode); \
4495 } \
4496 } \
4497
4498
4499void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
3b3dee71 4500 u32 color, int double_resolution)
75e28f62
E
4501{
4502 s32 color_r, color_g, color_b;
4503 u32 triangle_winding = 0;
4504
4505 fixed_type gradient_r = 0;
4506 fixed_type gradient_g = 0;
4507 fixed_type gradient_b = 0;
4508 fixed_type current_r = 0;
4509 fixed_type current_g = 0;
4510 fixed_type current_b = 0;
4511
4512 s32 y_a, y_b;
4513 s32 x_a, x_b;
4514
4515 s32 delta_x, delta_y;
4516
4517 s32 current_x;
4518 s32 current_y;
4519
4520 u32 error_step;
4521 u32 error;
4522 u32 error_wrap;
4523
4524 u16 *vram_ptr;
4525
4526 flush_render_block_buffer(psx_gpu);
4527 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4528
4529 vertex_struct *vertex_a = &(vertexes[0]);
4530 vertex_struct *vertex_b = &(vertexes[1]);
4531
4532 u32 control_mask;
4533
3867c6ef 4534#ifdef PROFILE
75e28f62 4535 lines++;
3867c6ef 4536#endif
75e28f62
E
4537
4538 if(vertex_a->x >= vertex_b->x)
4539 {
4540 vertex_swap(vertex_a, vertex_b);
4541 }
4542
4543 x_a = vertex_a->x;
4544 x_b = vertex_b->x;
4545
4546 y_a = vertex_a->y;
4547 y_b = vertex_b->y;
4548
4549 delta_x = x_b - x_a;
4550 delta_y = y_b - y_a;
4551
3b3dee71 4552 if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
75e28f62
E
4553 return;
4554
3b3dee71 4555 if(double_resolution)
4556 {
4557 x_a *= 2;
4558 x_b *= 2;
4559 y_a *= 2;
4560 y_b *= 2;
4561 delta_x *= 2;
4562 delta_y *= 2;
4563 }
4564
75e28f62
E
4565 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4566
c1817bd9 4567 vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
75e28f62
E
4568
4569 control_mask = 0x0;
4570
4571 if(flags & RENDER_FLAGS_SHADE)
4572 control_mask |= 0x1;
4573
4574 if(flags & RENDER_FLAGS_BLEND)
4575 {
4576 control_mask |= 0x2;
4577 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4578 }
4579
4580 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4581 control_mask |= 0x4;
4582
4583 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4584 control_mask |= 0x8;
4585
4586 switch(control_mask)
4587 {
4588 case 0x0:
4589 render_line_body(unshaded, unblended, undithered, no, none);
4590 break;
4591
4592 case 0x1:
4593 render_line_body(shaded, unblended, undithered, no, none);
4594 break;
4595
4596 case 0x2:
4597 render_line_body(unshaded, blended, undithered, no, average);
4598 break;
4599
4600 case 0x3:
4601 render_line_body(shaded, blended, undithered, no, average);
4602 break;
4603
4604 case 0x4:
4605 render_line_body(unshaded, unblended, dithered, no, none);
4606 break;
4607
4608 case 0x5:
4609 render_line_body(shaded, unblended, dithered, no, none);
4610 break;
4611
4612 case 0x6:
4613 render_line_body(unshaded, blended, dithered, no, average);
4614 break;
4615
4616 case 0x7:
4617 render_line_body(shaded, blended, dithered, no, average);
4618 break;
4619
4620 case 0x8:
4621 render_line_body(unshaded, unblended, undithered, yes, none);
4622 break;
4623
4624 case 0x9:
4625 render_line_body(shaded, unblended, undithered, yes, none);
4626 break;
4627
4628 case 0xA:
4629 render_line_body(unshaded, blended, undithered, yes, average);
4630 break;
4631
4632 case 0xB:
4633 render_line_body(shaded, blended, undithered, yes, average);
4634 break;
4635
4636 case 0xC:
4637 render_line_body(unshaded, unblended, dithered, yes, none);
4638 break;
4639
4640 case 0xD:
4641 render_line_body(shaded, unblended, dithered, yes, none);
4642 break;
4643
4644 case 0xE:
4645 render_line_body(unshaded, blended, dithered, yes, average);
4646 break;
4647
4648 case 0xF:
4649 render_line_body(shaded, blended, dithered, yes, average);
4650 break;
4651
4652 case 0x12:
4653 render_line_body(unshaded, blended, undithered, no, add);
4654 break;
4655
4656 case 0x13:
4657 render_line_body(shaded, blended, undithered, no, add);
4658 break;
4659
4660 case 0x16:
4661 render_line_body(unshaded, blended, dithered, no, add);
4662 break;
4663
4664 case 0x17:
4665 render_line_body(shaded, blended, dithered, no, add);
4666 break;
4667
4668 case 0x1A:
4669 render_line_body(unshaded, blended, undithered, yes, add);
4670 break;
4671
4672 case 0x1B:
4673 render_line_body(shaded, blended, undithered, yes, add);
4674 break;
4675
4676 case 0x1E:
4677 render_line_body(unshaded, blended, dithered, yes, add);
4678 break;
4679
4680 case 0x1F:
4681 render_line_body(shaded, blended, dithered, yes, add);
4682 break;
4683
4684 case 0x22:
4685 render_line_body(unshaded, blended, undithered, no, subtract);
4686 break;
4687
4688 case 0x23:
4689 render_line_body(shaded, blended, undithered, no, subtract);
4690 break;
4691
4692 case 0x26:
4693 render_line_body(unshaded, blended, dithered, no, subtract);
4694 break;
4695
4696 case 0x27:
4697 render_line_body(shaded, blended, dithered, no, subtract);
4698 break;
4699
4700 case 0x2A:
4701 render_line_body(unshaded, blended, undithered, yes, subtract);
4702 break;
4703
4704 case 0x2B:
4705 render_line_body(shaded, blended, undithered, yes, subtract);
4706 break;
4707
4708 case 0x2E:
4709 render_line_body(unshaded, blended, dithered, yes, subtract);
4710 break;
4711
4712 case 0x2F:
4713 render_line_body(shaded, blended, dithered, yes, subtract);
4714 break;
4715
4716 case 0x32:
4717 render_line_body(unshaded, blended, undithered, no, add_fourth);
4718 break;
4719
4720 case 0x33:
4721 render_line_body(shaded, blended, undithered, no, add_fourth);
4722 break;
4723
4724 case 0x36:
4725 render_line_body(unshaded, blended, dithered, no, add_fourth);
4726 break;
4727
4728 case 0x37:
4729 render_line_body(shaded, blended, dithered, no, add_fourth);
4730 break;
4731
4732 case 0x3A:
4733 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4734 break;
4735
4736 case 0x3B:
4737 render_line_body(shaded, blended, undithered, yes, add_fourth);
4738 break;
4739
4740 case 0x3E:
4741 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4742 break;
4743
4744 case 0x3F:
4745 render_line_body(shaded, blended, dithered, yes, add_fourth);
4746 break;
4747 }
4748}
4749
4750
4751void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4752 u32 width, u32 height)
4753{
1f88961f
E
4754 if((width == 0) || (height == 0))
4755 return;
4756
75e28f62
E
4757 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4758
75e28f62
E
4759 u32 r = color & 0xFF;
4760 u32 g = (color >> 8) & 0xFF;
4761 u32 b = (color >> 16) & 0xFF;
6c4a10c4
E
4762 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4763 psx_gpu->mask_msb;
4764 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4765
c1817bd9 4766 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
6c4a10c4
E
4767
4768 u32 pitch = 512 - (width / 2);
4769 u32 num_width;
75e28f62 4770
f1359c57 4771 if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
6c4a10c4
E
4772 {
4773 pitch += 512;
4774 height /= 2;
4775
f1359c57 4776 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
6c4a10c4
E
4777 vram_ptr += 512;
4778 }
75e28f62 4779
6c4a10c4 4780 while(height)
75e28f62 4781 {
6c4a10c4
E
4782 num_width = width;
4783 while(num_width)
75e28f62 4784 {
6c4a10c4
E
4785 vram_ptr[0] = color_32bpp;
4786 vram_ptr[1] = color_32bpp;
4787 vram_ptr[2] = color_32bpp;
4788 vram_ptr[3] = color_32bpp;
4789 vram_ptr[4] = color_32bpp;
4790 vram_ptr[5] = color_32bpp;
4791 vram_ptr[6] = color_32bpp;
4792 vram_ptr[7] = color_32bpp;
4793
4794 vram_ptr += 8;
4795 num_width -= 16;
75e28f62
E
4796 }
4797
6c4a10c4
E
4798 vram_ptr += pitch;
4799 height--;
75e28f62 4800 }
75e28f62
E
4801}
4802
f1359c57 4803void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4804 u32 width, u32 height)
4805{
4806 if((width == 0) || (height == 0))
4807 return;
4808
e929dec5 4809 if(width > 1024)
4810 width = 1024;
4811
f1359c57 4812 u32 r = color & 0xFF;
4813 u32 g = (color >> 8) & 0xFF;
4814 u32 b = (color >> 16) & 0xFF;
4815 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4816 psx_gpu->mask_msb;
4817 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4818
e929dec5 4819 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
f1359c57 4820
e929dec5 4821 u32 pitch = 1024 / 2 - (width / 2);
f1359c57 4822 u32 num_width;
4823
4824 while(height)
4825 {
4826 num_width = width;
4827 while(num_width)
4828 {
4829 vram_ptr[0] = color_32bpp;
4830 vram_ptr[1] = color_32bpp;
4831 vram_ptr[2] = color_32bpp;
4832 vram_ptr[3] = color_32bpp;
4833 vram_ptr[4] = color_32bpp;
4834 vram_ptr[5] = color_32bpp;
4835 vram_ptr[6] = color_32bpp;
4836 vram_ptr[7] = color_32bpp;
4837
4838 vram_ptr += 8;
4839 num_width -= 16;
4840 }
4841
4842 vram_ptr += pitch;
4843 height--;
4844 }
4845}
4846
75e28f62
E
4847void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4848 u32 width, u32 height, u32 pitch)
4849{
4850 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4851 u32 draw_x, draw_y;
87c45ad1 4852 u32 mask_msb = psx_gpu->mask_msb;
75e28f62 4853
1f88961f
E
4854 if((width == 0) || (height == 0))
4855 return;
4856
cec398c0 4857 flush_render_block_buffer(psx_gpu);
75e28f62
E
4858 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4859
75e28f62
E
4860 for(draw_y = 0; draw_y < height; draw_y++)
4861 {
4862 for(draw_x = 0; draw_x < width; draw_x++)
4863 {
24b9bacc 4864 vram_ptr[draw_x] = source[draw_x] | mask_msb;
75e28f62
E
4865 }
4866
4867 source += pitch;
4868 vram_ptr += 1024;
4869 }
4870}
4871
4872void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4873 u32 dest_x, u32 dest_y, u32 width, u32 height)
4874{
4875 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4876 dest_x, dest_y, width, height, 1024);
4877}
4878
4879
4880void initialize_reciprocal_table(void)
4881{
4882 u32 height;
4883 u32 height_normalized;
4884 u32 height_reciprocal;
4885 s32 shift;
4886
c1817bd9 4887 for(height = 1; height < sizeof(reciprocal_table)
4888 / sizeof(reciprocal_table[0]); height++)
75e28f62
E
4889 {
4890 shift = __builtin_clz(height);
4891 height_normalized = height << shift;
c111e8f8 4892 height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
75e28f62
E
4893 height_normalized;
4894
c111e8f8 4895 shift = 32 - (51 - shift);
75e28f62 4896
7d5140f5 4897 reciprocal_table[height] = (height_reciprocal << 10) | shift;
75e28f62
E
4898 }
4899}
4900
4901
4902#define dither_table_row(a, b, c, d) \
4903 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4904
e8c0e0bb 4905void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
75e28f62
E
4906{
4907 vec_8x16u test_mask =
4908 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4909
4910 psx_gpu->test_mask = test_mask;
4911
75e28f62
E
4912 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4913 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4914 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4915 psx_gpu->viewport_mask = 0;
4916 psx_gpu->current_texture_page = 0;
4917 psx_gpu->current_texture_mask = 0;
4918 psx_gpu->last_8bpp_texture_page = 0;
4919
4920 psx_gpu->clut_settings = 0;
4921 psx_gpu->texture_settings = 0;
4922 psx_gpu->render_state = 0;
4923 psx_gpu->render_state_base = 0;
4924 psx_gpu->num_blocks = 0;
c6063f89 4925 psx_gpu->uvrgb_phase = 0x8000;
75e28f62 4926
e8c0e0bb 4927 psx_gpu->vram_ptr = vram;
c1817bd9 4928 psx_gpu->vram_out_ptr = vram;
75e28f62 4929
3867c6ef 4930 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
75e28f62
E
4931 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4932 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4933
4934 psx_gpu->mask_msb = 0;
4935
f9248bbf
E
4936 psx_gpu->texture_window_x = 0;
4937 psx_gpu->texture_window_y = 0;
4938 psx_gpu->texture_mask_width = 0xFF;
4939 psx_gpu->texture_mask_height = 0xFF;
4940
f1359c57 4941 psx_gpu->render_mode = 0;
69b09c0d 4942
75e28f62
E
4943 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4944
4945 initialize_reciprocal_table();
ed0fd81d 4946 psx_gpu->reciprocal_table_ptr = reciprocal_table;
75e28f62
E
4947
4948 // 00 01 10 11
4949 // 00 0 4 1 5
4950 // 01 6 2 7 3
4951 // 10 1 5 0 4
4952 // 11 7 3 6 2
4953 // (minus ones(4) * 4)
4954
4955 // d0: (1 3 5 7): x1 ^ y1
4956 // d1: (2 3 6 7): y0
4957 // d2: (4 5 6 7): x0 ^ y0
4958
75e28f62
E
4959 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4960 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4961 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4962 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4963
4964 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
e929dec5 4965
4966 psx_gpu->enhancement_x_threshold = 256;
75e28f62
E
4967}
4968
4969u64 get_us(void)
4970{
4971 struct timeval tv;
4972 gettimeofday(&tv, NULL);
4973
4974 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4975}
4976
37725e8c 4977#if 0 //def NEON_BUILD
75e28f62
E
4978
4979u32 get_counter()
4980{
4981 u32 counter;
4982 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4983
4984 return counter;
4985}
4986
4987void init_counter(void)
4988{
4989 u32 value;
4990 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4991 value |= 5; // master enable, ccnt reset
4992 value &= ~8; // ccnt divider 0
4993 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4994 // enable cycle counter
4995 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4996}
4997
4998void triangle_benchmark(psx_gpu_struct *psx_gpu)
4999{
5000 u32 i;
5001
5002 u32 ticks;
5003 u32 ticks_elapsed;
5004
5005 const u32 iterations = 500000;
5006
5007 psx_gpu->num_blocks = 64;
5008 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5009
5010 for(i = 0; i < 64; i++)
5011 {
5012 memset(&(psx_gpu->blocks[i].r), 0, 16);
5013 }
5014
5015 init_counter();
5016
5017 ticks = get_counter();
5018
5019 for(i = 0; i < iterations; i++)
5020 {
5021 texture_sprite_blocks_8bpp(psx_gpu);
5022 }
5023
5024 ticks_elapsed = get_counter() - ticks;
5025
5026 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5027}
5028
5029#endif
5030
fc6cef7d 5031#include "psx_gpu_4x.c"