frontend: add minimize support
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
CommitLineData
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#include <stdio.h>
16#include <stdlib.h>
17#include <string.h>
18
19#include "common.h"
20
21u32 span_pixels = 0;
22u32 span_pixel_blocks = 0;
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23u32 spans = 0;
24u32 triangles = 0;
25u32 sprites = 0;
26u32 sprites_4bpp = 0;
27u32 sprites_8bpp = 0;
28u32 sprites_16bpp = 0;
29u32 sprite_blocks = 0;
30u32 sprites_untextured = 0;
31u32 lines = 0;
32u32 trivial_rejects = 0;
33u32 texels_4bpp = 0;
34u32 texels_8bpp = 0;
35u32 texels_16bpp = 0;
36u32 texel_blocks_4bpp = 0;
37u32 texel_blocks_8bpp = 0;
38u32 texel_blocks_16bpp = 0;
39u32 texel_blocks_untextured = 0;
40u32 blend_blocks = 0;
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41u32 render_buffer_flushes = 0;
42u32 state_changes = 0;
43u32 left_split_triangles = 0;
44u32 flat_triangles = 0;
45u32 clipped_triangles = 0;
46u32 zero_block_spans = 0;
47u32 texture_cache_loads = 0;
3867c6ef 48u32 false_modulated_blocks = 0;
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49
50u32 reciprocal_table[512];
51
52
53typedef s32 fixed_type;
54
55#define EDGE_STEP_BITS 32
56#define FIXED_BITS 12
57
58#define fixed_center(value) \
59 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
60
61#define int_to_fixed(value) \
62 (((fixed_type)(value)) << FIXED_BITS) \
63
64#define fixed_to_int(value) \
65 ((value) >> FIXED_BITS) \
66
67#define fixed_to_double(value) \
68 ((value) / (double)(1 << FIXED_BITS)) \
69
70#define double_to_fixed(value) \
71 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
72
73typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
74typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
75typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
76typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
77
78typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
79 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
80
81struct render_block_handler_struct
82{
83 void *setup_blocks;
84 texture_blocks_function_type *texture_blocks;
85 shade_blocks_function_type *shade_blocks;
86 blend_blocks_function_type *blend_blocks;
87};
88
2bbbb7af 89#ifndef NEON_BUILD
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90
91u32 fixed_reciprocal(u32 denominator, u32 *_shift)
92{
93 u32 shift = __builtin_clz(denominator);
94 u32 denominator_normalized = denominator << shift;
95
96 double numerator = (1ULL << 62) + denominator_normalized;
97 double numerator_b;
98
99 double denominator_normalized_dp_b;
100 u64 denominator_normalized_dp_u64;
101
102 u32 reciprocal;
103 double reciprocal_dp;
104
105 u64 numerator_u64 = (denominator_normalized >> 10) |
106 ((u64)(62 + 1023) << 52);
107 *((u64 *)(&numerator_b)) = numerator_u64;
108
109 denominator_normalized_dp_u64 =
110 (u64)(denominator_normalized << 21) |
111 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
112 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
113
114 // Implement with a DP divide
115 reciprocal_dp = numerator / denominator_normalized_dp_b;
116 reciprocal = reciprocal_dp;
117
118 if(reciprocal == 0x80000001)
119 reciprocal = 0x80000000;
120
121 *_shift = 62 - shift;
122 return reciprocal;
123}
124
125double reciprocal_estimate(double a)
126{
127 int q, s;
128 double r;
129
130 q = (int)(a * 512.0);
131 /* a in units of 1/512 rounded down */
132 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
133 s = (int)(256.0 * r + 0.5);
134
135 /* r in units of 1/256 rounded to nearest */
136
137 return (double)s / 256.0;
138}
139
140u32 reciprocal_estimate_u32(u32 value)
141{
142 u64 dp_value_u64;
143 volatile double dp_value;
144 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
145
146 if((value >> 31) == 0)
147 return 0xFFFFFFFF;
148
149 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
150
151 *dp_value_ptr = dp_value_u64;
152
153 dp_value = reciprocal_estimate(dp_value);
154 dp_value_u64 = *dp_value_ptr;
155
156 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
157}
158
159u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
160{
161 u32 shift = __builtin_clz(value);
162 u32 value_normalized = value << shift;
163
164 *_shift = 62 - shift;
165
166 value_normalized -= 2;
167
168 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
169
170 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
171 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
172 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
173 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
174 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
175 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
176
177 return reciprocal_normalized;
178}
179
180#endif
181
182
183s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
184{
185 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
186}
187
188u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
189{
190 s32 coverage_x, coverage_y;
191
192 u32 mask_up_left;
193 u32 mask_down_right;
194
195 coverage_x = x2 >> 6;
196 coverage_y = y2 >> 8;
197
198 if(coverage_x < 0)
199 coverage_x = 0;
200
201 if(coverage_x > 31)
202 coverage_x = 31;
203
204 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
205
206 if(coverage_y >= 1)
207 mask_down_right |= mask_down_right << 16;
208
209 coverage_x = x1 >> 6;
210
211 mask_up_left = 0xFFFF0000 << coverage_x;
212 if(coverage_x < 0)
213 mask_up_left = 0xFFFF0000;
214
215 coverage_y = y1 >> 8;
216 if(coverage_y <= 0)
217 mask_up_left |= mask_up_left >> 16;
218
219 return mask_up_left & mask_down_right;
220}
221
222u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
223 u32 x2, u32 y2)
224{
225 u32 mask = texture_region_mask(x1, y1, x2, y2);
226
227 psx_gpu->dirty_textures_4bpp_mask |= mask;
228 psx_gpu->dirty_textures_8bpp_mask |= mask;
229 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
230
231 return mask;
232}
233
234u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
235 u32 y1, u32 x2, u32 y2)
236{
237 u32 mask = texture_region_mask(x1, y1, x2, y2) &
238 psx_gpu->viewport_mask;
3867c6ef 239
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240 psx_gpu->dirty_textures_4bpp_mask |= mask;
241 psx_gpu->dirty_textures_8bpp_mask |= mask;
242 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
243
244 return mask;
245}
246
247
248void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
249 u32 texture_page);
250
2bbbb7af 251#ifndef NEON_BUILD
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252
253void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
254{
255 u32 current_texture_page = psx_gpu->current_texture_page;
3867c6ef 256 u8 *texture_page_ptr = psx_gpu->texture_page_base;
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257 u16 *vram_ptr = psx_gpu->vram_ptr;
258
259 u32 texel_block;
260 u32 tile_x, tile_y;
261 u32 sub_x, sub_y;
262
263 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
264 vram_ptr += (current_texture_page & 0xF) * 64;
265
266 texture_cache_loads++;
267
268 tile_y = 16;
269 tile_x = 16;
270 sub_x = 4;
271 sub_y = 16;
272
273 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
274
275 while(tile_y)
276 {
277 while(tile_x)
278 {
279 while(sub_y)
280 {
281 while(sub_x)
282 {
283 texel_block = *vram_ptr;
b7ed0632 284
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285 texture_page_ptr[0] = texel_block & 0xF;
286 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
287 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
288 texture_page_ptr[3] = texel_block >> 12;
289
290 vram_ptr++;
291 texture_page_ptr += 4;
292
293 sub_x--;
294 }
295
296 vram_ptr -= 4;
297 sub_x = 4;
298
299 sub_y--;
300 vram_ptr += 1024;
301 }
302
303 sub_y = 16;
304
305 vram_ptr -= (1024 * 16) - 4;
306 tile_x--;
307 }
308
309 tile_x = 16;
310
311 vram_ptr += (16 * 1024) - (4 * 16);
312 tile_y--;
313 }
314}
315
316void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
317 u32 texture_page)
318{
3867c6ef 319 u16 *texture_page_ptr = psx_gpu->texture_page_base;
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320 u16 *vram_ptr = psx_gpu->vram_ptr;
321
322 u32 tile_x, tile_y;
323 u32 sub_y;
324
325 vec_8x16u texels;
326
327 texture_cache_loads++;
328
329 vram_ptr += (texture_page >> 4) * 256 * 1024;
330 vram_ptr += (texture_page & 0xF) * 64;
331
332 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
333 texture_page_ptr += (8 * 16) * 8;
334
335 tile_x = 8;
336 tile_y = 16;
337
338 sub_y = 16;
339
340 while(tile_y)
341 {
342 while(tile_x)
343 {
344 while(sub_y)
345 {
346 load_128b(texels, vram_ptr);
347 store_128b(texels, texture_page_ptr);
348
349 texture_page_ptr += 8;
350 vram_ptr += 1024;
351
352 sub_y--;
353 }
354
355 sub_y = 16;
356
357 vram_ptr -= (1024 * 16);
358 vram_ptr += 8;
359
360 tile_x--;
361 }
362
363 tile_x = 8;
364
365 vram_ptr -= (8 * 8);
366 vram_ptr += (16 * 1024);
367
368 texture_page_ptr += (8 * 16) * 8;
369 tile_y--;
370 }
371}
372
373#endif
374
375
376void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
377{
378 u32 current_texture_page = psx_gpu->current_texture_page;
379 u32 update_textures =
380 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
381
382 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
383
384 if(update_textures & (1 << current_texture_page))
385 {
386 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
387 update_textures &= ~(1 << current_texture_page);
388 }
389
390 if(update_textures)
391 {
392 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
393 (current_texture_page & 0x10);
394
395 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
396 }
397}
398
399void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
400 psx_gpu_struct *psx_gpu);
401
402void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
403{
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404 if((psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED) &&
405 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
406 {
407 u32 num_blocks_dest = 0;
408 block_struct *block_src = psx_gpu->blocks;
409 block_struct *block_dest = psx_gpu->blocks;
410
411 u16 *vram_ptr = psx_gpu->vram_ptr;
412 u32 i;
413
414 if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
415 {
416 for(i = 0; i < psx_gpu->num_blocks; i++)
417 {
418 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
419 if(fb_offset & (1 << 11))
420 {
421 *block_dest = *block_src;
422 num_blocks_dest++;
423 block_dest++;
424 }
425 block_src++;
426 }
427 }
428 else
429 {
430 for(i = 0; i < psx_gpu->num_blocks; i++)
431 {
432 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
433 if((fb_offset & (1 << 11)) == 0)
434 {
435 *block_dest = *block_src;
436 num_blocks_dest++;
437 block_dest++;
438 }
439 block_src++;
440 }
441 }
442
443 psx_gpu->num_blocks = num_blocks_dest;
444 }
445
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446 if(psx_gpu->num_blocks)
447 {
448 render_block_handler_struct *render_block_handler =
449 psx_gpu->render_block_handler;
450
451 render_block_handler->texture_blocks(psx_gpu);
452 render_block_handler->shade_blocks(psx_gpu);
453 render_block_handler->blend_blocks(psx_gpu);
454
3867c6ef 455#ifdef PROFILE
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456 span_pixel_blocks += psx_gpu->num_blocks;
457 render_buffer_flushes++;
3867c6ef 458#endif
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459
460 psx_gpu->num_blocks = 0;
461 }
462}
463
464
465void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
466 vertex_struct *b, vertex_struct *c);
467
2bbbb7af 468#ifndef NEON_BUILD
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469
470#define setup_gradient_calculation_input(set, vertex) \
471 /* First type is: uvrg bxxx xxxx */\
472 /* Second type is: yyyy ybyy uvrg */\
473 /* Since x_a and y_c are the same the same variable is used for both. */\
474 x##set##_a_y##set##_c.e[0] = vertex->u; \
475 x##set##_a_y##set##_c.e[1] = vertex->v; \
476 x##set##_a_y##set##_c.e[2] = vertex->r; \
477 x##set##_a_y##set##_c.e[3] = vertex->g; \
478 dup_4x16b(x##set##_b, vertex->x); \
479 dup_4x16b(x##set##_c, vertex->x); \
480 dup_4x16b(y##set##_a, vertex->y); \
481 dup_4x16b(y##set##_b, vertex->y); \
482 x##set##_b.e[0] = vertex->b; \
483 y##set##_b.e[1] = vertex->b \
484
485
486void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
487 vertex_struct *b, vertex_struct *c)
488{
489 u32 triangle_area = psx_gpu->triangle_area;
490 u32 winding_mask_scalar;
491
492 u32 triangle_area_shift;
493 u64 triangle_area_reciprocal =
494 fixed_reciprocal(triangle_area, &triangle_area_shift);
495 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
496
497 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
498 // ( d0 * d1 ) - ( d2 * d3 ) =
499 // ( m0 ) - ( m1 ) = gradient
500
501 // This is split to do 12 elements at a time over three sets: a, b, and c.
502 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
503 // two of the slots are unused.
504
505 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
506 // is g.
507
508 vec_4x16s x0_a_y0_c, x0_b, x0_c;
509 vec_4x16s y0_a, y0_b;
510 vec_4x16s x1_a_y1_c, x1_b, x1_c;
511 vec_4x16s y1_a, y1_b;
512 vec_4x16s x2_a_y2_c, x2_b, x2_c;
513 vec_4x16s y2_a, y2_b;
514
515 vec_4x32u uvrg_base;
516 vec_4x32u b_base;
517 vec_4x32u const_0x8000;
518
519 vec_4x16s d0_a_d3_c, d0_b, d0_c;
520 vec_4x16s d1_a, d1_b, d1_c_d2_a;
521 vec_4x16s d2_b, d2_c;
522 vec_4x16s d3_a, d3_b;
523
524 vec_4x32s m0_a, m0_b, m0_c;
525 vec_4x32s m1_a, m1_b, m1_c;
526
527 vec_4x32u gradient_area_a, gradient_area_c;
528 vec_2x32u gradient_area_b;
529
530 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
531 vec_2x32u gradient_area_sign_b;
532 vec_4x32u winding_mask;
533
534 vec_2x64u gradient_wide_a0, gradient_wide_a1;
535 vec_2x64u gradient_wide_c0, gradient_wide_c1;
536 vec_2x64u gradient_wide_b;
537
538 vec_4x32u gradient_a, gradient_c;
539 vec_2x32u gradient_b;
540 vec_16x8s gradient_shift;
541
542 setup_gradient_calculation_input(0, a);
543 setup_gradient_calculation_input(1, b);
544 setup_gradient_calculation_input(2, c);
545
546 dup_4x32b(const_0x8000, 0x8000);
547 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
548 shl_long_4x16b(b_base, x0_b, 16);
549
550 add_4x32b(uvrg_base, uvrg_base, const_0x8000);
551 add_4x32b(b_base, b_base, const_0x8000);
552
553 // Can probably pair these, but it'll require careful register allocation
554 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
555 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
556
557 sub_4x16b(d0_b, x1_b, x0_b);
558 sub_4x16b(d0_c, x1_c, x0_c);
559
560 sub_4x16b(d1_a, y2_a, y1_a);
561 sub_4x16b(d1_b, y2_b, y1_b);
562
563 sub_4x16b(d2_b, x2_b, x1_b);
564 sub_4x16b(d2_c, x2_c, x1_c);
565
566 sub_4x16b(d3_a, y1_a, y0_a);
567 sub_4x16b(d3_b, y1_b, y0_b);
568
569 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
570 mul_long_4x16b(m0_b, d0_b, d1_b);
571 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
572
573 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
574 mul_long_4x16b(m1_b, d2_b, d3_b);
575 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
576
577 sub_4x32b(gradient_area_a, m0_a, m1_a);
578 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
579 sub_4x32b(gradient_area_c, m0_c, m1_c);
580
581 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
582 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
583 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
584
585 abs_4x32b(gradient_area_a, gradient_area_a);
586 abs_2x32b(gradient_area_b, gradient_area_b);
587 abs_4x32b(gradient_area_c, gradient_area_c);
588
589 winding_mask_scalar = -psx_gpu->triangle_winding;
590
591 dup_4x32b(winding_mask, winding_mask_scalar);
592 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
593 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
594 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
595
596 mul_scalar_long_2x32b(gradient_wide_a0,
597 vector_cast(vec_2x32s, gradient_area_a.low),
598 (s64)triangle_area_reciprocal);
599 mul_scalar_long_2x32b(gradient_wide_a1,
600 vector_cast(vec_2x32s, gradient_area_a.high),
601 (s64)triangle_area_reciprocal);
602 mul_scalar_long_2x32b(gradient_wide_b,
603 vector_cast(vec_2x32s, gradient_area_b),
604 (s64)triangle_area_reciprocal);
605 mul_scalar_long_2x32b(gradient_wide_c0,
606 vector_cast(vec_2x32s, gradient_area_c.low),
607 (s64)triangle_area_reciprocal);
608 mul_scalar_long_2x32b(gradient_wide_c1,
609 vector_cast(vec_2x32s, gradient_area_c.high),
610 (s64)triangle_area_reciprocal);
611
612 dup_16x8b(gradient_shift, triangle_area_shift);
613 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
614 vector_cast(vec_2x64u, gradient_shift));
615 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
616 vector_cast(vec_2x64u, gradient_shift));
617 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
618 vector_cast(vec_2x64u, gradient_shift));
619 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
620 vector_cast(vec_2x64u, gradient_shift));
621 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
622 vector_cast(vec_2x64u, gradient_shift));
623
624 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
625 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
626 mov_narrow_2x64b(gradient_b, gradient_wide_b);
627 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
628 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
629
630 shl_4x32b(gradient_a, gradient_a, 4);
631 shl_2x32b(gradient_b, gradient_b, 4);
632 shl_4x32b(gradient_c, gradient_c, 4);
633
634 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
635 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
636 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
637
638 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
639 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
640 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
641
642 u32 left_adjust = a->x;
643 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
644 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
645
646 vec_4x32u uvrg_dx2;
647 vec_2x32u b_dx2;
648
649 vec_4x32u uvrg_dx3;
650 vec_2x32u b_dx3;
651
652 vec_4x32u zero;
653
654 eor_4x32b(zero, zero, zero);
655 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
656 add_2x32b(b_dx2, gradient_b, gradient_b);
657 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
658 add_2x32b(b_dx3, gradient_b, b_dx2);
659
660 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
661 // lined up properly
662 psx_gpu->u_block_span.e[0] = zero.e[0];
663 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
664 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
665 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
666
667 psx_gpu->v_block_span.e[0] = zero.e[1];
668 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
669 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
670 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
671
672 psx_gpu->r_block_span.e[0] = zero.e[2];
673 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
674 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
675 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
676
677 psx_gpu->g_block_span.e[0] = zero.e[3];
678 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
679 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
680 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
681
682 psx_gpu->b_block_span.e[0] = zero.e[0];
683 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
684 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
685 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
686
687 psx_gpu->uvrg = uvrg_base;
688 psx_gpu->b = b_base.e[0];
689
690 psx_gpu->uvrg_dx = gradient_a;
691 psx_gpu->uvrg_dy = gradient_c;
692 psx_gpu->b_dy = gradient_b.e[1];
693}
694#endif
695
696#define vector_check(_a, _b) \
697 if(memcmp(&_a, &_b, sizeof(_b))) \
698 { \
699 if(sizeof(_b) == 8) \
700 { \
701 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
702 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
703 } \
704 else \
705 { \
706 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
707 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
708 _b.e[2], _b.e[3]); \
709 } \
710 } \
711
712#define scalar_check(_a, _b) \
713 if(_a != _b) \
714 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
715
716
717#define setup_spans_prologue_alternate_yes() \
718 vec_2x64s alternate_x; \
719 vec_2x64s alternate_dx_dy; \
720 vec_4x32s alternate_x_32; \
721 vec_2x32s alternate_x_16; \
722 \
723 vec_4x16u alternate_select; \
724 vec_4x16s y_mid_point; \
725 \
726 s32 y_b = v_b->y; \
727 s64 edge_alt; \
728 s32 edge_dx_dy_alt; \
729 u32 edge_shift_alt \
730
731#define setup_spans_prologue_alternate_no() \
732
733#define setup_spans_prologue(alternate_active) \
734 edge_data_struct *span_edge_data; \
735 vec_4x32u *span_uvrg_offset; \
736 u32 *span_b_offset; \
737 \
738 s32 clip; \
739 \
740 vec_2x64s edges_xy; \
741 vec_2x32s edges_dx_dy; \
742 vec_2x32u edge_shifts; \
743 \
744 vec_2x64s left_x, right_x; \
745 vec_2x64s left_dx_dy, right_dx_dy; \
746 vec_4x32s left_x_32, right_x_32; \
747 vec_8x16s left_right_x_16; \
748 vec_4x16s y_x4; \
749 vec_8x16s left_edge; \
750 vec_8x16s right_edge; \
751 vec_4x16u span_shift; \
752 \
753 vec_2x32u c_0x01; \
754 vec_4x16u c_0x04; \
755 vec_4x16u c_0xFFFE; \
756 vec_4x16u c_0x07; \
757 \
758 vec_2x32s x_starts; \
759 vec_2x32s x_ends; \
760 \
761 s32 x_a = v_a->x; \
762 s32 x_b = v_b->x; \
763 s32 x_c = v_c->x; \
764 s32 y_a = v_a->y; \
765 s32 y_c = v_c->y; \
766 \
767 vec_4x32u uvrg = psx_gpu->uvrg; \
768 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
769 u32 b = psx_gpu->b; \
770 u32 b_dy = psx_gpu->b_dy; \
771 \
772 dup_2x32b(c_0x01, 0x01); \
773 setup_spans_prologue_alternate_##alternate_active() \
774
775#define setup_spans_prologue_b() \
776 span_edge_data = psx_gpu->span_edge_data; \
777 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
778 span_b_offset = psx_gpu->span_b_offset; \
779 \
780 vec_8x16u c_0x0001; \
781 \
782 dup_8x16b(c_0x0001, 0x0001); \
783 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
784 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
785 add_8x16b(right_edge, right_edge, c_0x0001); \
786 dup_4x16b(c_0x04, 0x04); \
787 dup_4x16b(c_0x07, 0x07); \
788 dup_4x16b(c_0xFFFE, 0xFFFE); \
789
790
791#define compute_edge_delta_x2() \
792{ \
793 vec_2x32s heights; \
794 vec_2x32s height_reciprocals; \
795 vec_2x32s heights_b; \
796 vec_4x32u widths; \
797 \
798 u32 edge_shift = reciprocal_table[height]; \
799 \
800 dup_2x32b(heights, height); \
801 sub_2x32b(widths, x_ends, x_starts); \
802 \
803 dup_2x32b(edge_shifts, edge_shift); \
804 sub_2x32b(heights_b, heights, c_0x01); \
805 shr_2x32b(height_reciprocals, edge_shifts, 12); \
806 \
807 mla_2x32b(heights_b, x_starts, heights); \
808 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
809 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
810 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
811} \
812
813#define compute_edge_delta_x3(start_c, height_a, height_b) \
814{ \
815 vec_2x32s heights; \
816 vec_2x32s height_reciprocals; \
817 vec_2x32s heights_b; \
818 vec_2x32u widths; \
819 \
820 u32 width_alt; \
821 s32 height_b_alt; \
822 u32 height_reciprocal_alt; \
823 \
824 heights.e[0] = height_a; \
825 heights.e[1] = height_b; \
826 \
827 edge_shifts.e[0] = reciprocal_table[height_a]; \
828 edge_shifts.e[1] = reciprocal_table[height_b]; \
829 edge_shift_alt = reciprocal_table[height_minor_b]; \
830 \
831 sub_2x32b(widths, x_ends, x_starts); \
832 width_alt = x_c - start_c; \
833 \
834 shr_2x32b(height_reciprocals, edge_shifts, 12); \
835 height_reciprocal_alt = edge_shift_alt >> 12; \
836 \
837 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
838 edge_shift_alt &= 0x1F; \
839 \
840 sub_2x32b(heights_b, heights, c_0x01); \
841 height_b_alt = height_minor_b - 1; \
842 \
843 mla_2x32b(heights_b, x_starts, heights); \
844 height_b_alt += height_minor_b * start_c; \
845 \
846 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
847 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
848 \
849 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
850 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
851} \
852
853
854#define setup_spans_adjust_y_up() \
855 sub_4x32b(y_x4, y_x4, c_0x04) \
856
857#define setup_spans_adjust_y_down() \
858 add_4x32b(y_x4, y_x4, c_0x04) \
859
860#define setup_spans_adjust_interpolants_up() \
861 sub_4x32b(uvrg, uvrg, uvrg_dy); \
862 b -= b_dy \
863
864#define setup_spans_adjust_interpolants_down() \
865 add_4x32b(uvrg, uvrg, uvrg_dy); \
866 b += b_dy \
867
868
869#define setup_spans_clip_interpolants_increment() \
870 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
871 b += b_dy * clip \
872
873#define setup_spans_clip_interpolants_decrement() \
874 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
875 b -= b_dy * clip \
876
877#define setup_spans_clip_alternate_yes() \
878 edge_alt += edge_dx_dy_alt * (s64)(clip) \
879
880#define setup_spans_clip_alternate_no() \
881
882#define setup_spans_clip(direction, alternate_active) \
883{ \
884 clipped_triangles++; \
885 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
886 setup_spans_clip_alternate_##alternate_active(); \
887 setup_spans_clip_interpolants_##direction(); \
888} \
889
890
891#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
892{ \
893 vec_2x64u edge_shifts_64; \
894 vec_2x64s edges_dx_dy_64; \
895 \
896 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
897 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
898 \
899 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
900 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
901 \
902 left_x.e[0] = edges_xy.e[left_index]; \
903 right_x.e[0] = edges_xy.e[right_index]; \
904 \
905 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
906 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
907 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
908 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
909 \
910 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
911 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
912 \
913 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
914 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
915} \
916
917#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
918{ \
919 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
920 s64 edge_dx_dy_alt_64; \
921 \
922 dup_4x16b(y_mid_point, y_b); \
923 \
924 edge_alt <<= edge_shift_alt; \
925 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
926 \
927 alternate_x.e[0] = edge_alt; \
928 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
929 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
930 \
931 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
932 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
933} \
934
935
936#define setup_spans_y_select_up() \
937 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
938
939#define setup_spans_y_select_down() \
940 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
941
942#define setup_spans_y_select_alternate_yes(direction) \
943 setup_spans_y_select_##direction() \
944
945#define setup_spans_y_select_alternate_no(direction) \
946
947#define setup_spans_alternate_select_left() \
948 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
949
950#define setup_spans_alternate_select_right() \
951 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
952
953#define setup_spans_alternate_select_none() \
954
955#define setup_spans_increment_alternate_yes() \
956 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
957 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
958 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
959 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
960 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
961
962#define setup_spans_increment_alternate_no() \
963
964#define setup_spans_set_x4(alternate, direction, alternate_active) \
965{ \
966 span_uvrg_offset[0] = uvrg; \
967 span_b_offset[0] = b; \
968 setup_spans_adjust_interpolants_##direction(); \
969 \
970 span_uvrg_offset[1] = uvrg; \
971 span_b_offset[1] = b; \
972 setup_spans_adjust_interpolants_##direction(); \
973 \
974 span_uvrg_offset[2] = uvrg; \
975 span_b_offset[2] = b; \
976 setup_spans_adjust_interpolants_##direction(); \
977 \
978 span_uvrg_offset[3] = uvrg; \
979 span_b_offset[3] = b; \
980 setup_spans_adjust_interpolants_##direction(); \
981 \
982 span_uvrg_offset += 4; \
983 span_b_offset += 4; \
984 \
985 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
986 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
987 \
988 add_2x64b(left_x, left_x, left_dx_dy); \
989 add_2x64b(right_x, right_x, right_dx_dy); \
990 \
991 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
992 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
993 \
994 add_2x64b(left_x, left_x, left_dx_dy); \
995 add_2x64b(right_x, right_x, right_dx_dy); \
996 \
997 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
998 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
999 \
1000 setup_spans_increment_alternate_##alternate_active(); \
1001 setup_spans_y_select_alternate_##alternate_active(direction); \
1002 setup_spans_alternate_select_##alternate(); \
1003 \
1004 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
1005 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
1006 \
1007 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
1008 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
1009 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
1010 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
1011 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
1012 \
1013 u32 i; \
1014 for(i = 0; i < 4; i++) \
1015 { \
1016 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
1017 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
1018 span_edge_data[i].right_mask = span_shift.e[i]; \
1019 span_edge_data[i].y = y_x4.e[i]; \
1020 } \
1021 \
1022 span_edge_data += 4; \
1023 \
1024 setup_spans_adjust_y_##direction(); \
1025} \
1026
1027
1028#define setup_spans_alternate_adjust_yes() \
1029 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1030
1031#define setup_spans_alternate_adjust_no() \
1032
1033
1034#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1035 setup_spans_alternate_adjust_##alternate_active(); \
1036 if(y_c > psx_gpu->viewport_end_y) \
1037 height -= y_c - psx_gpu->viewport_end_y - 1; \
1038 \
1039 clip = psx_gpu->viewport_start_y - y_a; \
1040 if(clip > 0) \
1041 { \
1042 height -= clip; \
1043 y_a += clip; \
1044 setup_spans_clip(increment, alternate_active); \
1045 } \
1046 \
1047 setup_spans_prologue_b(); \
1048 \
1049 if(height > 0) \
1050 { \
1051 y_x4.e[0] = y_a; \
1052 y_x4.e[1] = y_a + 1; \
1053 y_x4.e[2] = y_a + 2; \
1054 y_x4.e[3] = y_a + 3; \
1055 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1056 right_index); \
1057 \
1058 psx_gpu->num_spans = height; \
1059 do \
1060 { \
1061 setup_spans_set_x4(alternate, down, alternate_active); \
1062 height -= 4; \
1063 } while(height > 0); \
1064 } \
1065
1066
1067#define setup_spans_alternate_pre_increment_yes() \
1068 edge_alt += edge_dx_dy_alt \
1069
1070#define setup_spans_alternate_pre_increment_no() \
1071
1072#define setup_spans_up_decrement_height_yes() \
1073 height-- \
1074
1075#define setup_spans_up_decrement_height_no() \
1076 {} \
1077
1078#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1079 setup_spans_alternate_adjust_##alternate_active(); \
1080 y_a--; \
1081 \
1082 if(y_c < psx_gpu->viewport_start_y) \
1083 height -= psx_gpu->viewport_start_y - y_c; \
1084 else \
1085 setup_spans_up_decrement_height_##alternate_active(); \
1086 \
1087 clip = y_a - psx_gpu->viewport_end_y; \
1088 if(clip > 0) \
1089 { \
1090 height -= clip; \
1091 y_a -= clip; \
1092 setup_spans_clip(decrement, alternate_active); \
1093 } \
1094 \
1095 setup_spans_prologue_b(); \
1096 \
1097 if(height > 0) \
1098 { \
1099 y_x4.e[0] = y_a; \
1100 y_x4.e[1] = y_a - 1; \
1101 y_x4.e[2] = y_a - 2; \
1102 y_x4.e[3] = y_a - 3; \
1103 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1104 setup_spans_alternate_pre_increment_##alternate_active(); \
1105 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1106 right_index); \
1107 setup_spans_adjust_interpolants_up(); \
1108 \
1109 psx_gpu->num_spans = height; \
1110 while(height > 0) \
1111 { \
1112 setup_spans_set_x4(alternate, up, alternate_active); \
1113 height -= 4; \
1114 } \
1115 } \
1116
1117#define index_left 0
1118#define index_right 1
1119
1120#define setup_spans_up_up(minor, major) \
1121 setup_spans_prologue(yes); \
1122 s32 height_minor_a = y_a - y_b; \
1123 s32 height_minor_b = y_b - y_c; \
1124 s32 height = y_a - y_c; \
1125 \
1126 dup_2x32b(x_starts, x_a); \
1127 x_ends.e[0] = x_c; \
1128 x_ends.e[1] = x_b; \
1129 \
1130 compute_edge_delta_x3(x_b, height, height_minor_a); \
1131 setup_spans_up(index_##major, index_##minor, minor, yes) \
1132
1133
1134void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1135 vertex_struct *v_b, vertex_struct *v_c);
1136void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1137 vertex_struct *v_b, vertex_struct *v_c);
1138void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1139 vertex_struct *v_b, vertex_struct *v_c);
1140void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1141 vertex_struct *v_b, vertex_struct *v_c);
1142void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1143 vertex_struct *v_b, vertex_struct *v_c);
1144void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1145 vertex_struct *v_b, vertex_struct *v_c);
1146void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1147 vertex_struct *v_b, vertex_struct *v_c);
1148void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1149 vertex_struct *v_b, vertex_struct *v_c);
1150void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1151 vertex_struct *v_b, vertex_struct *v_c);
1152
1153
2bbbb7af 1154#ifndef NEON_BUILD
75e28f62
E
1155
1156void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1157 vertex_struct *v_b, vertex_struct *v_c)
1158{
1159 setup_spans_up_up(left, right);
1160}
1161
1162void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1163 vertex_struct *v_b, vertex_struct *v_c)
1164{
1165 setup_spans_up_up(right, left);
1166}
1167
1168#define setup_spans_down_down(minor, major) \
1169 setup_spans_prologue(yes); \
1170 s32 height_minor_a = y_b - y_a; \
1171 s32 height_minor_b = y_c - y_b; \
1172 s32 height = y_c - y_a; \
1173 \
1174 dup_2x32b(x_starts, x_a); \
1175 x_ends.e[0] = x_c; \
1176 x_ends.e[1] = x_b; \
1177 \
1178 compute_edge_delta_x3(x_b, height, height_minor_a); \
1179 setup_spans_down(index_##major, index_##minor, minor, yes) \
1180
1181void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1182 vertex_struct *v_b, vertex_struct *v_c)
1183{
1184 setup_spans_down_down(left, right);
1185}
1186
1187void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1188 vertex_struct *v_b, vertex_struct *v_c)
1189{
1190 setup_spans_down_down(right, left);
1191}
1192
1193#define setup_spans_up_flat() \
1194 s32 height = y_a - y_c; \
1195 \
1196 flat_triangles++; \
1197 compute_edge_delta_x2(); \
1198 setup_spans_up(index_left, index_right, none, no) \
1199
1200void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1201 vertex_struct *v_b, vertex_struct *v_c)
1202{
1203 setup_spans_prologue(no);
1204 x_starts.e[0] = x_a;
1205 x_starts.e[1] = x_b;
1206 dup_2x32b(x_ends, x_c);
1207
1208 setup_spans_up_flat();
1209}
1210
1211void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1212 vertex_struct *v_b, vertex_struct *v_c)
1213{
1214 setup_spans_prologue(no);
1215 dup_2x32b(x_starts, x_a);
1216 x_ends.e[0] = x_b;
1217 x_ends.e[1] = x_c;
1218
1219 setup_spans_up_flat();
1220}
1221
1222#define setup_spans_down_flat() \
1223 s32 height = y_c - y_a; \
1224 \
1225 flat_triangles++; \
1226 compute_edge_delta_x2(); \
1227 setup_spans_down(index_left, index_right, none, no) \
1228
1229void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1230 vertex_struct *v_b, vertex_struct *v_c)
1231{
1232 setup_spans_prologue(no);
1233 x_starts.e[0] = x_a;
1234 x_starts.e[1] = x_b;
1235 dup_2x32b(x_ends, x_c);
1236
1237 setup_spans_down_flat();
1238}
1239
1240void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1241 vertex_struct *v_b, vertex_struct *v_c)
1242{
1243 setup_spans_prologue(no);
1244 dup_2x32b(x_starts, x_a);
1245 x_ends.e[0] = x_b;
1246 x_ends.e[1] = x_c;
1247
1248 setup_spans_down_flat();
1249}
1250
1251void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1252 vertex_struct *v_b, vertex_struct *v_c)
1253{
1254 setup_spans_prologue(no);
1255
1256 s32 y_b = v_b->y;
1257 s64 edge_alt;
1258 s32 edge_dx_dy_alt;
1259 u32 edge_shift_alt;
1260
1261 s32 middle_y = y_a;
1262 s32 height_minor_a = y_a - y_b;
1263 s32 height_minor_b = y_c - y_a;
1264 s32 height_major = y_c - y_b;
1265
1266 vec_2x64s edges_xy_b;
1267 vec_2x32s edges_dx_dy_b;
1268 vec_2x32u edge_shifts_b;
1269
1270 vec_2x32s height_increment;
1271
1272 x_starts.e[0] = x_a;
1273 x_starts.e[1] = x_c;
1274 dup_2x32b(x_ends, x_b);
1275
1276 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1277
1278 height_increment.e[0] = 0;
1279 height_increment.e[1] = height_minor_b;
1280
1281 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1282
1283 edges_xy_b.e[0] = edge_alt;
1284 edges_xy_b.e[1] = edges_xy.e[1];
1285
1286 edge_shifts_b = edge_shifts;
1287 edge_shifts_b.e[0] = edge_shift_alt;
1288
1289 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1290 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1291
1292 y_a--;
1293
1294 if(y_b < psx_gpu->viewport_start_y)
1295 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1296
1297 clip = y_a - psx_gpu->viewport_end_y;
1298 if(clip > 0)
1299 {
1300 height_minor_a -= clip;
1301 y_a -= clip;
1302 setup_spans_clip(decrement, no);
1303 }
1304
1305 setup_spans_prologue_b();
1306
1307 if(height_minor_a > 0)
1308 {
1309 y_x4.e[0] = y_a;
1310 y_x4.e[1] = y_a - 1;
1311 y_x4.e[2] = y_a - 2;
1312 y_x4.e[3] = y_a - 3;
1313 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1314 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1315 setup_spans_adjust_interpolants_up();
1316
1317 psx_gpu->num_spans = height_minor_a;
1318 while(height_minor_a > 0)
1319 {
1320 setup_spans_set_x4(none, up, no);
1321 height_minor_a -= 4;
1322 }
1323
1324 span_edge_data += height_minor_a;
1325 span_uvrg_offset += height_minor_a;
1326 span_b_offset += height_minor_a;
1327 }
1328
1329 edges_xy = edges_xy_b;
1330 edges_dx_dy = edges_dx_dy_b;
1331 edge_shifts = edge_shifts_b;
1332
1333 uvrg = psx_gpu->uvrg;
1334 b = psx_gpu->b;
1335
1336 y_a = middle_y;
1337
1338 if(y_c > psx_gpu->viewport_end_y)
1339 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1340
1341 clip = psx_gpu->viewport_start_y - y_a;
1342 if(clip > 0)
1343 {
1344 height_minor_b -= clip;
1345 y_a += clip;
1346 setup_spans_clip(increment, no);
1347 }
1348
1349 if(height_minor_b > 0)
1350 {
1351 y_x4.e[0] = y_a;
1352 y_x4.e[1] = y_a + 1;
1353 y_x4.e[2] = y_a + 2;
1354 y_x4.e[3] = y_a + 3;
1355 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1356
1357 psx_gpu->num_spans += height_minor_b;
1358 do
1359 {
1360 setup_spans_set_x4(none, down, no);
1361 height_minor_b -= 4;
1362 } while(height_minor_b > 0);
1363 }
1364
1365 left_split_triangles++;
1366}
1367
1368#endif
1369
1370
1371#define dither_table_entry_normal(value) \
1372 (value) \
1373
1374
1375#define setup_blocks_load_msb_mask_indirect() \
1376
1377#define setup_blocks_load_msb_mask_direct() \
1378 vec_8x16u msb_mask; \
1379 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1380
1381
1382#define setup_blocks_variables_shaded_textured(target) \
1383 vec_4x32u u_block; \
1384 vec_4x32u v_block; \
1385 vec_4x32u r_block; \
1386 vec_4x32u g_block; \
1387 vec_4x32u b_block; \
1388 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1389 vec_4x32u uvrg_dx4; \
1390 vec_4x32u uvrg_dx8; \
1391 vec_4x32u uvrg; \
1392 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1393 u32 b_dx4 = b_dx << 2; \
1394 u32 b_dx8 = b_dx << 3; \
1395 u32 b; \
1396 \
1397 vec_16x8u texture_mask; \
1398 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1399 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1400 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1401 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1402
1403#define setup_blocks_variables_shaded_untextured(target) \
1404 vec_4x32u r_block; \
1405 vec_4x32u g_block; \
1406 vec_4x32u b_block; \
1407 vec_4x32u rgb_dx; \
1408 vec_4x32u rgb_dx4; \
1409 vec_4x32u rgb_dx8; \
1410 vec_4x32u rgb; \
1411 \
1412 vec_8x8u d64_0x07; \
1413 vec_8x8u d64_1; \
1414 vec_8x8u d64_4; \
1415 vec_8x8u d64_128; \
1416 \
1417 dup_8x8b(d64_0x07, 0x07); \
1418 dup_8x8b(d64_1, 1); \
1419 dup_8x8b(d64_4, 4); \
1420 dup_8x8b(d64_128, 128); \
1421 \
1422 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1423 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1424 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1425 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1426
1427#define setup_blocks_variables_unshaded_textured(target) \
1428 vec_4x32u u_block; \
1429 vec_4x32u v_block; \
1430 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1431 vec_2x32u uv_dx4; \
1432 vec_2x32u uv_dx8; \
1433 vec_2x32u uv = psx_gpu->uvrg.low; \
1434 \
1435 vec_16x8u texture_mask; \
1436 shl_2x32b(uv_dx4, uv_dx, 2); \
1437 shl_2x32b(uv_dx8, uv_dx, 3); \
1438 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1439 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1440
1441
1442#define setup_blocks_variables_unshaded_untextured_direct() \
1443 or_8x16b(colors, colors, msb_mask) \
1444
1445#define setup_blocks_variables_unshaded_untextured_indirect() \
1446
1447#define setup_blocks_variables_unshaded_untextured(target) \
1448 u32 color = psx_gpu->triangle_color; \
1449 vec_8x16u colors; \
1450 \
1451 u32 color_r = color & 0xFF; \
1452 u32 color_g = (color >> 8) & 0xFF; \
1453 u32 color_b = (color >> 16) & 0xFF; \
1454 \
1455 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1456 ((color_b >> 3) << 10); \
1457 dup_8x16b(colors, color); \
1458 setup_blocks_variables_unshaded_untextured_##target() \
1459
1460#define setup_blocks_span_initialize_dithered_textured() \
1461 vec_8x16u dither_offsets; \
1462 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1463
1464#define setup_blocks_span_initialize_dithered_untextured() \
1465 vec_8x8u dither_offsets; \
1466 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1467
1468#define setup_blocks_span_initialize_dithered(texturing) \
1469 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1470 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1471 vec_8x8s dither_offsets_short; \
1472 \
1473 dither_row = \
1474 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1475 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1476 setup_blocks_span_initialize_dithered_##texturing() \
1477
1478#define setup_blocks_span_initialize_undithered(texturing) \
1479
1480
1481#define setup_blocks_span_initialize_shaded_textured() \
1482{ \
1483 vec_4x32u block_span; \
1484 u32 offset = span_edge_data->left_x; \
1485 \
1486 uvrg = *span_uvrg_offset; \
1487 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1488 b = *span_b_offset; \
1489 b += b_dx * offset; \
1490 \
1491 dup_4x32b(u_block, uvrg.e[0]); \
1492 dup_4x32b(v_block, uvrg.e[1]); \
1493 dup_4x32b(r_block, uvrg.e[2]); \
1494 dup_4x32b(g_block, uvrg.e[3]); \
1495 dup_4x32b(b_block, b); \
1496 \
1497 block_span = psx_gpu->u_block_span; \
1498 add_4x32b(u_block, u_block, block_span); \
1499 block_span = psx_gpu->v_block_span; \
1500 add_4x32b(v_block, v_block, block_span); \
1501 block_span = psx_gpu->r_block_span; \
1502 add_4x32b(r_block, r_block, block_span); \
1503 block_span = psx_gpu->g_block_span; \
1504 add_4x32b(g_block, g_block, block_span); \
1505 block_span = psx_gpu->b_block_span; \
1506 add_4x32b(b_block, b_block, block_span); \
1507}
1508
1509#define setup_blocks_span_initialize_shaded_untextured() \
1510{ \
1511 vec_4x32u block_span; \
1512 u32 offset = span_edge_data->left_x; \
1513 \
1514 rgb.low = span_uvrg_offset->high; \
1515 rgb.high.e[0] = *span_b_offset; \
1516 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1517 \
1518 dup_4x32b(r_block, rgb.e[0]); \
1519 dup_4x32b(g_block, rgb.e[1]); \
1520 dup_4x32b(b_block, rgb.e[2]); \
1521 \
1522 block_span = psx_gpu->r_block_span; \
1523 add_4x32b(r_block, r_block, block_span); \
1524 block_span = psx_gpu->g_block_span; \
1525 add_4x32b(g_block, g_block, block_span); \
1526 block_span = psx_gpu->b_block_span; \
1527 add_4x32b(b_block, b_block, block_span); \
1528} \
1529
1530#define setup_blocks_span_initialize_unshaded_textured() \
1531{ \
1532 vec_4x32u block_span; \
1533 u32 offset = span_edge_data->left_x; \
1534 \
1535 uv = span_uvrg_offset->low; \
1536 mla_scalar_2x32b(uv, uv_dx, offset); \
1537 \
1538 dup_4x32b(u_block, uv.e[0]); \
1539 dup_4x32b(v_block, uv.e[1]); \
1540 \
1541 block_span = psx_gpu->u_block_span; \
1542 add_4x32b(u_block, u_block, block_span); \
1543 block_span = psx_gpu->v_block_span; \
1544 add_4x32b(v_block, v_block, block_span); \
1545} \
1546
1547#define setup_blocks_span_initialize_unshaded_untextured() \
1548
1549
1550#define setup_blocks_texture_swizzled() \
1551{ \
1552 vec_8x8u u_saved = u; \
1553 sli_8x8b(u, v, 4); \
1554 sri_8x8b(v, u_saved, 4); \
1555} \
1556
1557#define setup_blocks_texture_unswizzled() \
1558
1559#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1560 edge_type) \
1561{ \
1562 vec_8x16u u_whole; \
1563 vec_8x16u v_whole; \
1564 vec_8x16u r_whole; \
1565 vec_8x16u g_whole; \
1566 vec_8x16u b_whole; \
1567 \
1568 vec_8x8u u; \
1569 vec_8x8u v; \
1570 vec_8x8u r; \
1571 vec_8x8u g; \
1572 vec_8x8u b; \
1573 vec_8x16u uv; \
1574 \
1575 vec_4x32u dx4; \
1576 vec_4x32u dx8; \
1577 \
1578 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1579 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1580 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1581 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1582 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1583 \
1584 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1585 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1586 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1587 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1588 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1589 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1590 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1591 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1592 dup_4x32b(dx4, b_dx4); \
1593 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1594 \
1595 mov_narrow_8x16b(u, u_whole); \
1596 mov_narrow_8x16b(v, v_whole); \
1597 mov_narrow_8x16b(r, r_whole); \
1598 mov_narrow_8x16b(g, g_whole); \
1599 mov_narrow_8x16b(b, b_whole); \
1600 \
1601 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1602 add_4x32b(u_block, u_block, dx8); \
1603 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1604 add_4x32b(v_block, v_block, dx8); \
1605 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1606 add_4x32b(r_block, r_block, dx8); \
1607 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1608 add_4x32b(g_block, g_block, dx8); \
1609 dup_4x32b(dx8, b_dx8); \
1610 add_4x32b(b_block, b_block, dx8); \
1611 \
1612 and_8x8b(u, u, texture_mask.low); \
1613 and_8x8b(v, v, texture_mask.high); \
1614 setup_blocks_texture_##swizzling(); \
1615 \
1616 zip_8x16b(uv, u, v); \
1617 block->uv = uv; \
1618 block->r = r; \
1619 block->g = g; \
1620 block->b = b; \
1621 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1622 block->fb_ptr = fb_ptr; \
1623} \
1624
1625#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1626 edge_type) \
1627{ \
1628 vec_8x16u u_whole; \
1629 vec_8x16u v_whole; \
1630 \
1631 vec_8x8u u; \
1632 vec_8x8u v; \
1633 vec_8x16u uv; \
1634 \
1635 vec_4x32u dx4; \
1636 vec_4x32u dx8; \
1637 \
1638 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1639 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1640 \
1641 dup_4x32b(dx4, uv_dx4.e[0]); \
1642 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1643 dup_4x32b(dx4, uv_dx4.e[1]); \
1644 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1645 \
1646 mov_narrow_8x16b(u, u_whole); \
1647 mov_narrow_8x16b(v, v_whole); \
1648 \
1649 dup_4x32b(dx8, uv_dx8.e[0]); \
1650 add_4x32b(u_block, u_block, dx8); \
1651 dup_4x32b(dx8, uv_dx8.e[1]); \
1652 add_4x32b(v_block, v_block, dx8); \
1653 \
1654 and_8x8b(u, u, texture_mask.low); \
1655 and_8x8b(v, v, texture_mask.high); \
1656 setup_blocks_texture_##swizzling(); \
1657 \
1658 zip_8x16b(uv, u, v); \
1659 block->uv = uv; \
1660 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1661 block->fb_ptr = fb_ptr; \
1662} \
1663
1664#define setup_blocks_store_shaded_untextured_dithered() \
1665 addq_8x8b(r, r, dither_offsets); \
1666 addq_8x8b(g, g, dither_offsets); \
1667 addq_8x8b(b, b, dither_offsets); \
1668 \
1669 subq_8x8b(r, r, d64_4); \
1670 subq_8x8b(g, g, d64_4); \
1671 subq_8x8b(b, b, d64_4) \
1672
1673#define setup_blocks_store_shaded_untextured_undithered() \
1674
1675
1676#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1677 block->pixels = _pixels; \
1678 block->fb_ptr = fb_ptr \
1679
1680#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1681 block->pixels = _pixels; \
1682 block->fb_ptr = fb_ptr \
1683
1684#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1685 mul_long_8x8b(pixels, r, d64_1) \
1686
1687
1688#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1689 store_8x16b(_pixels, fb_ptr) \
1690
1691#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1692{ \
1693 vec_8x16u fb_pixels; \
1694 vec_8x16u draw_mask; \
1695 vec_8x16u test_mask = psx_gpu->test_mask; \
1696 \
1697 load_8x16b(fb_pixels, fb_ptr); \
1698 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1699 tst_8x16b(draw_mask, draw_mask, test_mask); \
1700 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1701 store_8x16b(fb_pixels, fb_ptr); \
1702} \
1703
1704#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1705 pixels = msb_mask; \
1706 mla_long_8x8b(pixels, r, d64_1) \
1707
1708
1709#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1710 edge_type) \
1711{ \
1712 vec_8x16u r_whole; \
1713 vec_8x16u g_whole; \
1714 vec_8x16u b_whole; \
1715 \
1716 vec_8x8u r; \
1717 vec_8x8u g; \
1718 vec_8x8u b; \
1719 \
1720 vec_4x32u dx4; \
1721 vec_4x32u dx8; \
1722 \
1723 vec_8x16u pixels; \
1724 \
1725 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1726 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1727 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1728 \
1729 dup_4x32b(dx4, rgb_dx4.e[0]); \
1730 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1731 dup_4x32b(dx4, rgb_dx4.e[1]); \
1732 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1733 dup_4x32b(dx4, rgb_dx4.e[2]); \
1734 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1735 \
1736 mov_narrow_8x16b(r, r_whole); \
1737 mov_narrow_8x16b(g, g_whole); \
1738 mov_narrow_8x16b(b, b_whole); \
1739 \
1740 dup_4x32b(dx8, rgb_dx8.e[0]); \
1741 add_4x32b(r_block, r_block, dx8); \
1742 dup_4x32b(dx8, rgb_dx8.e[1]); \
1743 add_4x32b(g_block, g_block, dx8); \
1744 dup_4x32b(dx8, rgb_dx8.e[2]); \
1745 add_4x32b(b_block, b_block, dx8); \
1746 \
1747 setup_blocks_store_shaded_untextured_##dithering(); \
1748 \
1749 shr_8x8b(r, r, 3); \
1750 bic_8x8b(g, g, d64_0x07); \
1751 bic_8x8b(b, b, d64_0x07); \
1752 \
1753 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1754 mla_long_8x8b(pixels, g, d64_4); \
1755 mla_long_8x8b(pixels, b, d64_128) \
1756 \
1757 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1758} \
1759
1760#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1761 edge_type) \
1762 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1763
1764
1765#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1766 (_block)->draw_mask_bits = bits \
1767
1768#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1769{ \
1770 vec_8x16u bits_mask; \
1771 vec_8x16u test_mask = psx_gpu->test_mask; \
1772 dup_8x16b(bits_mask, bits); \
1773 tst_8x16b(bits_mask, bits_mask, test_mask); \
1774 (_block)->draw_mask = bits_mask; \
1775} \
1776
1777#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1778
1779
1780#define setup_blocks_add_blocks_indirect() \
1781 num_blocks += span_num_blocks; \
1782 \
1783 if(num_blocks > MAX_BLOCKS) \
1784 { \
1785 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1786 flush_render_block_buffer(psx_gpu); \
1787 num_blocks = span_num_blocks; \
1788 block = psx_gpu->blocks; \
1789 } \
1790
1791#define setup_blocks_add_blocks_direct() \
3867c6ef
E
1792 texel_blocks_untextured += span_num_blocks; \
1793 span_pixel_blocks += span_num_blocks \
75e28f62
E
1794
1795
1796#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1797void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1798 psx_gpu_struct *psx_gpu) \
1799{ \
1800 setup_blocks_load_msb_mask_##target(); \
1801 setup_blocks_variables_##shading##_##texturing(target); \
1802 \
1803 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1804 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1805 u32 *span_b_offset = psx_gpu->span_b_offset; \
1806 \
1807 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1808 \
1809 u32 num_spans = psx_gpu->num_spans; \
1810 \
1811 u16 *fb_ptr; \
1812 u32 y; \
1813 \
1814 u32 num_blocks = psx_gpu->num_blocks; \
1815 u32 span_num_blocks; \
1816 \
1817 while(num_spans) \
1818 { \
1819 span_num_blocks = span_edge_data->num_blocks; \
1820 if(span_num_blocks) \
1821 { \
1822 y = span_edge_data->y; \
1823 fb_ptr = psx_gpu->vram_ptr + span_edge_data->left_x + (y * 1024); \
1824 \
1825 setup_blocks_span_initialize_##shading##_##texturing(); \
1826 setup_blocks_span_initialize_##dithering(texturing); \
1827 \
1828 setup_blocks_add_blocks_##target(); \
1829 \
1830 s32 pixel_span = span_num_blocks * 8; \
1831 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1832 span_pixels += pixel_span; \
75e28f62
E
1833 \
1834 span_num_blocks--; \
1835 while(span_num_blocks) \
1836 { \
1837 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1838 full); \
1839 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1840 \
1841 fb_ptr += 8; \
1842 block++; \
1843 span_num_blocks--; \
1844 } \
1845 \
1846 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1847 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1848 span_edge_data->right_mask); \
1849 \
1850 block++; \
1851 } \
1852 else \
1853 { \
1854 zero_block_spans++; \
1855 } \
1856 \
1857 num_spans--; \
1858 span_edge_data++; \
1859 span_uvrg_offset++; \
1860 span_b_offset++; \
1861 } \
1862 \
1863 psx_gpu->num_blocks = num_blocks; \
1864} \
1865
1866void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1867 *psx_gpu);
1868
1869void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1870 *psx_gpu);
1871void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
1872 psx_gpu_struct *psx_gpu);
1873void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1874 *psx_gpu);
1875void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1876 psx_gpu_struct *psx_gpu);
1877
1878void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1879 *psx_gpu);
1880void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1881 psx_gpu_struct *psx_gpu);
1882void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1883 psx_gpu_struct *psx_gpu);
1884
1885void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1886 *psx_gpu);
1887void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1888 *psx_gpu);
1889
1890
1891//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1892
2bbbb7af 1893#ifndef NEON_BUILD
75e28f62
E
1894
1895setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1896setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1897
1898setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1899setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1900
1901setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1902setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1903setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1904setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1905
1906setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1907setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1908
1909#endif
1910
1911void texture_blocks_untextured(psx_gpu_struct *psx_gpu);
1912void texture_blocks_4bpp(psx_gpu_struct *psx_gpu);
1913void texture_blocks_8bpp(psx_gpu_struct *psx_gpu);
1914void texture_blocks_16bpp(psx_gpu_struct *psx_gpu);
1915
2bbbb7af 1916#ifndef NEON_BUILD
75e28f62
E
1917
1918void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1919{
1920 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1921 texel_blocks_untextured += psx_gpu->num_blocks;
1922}
1923
1924void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1925{
1926 block_struct *block = psx_gpu->blocks;
1927 u32 num_blocks = psx_gpu->num_blocks;
1928 texel_blocks_4bpp += num_blocks;
1929
1930 vec_8x8u texels_low;
1931 vec_8x8u texels_high;
1932 vec_8x8u texels;
1933 vec_8x16u pixels;
1934
1935 vec_8x16u clut_a;
1936 vec_8x16u clut_b;
1937 vec_16x8u clut_low;
1938 vec_16x8u clut_high;
1939
1940 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1941 u16 *clut_ptr = psx_gpu->clut_ptr;
1942
1943 // Can be done with one deinterleaving load on NEON
1944 load_8x16b(clut_a, clut_ptr);
1945 load_8x16b(clut_b, clut_ptr + 8);
1946 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1947
1948 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1949 update_texture_4bpp_cache(psx_gpu);
1950
1951 while(num_blocks)
1952 {
1953 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1954 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1955 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1956 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1957 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1958 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1959 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1960 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1961
1962 tbl_16(texels_low, texels, clut_low);
1963 tbl_16(texels_high, texels, clut_high);
1964
1965 // Can be done with an interleaving store on NEON
1966 zip_8x16b(pixels, texels_low, texels_high);
1967
1968 block->texels = pixels;
1969
1970 num_blocks--;
1971 block++;
1972 }
1973}
1974
1975void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
1976{
1977 block_struct *block = psx_gpu->blocks;
1978 u32 num_blocks = psx_gpu->num_blocks;
1979
1980 texel_blocks_8bpp += num_blocks;
1981
1982 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
1983 update_texture_8bpp_cache(psx_gpu);
1984
1985 vec_8x16u texels;
1986 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1987
1988 u32 texel;
1989 u32 offset;
1990 u32 i;
1991
1992 while(num_blocks)
1993 {
1994 for(i = 0; i < 8; i++)
1995 {
1996 offset = block->uv.e[i];
1997
1998 texel = texture_ptr_8bpp[offset];
1999 texels.e[i] = psx_gpu->clut_ptr[texel];
2000 }
2001
2002 block->texels = texels;
2003
2004 num_blocks--;
2005 block++;
2006 }
2007}
2008
2009void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2010{
2011 block_struct *block = psx_gpu->blocks;
2012 u32 num_blocks = psx_gpu->num_blocks;
2013
2014 texel_blocks_16bpp += num_blocks;
2015
2016 vec_8x16u texels;
2017
2018 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
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 offset += ((offset & 0xFF00) * 3);
2028
2029 texels.e[i] = texture_ptr_16bpp[offset];
2030 }
2031
2032 block->texels = texels;
2033
2034 num_blocks--;
2035 block++;
2036 }
2037}
2038
2039#endif
2040
2041
2042#define shade_blocks_load_msb_mask_indirect() \
2043
2044#define shade_blocks_load_msb_mask_direct() \
2045 vec_8x16u msb_mask; \
2046 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2047
2048#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2049 block->draw_mask = _draw_mask; \
2050 block->pixels = _pixels \
2051
2052#define shade_blocks_store_direct(_draw_mask, _pixels) \
2053{ \
2054 vec_8x16u fb_pixels; \
2055 or_8x16b(_pixels, _pixels, msb_mask); \
2056 load_8x16b(fb_pixels, block->fb_ptr); \
2057 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2058 store_8x16b(fb_pixels, block->fb_ptr); \
2059} \
2060
2061
3867c6ef 2062#define shade_blocks_textured_false_modulated_check_dithered(target) \
b7ed0632
E
2063 if(psx_gpu->triangle_color == 0x808080) \
2064 { \
2065 false_modulated_blocks += num_blocks; \
2066 } \
3867c6ef
E
2067
2068#define shade_blocks_textured_false_modulated_check_undithered(target) \
2069 if(psx_gpu->triangle_color == 0x808080) \
2070 { \
2071 \
2072 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2073 false_modulated_blocks += num_blocks; \
2074 return; \
2075 } \
2076
2077
2078#define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2079 target) \
75e28f62 2080
3867c6ef
E
2081#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2082 target) \
75e28f62
E
2083{ \
2084 u32 color = psx_gpu->triangle_color; \
2085 dup_8x8b(colors_r, color); \
2086 dup_8x8b(colors_g, color >> 8); \
2087 dup_8x8b(colors_b, color >> 16); \
3867c6ef 2088 shade_blocks_textured_false_modulated_check_##dithering(target); \
75e28f62
E
2089} \
2090
2091#define shade_blocks_textured_modulated_shaded_block_load() \
2092 colors_r = block->r; \
2093 colors_g = block->g; \
2094 colors_b = block->b \
2095
2096#define shade_blocks_textured_modulated_unshaded_block_load() \
2097
2098#define shade_blocks_textured_modulate_dithered(component) \
2099 pixels_##component = block->dither_offsets; \
2100 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2101
2102#define shade_blocks_textured_modulate_undithered(component) \
2103 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2104
2105#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2106void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2107 psx_gpu_struct *psx_gpu) \
2108{ \
2109 block_struct *block = psx_gpu->blocks; \
2110 u32 num_blocks = psx_gpu->num_blocks; \
2111 vec_8x16u texels; \
2112 \
2113 vec_8x8u texels_r; \
2114 vec_8x8u texels_g; \
2115 vec_8x8u texels_b; \
2116 \
2117 vec_8x8u colors_r; \
2118 vec_8x8u colors_g; \
2119 vec_8x8u colors_b; \
2120 \
2121 vec_8x8u pixels_r_low; \
2122 vec_8x8u pixels_g_low; \
2123 vec_8x8u pixels_b_low; \
2124 vec_8x16u pixels; \
2125 \
2126 vec_8x16u pixels_r; \
2127 vec_8x16u pixels_g; \
2128 vec_8x16u pixels_b; \
2129 \
2130 vec_8x16u draw_mask; \
2131 vec_8x16u zero_mask; \
2132 \
2133 vec_8x8u d64_0x07; \
2134 vec_8x8u d64_0x1F; \
2135 vec_8x8u d64_1; \
2136 vec_8x8u d64_4; \
2137 vec_8x8u d64_128; \
2138 \
2139 vec_8x16u d128_0x8000; \
2140 \
2141 vec_8x16u test_mask = psx_gpu->test_mask; \
2142 u32 draw_mask_bits; \
2143 shade_blocks_load_msb_mask_##target(); \
2144 \
2145 dup_8x8b(d64_0x07, 0x07); \
2146 dup_8x8b(d64_0x1F, 0x1F); \
2147 dup_8x8b(d64_1, 1); \
2148 dup_8x8b(d64_4, 4); \
2149 dup_8x8b(d64_128, 128); \
2150 \
2151 dup_8x16b(d128_0x8000, 0x8000); \
2152 \
3867c6ef
E
2153 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2154 target); \
75e28f62
E
2155 \
2156 while(num_blocks) \
2157 { \
2158 draw_mask_bits = block->draw_mask_bits; \
2159 dup_8x16b(draw_mask, draw_mask_bits); \
2160 tst_8x16b(draw_mask, draw_mask, test_mask); \
2161 \
2162 shade_blocks_textured_modulated_##shading##_block_load(); \
2163 \
2164 texels = block->texels; \
2165 \
2166 mov_narrow_8x16b(texels_r, texels); \
2167 shr_narrow_8x16b(texels_g, texels, 5); \
2168 shr_narrow_8x16b(texels_b, texels, 7); \
2169 \
2170 and_8x8b(texels_r, texels_r, d64_0x1F); \
2171 and_8x8b(texels_g, texels_g, d64_0x1F); \
2172 shr_8x8b(texels_b, texels_b, 3); \
2173 \
2174 shade_blocks_textured_modulate_##dithering(r); \
2175 shade_blocks_textured_modulate_##dithering(g); \
2176 shade_blocks_textured_modulate_##dithering(b); \
2177 \
2178 cmpeqz_8x16b(zero_mask, texels); \
2179 and_8x16b(pixels, texels, d128_0x8000); \
2180 \
2181 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2182 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2183 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2184 \
2185 or_8x16b(zero_mask, draw_mask, zero_mask); \
2186 \
2187 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2188 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2189 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2190 \
2191 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2192 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2193 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2194 \
2195 shade_blocks_store_##target(zero_mask, pixels); \
2196 \
2197 num_blocks--; \
2198 block++; \
2199 } \
2200} \
2201
2202void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2203 *psx_gpu);
2204void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2205 *psx_gpu);
2206void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2207 *psx_gpu);
2208void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2209 *psx_gpu);
2210
2211void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2212 *psx_gpu);
2213void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2214 *psx_gpu);
2215void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2216 *psx_gpu);
2217void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2218 *psx_gpu);
2219
3867c6ef
E
2220void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2221void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
2222
2bbbb7af 2223#ifndef NEON_BUILD
75e28f62
E
2224
2225shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2226shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2227shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2228shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2229
2230shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2231shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2232shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2233shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2234
2235#endif
2236
2237
2238#define shade_blocks_textured_unmodulated_builder(target) \
2239void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2240{ \
2241 block_struct *block = psx_gpu->blocks; \
2242 u32 num_blocks = psx_gpu->num_blocks; \
2243 vec_8x16u draw_mask; \
2244 vec_8x16u test_mask = psx_gpu->test_mask; \
2245 u32 draw_mask_bits; \
2246 \
2247 vec_8x16u pixels; \
2248 shade_blocks_load_msb_mask_##target(); \
2249 \
2250 while(num_blocks) \
2251 { \
2252 vec_8x16u zero_mask; \
2253 \
2254 draw_mask_bits = block->draw_mask_bits; \
2255 dup_8x16b(draw_mask, draw_mask_bits); \
2256 tst_8x16b(draw_mask, draw_mask, test_mask); \
2257 \
2258 pixels = block->texels; \
2259 \
2260 cmpeqz_8x16b(zero_mask, pixels); \
2261 or_8x16b(zero_mask, draw_mask, zero_mask); \
2262 \
2263 shade_blocks_store_##target(zero_mask, pixels); \
2264 \
2265 num_blocks--; \
2266 block++; \
2267 } \
2268} \
2269
3867c6ef
E
2270#define shade_blocks_textured_unmodulated_dithered_builder(target) \
2271void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2272 *psx_gpu) \
2273{ \
2274 block_struct *block = psx_gpu->blocks; \
2275 u32 num_blocks = psx_gpu->num_blocks; \
2276 vec_8x16u draw_mask; \
2277 vec_8x16u test_mask = psx_gpu->test_mask; \
2278 u32 draw_mask_bits; \
2279 \
2280 vec_8x16u pixels; \
2281 shade_blocks_load_msb_mask_##target(); \
2282 \
2283 while(num_blocks) \
2284 { \
2285 vec_8x16u zero_mask; \
2286 \
2287 draw_mask_bits = block->draw_mask_bits; \
2288 dup_8x16b(draw_mask, draw_mask_bits); \
2289 tst_8x16b(draw_mask, draw_mask, test_mask); \
2290 \
2291 pixels = block->texels; \
2292 \
2293 cmpeqz_8x16b(zero_mask, pixels); \
2294 or_8x16b(zero_mask, draw_mask, zero_mask); \
2295 \
2296 shade_blocks_store_##target(zero_mask, pixels); \
2297 \
2298 num_blocks--; \
2299 block++; \
2300 } \
2301} \
75e28f62 2302
2bbbb7af 2303#ifndef NEON_BUILD
75e28f62
E
2304
2305shade_blocks_textured_unmodulated_builder(indirect)
2306shade_blocks_textured_unmodulated_builder(direct)
2307
2308#endif
2309
2310
2311void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2312void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2313
2bbbb7af 2314#ifndef NEON_BUILD
f9248bbf 2315
75e28f62
E
2316void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2317{
2318}
2319
2320void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2321{
2322 block_struct *block = psx_gpu->blocks;
2323 u32 num_blocks = psx_gpu->num_blocks;
2324
2325 vec_8x16u pixels = block->pixels;
2326 shade_blocks_load_msb_mask_direct();
2327
2328 while(num_blocks)
2329 {
2330 shade_blocks_store_direct(block->draw_mask, pixels);
2331
2332 num_blocks--;
2333 block++;
2334 }
2335}
2336
2337#endif
2338
2339void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2340{
2341}
2342
2343
2344#define blend_blocks_mask_evaluate_on() \
2345 vec_8x16u mask_pixels; \
2346 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2347 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2348
2349#define blend_blocks_mask_evaluate_off() \
2350
2351#define blend_blocks_average() \
2352{ \
2353 vec_8x16u pixels_no_msb; \
2354 vec_8x16u fb_pixels_no_msb; \
2355 \
2356 vec_8x16u d128_0x0421; \
2357 vec_8x16u d128_0x8000; \
2358 \
2359 dup_8x16b(d128_0x0421, 0x0421); \
2360 dup_8x16b(d128_0x8000, 0x8000); \
2361 \
2362 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2363 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2364 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2365 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2366 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2367 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2368} \
2369
2370#define blend_blocks_add() \
2371{ \
2372 vec_8x16u pixels_rb, pixels_g; \
2373 vec_8x16u fb_rb, fb_g; \
2374 \
2375 vec_8x16u d128_0x7C1F; \
2376 vec_8x16u d128_0x03E0; \
2377 \
2378 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2379 dup_8x16b(d128_0x03E0, 0x03E0); \
2380 \
2381 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2382 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2383 \
2384 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2385 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2386 \
2387 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2388 add_8x16b(fb_g, fb_g, pixels_g); \
2389 \
2390 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2391 vector_cast(vec_16x8u, d128_0x7C1F)); \
2392 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2393 \
2394 or_8x16b(blend_pixels, fb_rb, fb_g); \
2395} \
2396
2397#define blend_blocks_subtract() \
2398{ \
2399 vec_8x16u pixels_rb, pixels_g; \
2400 vec_8x16u fb_rb, fb_g; \
2401 \
2402 vec_8x16u d128_0x7C1F; \
2403 vec_8x16u d128_0x03E0; \
2404 \
2405 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2406 dup_8x16b(d128_0x03E0, 0x03E0); \
2407 \
2408 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2409 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2410 \
2411 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2412 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2413 \
2414 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2415 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2416 subs_8x16b(fb_g, fb_g, pixels_g); \
2417 \
2418 or_8x16b(blend_pixels, fb_rb, fb_g); \
2419} \
2420
2421#define blend_blocks_add_fourth() \
2422{ \
2423 vec_8x16u pixels_rb, pixels_g; \
2424 vec_8x16u pixels_fourth; \
2425 vec_8x16u fb_rb, fb_g; \
2426 \
2427 vec_8x16u d128_0x7C1F; \
2428 vec_8x16u d128_0x1C07; \
2429 vec_8x16u d128_0x03E0; \
2430 vec_8x16u d128_0x00E0; \
2431 \
2432 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2433 dup_8x16b(d128_0x1C07, 0x1C07); \
2434 dup_8x16b(d128_0x03E0, 0x03E0); \
2435 dup_8x16b(d128_0x00E0, 0x00E0); \
2436 \
2437 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2438 \
2439 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2440 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2441 \
2442 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2443 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2444 \
2445 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2446 add_8x16b(fb_g, fb_g, pixels_g); \
2447 \
2448 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2449 vector_cast(vec_16x8u, d128_0x7C1F)); \
2450 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2451 \
2452 or_8x16b(blend_pixels, fb_rb, fb_g); \
2453} \
2454
2455#define blend_blocks_blended_combine_textured() \
2456{ \
2457 vec_8x16u blend_mask; \
2458 cmpltz_8x16b(blend_mask, pixels); \
2459 \
2460 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2461 bif_8x16b(blend_pixels, pixels, blend_mask); \
2462} \
2463
2464#define blend_blocks_blended_combine_untextured() \
2465
2466
2467#define blend_blocks_body_blend(blend_mode, texturing) \
2468{ \
2469 blend_blocks_##blend_mode(); \
2470 blend_blocks_blended_combine_##texturing(); \
2471} \
2472
2473#define blend_blocks_body_average(texturing) \
2474 blend_blocks_body_blend(average, texturing) \
2475
2476#define blend_blocks_body_add(texturing) \
2477 blend_blocks_body_blend(add, texturing) \
2478
2479#define blend_blocks_body_subtract(texturing) \
2480 blend_blocks_body_blend(subtract, texturing) \
2481
2482#define blend_blocks_body_add_fourth(texturing) \
2483 blend_blocks_body_blend(add_fourth, texturing) \
2484
2485#define blend_blocks_body_unblended(texturing) \
2486 blend_pixels = pixels \
2487
2488
2489#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2490void \
2491 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2492 *psx_gpu) \
2493{ \
2494 block_struct *block = psx_gpu->blocks; \
2495 u32 num_blocks = psx_gpu->num_blocks; \
2496 vec_8x16u draw_mask; \
2497 vec_8x16u pixels; \
2498 vec_8x16u blend_pixels; \
2499 vec_8x16u framebuffer_pixels; \
2500 vec_8x16u msb_mask; \
2501 \
2502 u16 *fb_ptr; \
2503 \
2504 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2505 \
2506 while(num_blocks) \
2507 { \
2508 pixels = block->pixels; \
2509 draw_mask = block->draw_mask; \
2510 fb_ptr = block->fb_ptr; \
2511 \
2512 load_8x16b(framebuffer_pixels, fb_ptr); \
2513 \
2514 blend_blocks_mask_evaluate_##mask_evaluate(); \
2515 blend_blocks_body_##blend_mode(texturing); \
2516 \
2517 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2518 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2519 store_8x16b(framebuffer_pixels, fb_ptr); \
2520 \
2521 blend_blocks++; \
2522 num_blocks--; \
2523 block++; \
2524 } \
2525} \
2526
2527void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu);
2528void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu);
2529void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu);
2530void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu);
2531void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu);
2532void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu);
2533void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu);
2534void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu);
2535
2536void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu);
2537void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu);
2538void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu);
2539void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu);
2540void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu);
2541void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu);
2542void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu);
2543void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu);
2544
2545void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2546void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2547
2bbbb7af 2548#ifndef NEON_BUILD
75e28f62
E
2549
2550void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2551{
2552}
2553
2554blend_blocks_builder(textured, average, off);
2555blend_blocks_builder(textured, average, on);
2556blend_blocks_builder(textured, add, off);
2557blend_blocks_builder(textured, add, on);
2558blend_blocks_builder(textured, subtract, off);
2559blend_blocks_builder(textured, subtract, on);
2560blend_blocks_builder(textured, add_fourth, off);
2561blend_blocks_builder(textured, add_fourth, on);
2562
2563blend_blocks_builder(untextured, average, off);
2564blend_blocks_builder(untextured, average, on);
2565blend_blocks_builder(untextured, add, off);
2566blend_blocks_builder(untextured, add, on);
2567blend_blocks_builder(untextured, subtract, off);
2568blend_blocks_builder(untextured, subtract, on);
2569blend_blocks_builder(untextured, add_fourth, off);
2570blend_blocks_builder(untextured, add_fourth, on);
2571
2572blend_blocks_builder(textured, unblended, on);
2573
2574#endif
2575
2576
2577#define vertex_swap(_a, _b) \
2578{ \
2579 vertex_struct *temp_vertex = _a; \
2580 _a = _b; \
2581 _b = temp_vertex; \
2582 triangle_winding ^= 1; \
2583} \
2584
2585
2586// Setup blocks parametric-variables:
2587// SHADE TEXTURE_MAP SWIZZLING
2588// 0 0 x
2589// 0 1 0
2590// 0 1 1
2591// 1 0 x
2592// 1 1 0
2593// 1 1 1
2594// 8 inputs, 6 combinations
2595
2596#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2597 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2598
2599#define setup_blocks_switch_untextured_shaded(dithering, target) \
2600 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2601
2602#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2603 target) \
2604 setup_blocks_switch_untextured_##shading(dithering, target) \
2605
2606#define setup_blocks_switch_texture_mode_4bpp(shading) \
2607 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2608
2609#define setup_blocks_switch_texture_mode_8bpp(shading) \
2610 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2611
2612#define setup_blocks_switch_texture_mode_16bpp(shading) \
2613 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2614
2615#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2616 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2617
2618#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2619 dithering, mask_evaluate) \
2620 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2621
2622#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2623 dithering) \
2624 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2625
2626#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2627 dithering) \
2628 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2629
2630#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2631 dithering, mask_evaluate) \
2632 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2633 texture_mode, dithering) \
2634
2635#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2636 blending, mask_evaluate) \
2637 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2638 dithering, mask_evaluate) \
2639
2640
2641// Texture blocks:
2642
2643#define texture_blocks_switch_untextured(texture_mode) \
2644 texture_blocks_untextured \
2645
2646#define texture_blocks_switch_textured(texture_mode) \
2647 texture_blocks_##texture_mode \
2648
2649#define texture_blocks_switch(texturing, texture_mode) \
2650 texture_blocks_switch_##texturing(texture_mode) \
2651
2652
2653// Shade blocks parametric-variables:
2654// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2655// 0 0 x x
2656// 0 1 0 0
2657// 0 1 0 1
2658// x 1 1 x
2659// 1 0 x 0
2660// 1 0 x 1
2661// 1 1 0 0
2662// 1 1 0 1
2663// 16 inputs, 8 combinations
2664
2665#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2666 shade_blocks_unshaded_untextured_##target \
2667
2668#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2669 shade_blocks_textured_unmodulated_##target \
2670
2671#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2672 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2673
2674#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2675 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2676
2677#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2678 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2679
2680#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2681 shade_blocks_shaded_untextured \
2682
2683#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2684 shade_blocks_textured_unmodulated_##target \
2685
2686#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2687 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2688
2689#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2690 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2691
2692#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2693 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2694
2695#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2696 dithering) \
2697 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2698
2699#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2700 dithering) \
2701 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2702
2703#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2704 mask_evaluate) \
2705 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2706
2707#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2708 dithering, mask_evaluate) \
2709 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2710 dithering) \
2711
2712#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2713 blending, mask_evaluate) \
2714 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2715 mask_evaluate) \
2716
2717
2718// Blend blocks parametric-variables:
2719// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2720// x 0 x x 0
2721// x 0 x x 1
2722// 0 1 0 0 0
2723// 0 1 0 0 1
2724// 0 1 0 1 0
2725// 0 1 0 1 1
2726// 0 1 1 0 0
2727// 0 1 1 0 1
2728// 0 1 1 1 0
2729// 0 1 1 1 1
2730// 1 1 0 0 0
2731// 1 1 0 0 1
2732// 1 1 0 1 0
2733// 1 1 0 1 1
2734// 1 1 1 0 0
2735// 1 1 1 0 1
2736// 1 1 1 1 0
2737// 1 1 1 1 1
2738// 32 inputs, 18 combinations
2739
2740#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2741 blend_blocks_textured_unblended_##mask_evaluate \
2742
2743#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2744 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2745
2746#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2747 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2748
2749
2750#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2751 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2752{ \
2753 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2754 mask_evaluate), \
2755 texture_blocks_switch(texturing, texture_mode), \
2756 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2757 mask_evaluate), \
2758 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2759} \
2760
2761#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2762 mask_evaluate, shading, dithering, texturing, blending) \
2763 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2764 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2765 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2766 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2767
2768#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2769 mask_evaluate, shading, dithering, texturing) \
2770 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2771 mask_evaluate, shading, dithering, texturing, unblended), \
2772 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2773 mask_evaluate, shading, dithering, texturing, blended) \
2774
2775#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2776 mask_evaluate, shading, dithering) \
2777 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2778 mask_evaluate, shading, dithering, untextured), \
2779 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2780 mask_evaluate, shading, dithering, textured) \
2781
2782#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2783 mask_evaluate, shading) \
2784 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2785 mask_evaluate, shading, undithered), \
2786 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2787 mask_evaluate, shading, dithered) \
2788
2789#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2790 mask_evaluate) \
2791 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2792 unshaded), \
2793 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2794 shaded) \
2795
2796#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2797 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2798 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2799
2800#define render_blocks_switch_block_texture_mode(texture_mode) \
2801 render_blocks_switch_block_blend_mode(texture_mode, average), \
2802 render_blocks_switch_block_blend_mode(texture_mode, add), \
2803 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2804 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2805
2806#define render_blocks_switch_block() \
2807 render_blocks_switch_block_texture_mode(4bpp), \
2808 render_blocks_switch_block_texture_mode(8bpp), \
2809 render_blocks_switch_block_texture_mode(16bpp), \
2810 render_blocks_switch_block_texture_mode(4bpp) \
2811
2812
2813render_block_handler_struct render_triangle_block_handlers[] =
2814{
2815 render_blocks_switch_block()
2816};
2817
2818#undef render_blocks_switch_block_modulation
2819
2820#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2821 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2822 "render flags:\n" \
2823 "texture mode: " #texture_mode "\n" \
2824 "blend mode: " #blend_mode "\n" \
2825 "mask evaluation: " #mask_evaluate "\n" \
2826 #shading "\n" \
2827 #dithering "\n" \
2828 #texturing "\n" \
2829 #blending "\n" \
2830 #modulation "\n" \
2831
2832char *render_block_flag_strings[] =
2833{
2834 render_blocks_switch_block()
2835};
2836
2837
2838#define triangle_y_direction_up 1
2839#define triangle_y_direction_flat 2
2840#define triangle_y_direction_down 0
2841
2842#define triangle_winding_positive 0
2843#define triangle_winding_negative 1
2844
2845#define triangle_set_direction(direction_variable, value) \
2846 u32 direction_variable = (u32)(value) >> 31; \
2847 if(value == 0) \
2848 direction_variable = 2 \
2849
2850#define triangle_case(direction_a, direction_b, direction_c, winding) \
2851 case (triangle_y_direction_##direction_a | \
2852 (triangle_y_direction_##direction_b << 2) | \
2853 (triangle_y_direction_##direction_c << 4) | \
2854 (triangle_winding_##winding << 6)) \
2855
75e28f62
E
2856void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2857 u32 flags)
2858{
2859 s32 y_top, y_bottom;
2860 s32 triangle_area;
2861 u32 triangle_winding = 0;
2862
2863 vertex_struct *a = &(vertexes[0]);
2864 vertex_struct *b = &(vertexes[1]);
2865 vertex_struct *c = &(vertexes[2]);
2866
2867 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2868
3867c6ef 2869#ifdef PROFILE
75e28f62 2870 triangles++;
3867c6ef 2871#endif
75e28f62
E
2872
2873 if(triangle_area == 0)
2874 {
3867c6ef 2875#ifdef PROFILE
75e28f62 2876 trivial_rejects++;
3867c6ef 2877#endif
75e28f62
E
2878 return;
2879 }
2880
2881 if(b->y < a->y)
2882 vertex_swap(a, b);
2883
2884 if(c->y < b->y)
2885 {
2886 vertex_swap(b, c);
2887
2888 if(b->y < a->y)
2889 vertex_swap(a, b);
2890 }
2891
2892 y_bottom = c->y;
2893 y_top = a->y;
2894
2895 if((y_bottom - y_top) >= 512)
2896 {
3867c6ef 2897#ifdef PROFILE
75e28f62 2898 trivial_rejects++;
3867c6ef 2899#endif
75e28f62
E
2900 return;
2901 }
2902
2903 if(triangle_area < 0)
2904 {
2905 triangle_area = -triangle_area;
2906 triangle_winding ^= 1;
2907 vertex_swap(a, c);
2908 }
2909
2910 if(b->x < a->x)
2911 vertex_swap(a, b);
2912
2913 if(c->x < b->x)
2914 {
2915 vertex_swap(b, c);
2916
2917 if(b->x < a->x)
2918 vertex_swap(a, b);
2919 }
2920
2921 if((c->x - a->x) >= 1024)
2922 {
3867c6ef 2923#ifdef PROFILE
75e28f62 2924 trivial_rejects++;
3867c6ef 2925#endif
75e28f62
E
2926 return;
2927 }
2928
2929 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2930 y_bottom) == 0)
2931 {
3867c6ef 2932#ifdef PROFILE
75e28f62 2933 trivial_rejects++;
3867c6ef 2934#endif
75e28f62
E
2935 return;
2936 }
2937
2938 psx_gpu->num_spans = 0;
2939 psx_gpu->triangle_area = triangle_area;
2940 psx_gpu->triangle_winding = triangle_winding;
2941
2942 s32 y_delta_a = b->y - a->y;
2943 s32 y_delta_b = c->y - b->y;
2944 s32 y_delta_c = c->y - a->y;
2945
2946 triangle_set_direction(y_direction_a, y_delta_a);
2947 triangle_set_direction(y_direction_b, y_delta_b);
2948 triangle_set_direction(y_direction_c, y_delta_c);
2949
2950 compute_all_gradients(psx_gpu, a, b, c);
2951
2952 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
2953 (triangle_winding << 6))
2954 {
2955 triangle_case(up, up, up, negative):
2956 triangle_case(up, up, flat, negative):
2957 triangle_case(up, up, down, negative):
2958 setup_spans_up_right(psx_gpu, a, b, c);
2959 break;
2960
2961 triangle_case(flat, up, up, negative):
2962 triangle_case(flat, up, flat, negative):
2963 triangle_case(flat, up, down, negative):
2964 setup_spans_up_a(psx_gpu, a, b, c);
2965 break;
2966
2967 triangle_case(down, up, up, negative):
2968 setup_spans_up_down(psx_gpu, a, c, b);
2969 break;
2970
2971 triangle_case(down, up, flat, negative):
2972 setup_spans_down_a(psx_gpu, a, c, b);
2973 break;
2974
2975 triangle_case(down, up, down, negative):
2976 setup_spans_down_right(psx_gpu, a, c, b);
2977 break;
2978
2979 triangle_case(down, flat, up, negative):
2980 triangle_case(down, flat, flat, negative):
2981 triangle_case(down, flat, down, negative):
2982 setup_spans_down_b(psx_gpu, a, b, c);
2983 break;
2984
2985 triangle_case(down, down, up, negative):
2986 triangle_case(down, down, flat, negative):
2987 triangle_case(down, down, down, negative):
2988 setup_spans_down_left(psx_gpu, a, b, c);
2989 break;
2990
2991 triangle_case(up, up, up, positive):
2992 triangle_case(up, up, flat, positive):
2993 triangle_case(up, up, down, positive):
2994 setup_spans_up_left(psx_gpu, a, b, c);
2995 break;
2996
2997 triangle_case(up, flat, up, positive):
2998 triangle_case(up, flat, flat, positive):
2999 triangle_case(up, flat, down, positive):
3000 setup_spans_up_b(psx_gpu, a, b, c);
3001 break;
3002
3003 triangle_case(up, down, up, positive):
3004 setup_spans_up_right(psx_gpu, a, c, b);
3005 break;
3006
3007 triangle_case(up, down, flat, positive):
3008 setup_spans_up_a(psx_gpu, a, c, b);
3009 break;
3010
3011 triangle_case(up, down, down, positive):
3012 setup_spans_up_down(psx_gpu, a, b, c);
3013 break;
3014
3015 triangle_case(flat, down, up, positive):
3016 triangle_case(flat, down, flat, positive):
3017 triangle_case(flat, down, down, positive):
3018 setup_spans_down_a(psx_gpu, a, b, c);
3019 break;
3020
3021 triangle_case(down, down, up, positive):
3022 triangle_case(down, down, flat, positive):
3023 triangle_case(down, down, down, positive):
3024 setup_spans_down_right(psx_gpu, a, b, c);
3025 break;
3026 }
3027
3867c6ef 3028#ifdef PROFILE
75e28f62 3029 spans += psx_gpu->num_spans;
3867c6ef 3030#endif
75e28f62 3031
69b09c0d
E
3032 if(psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED)
3033 {
3034 u32 i;
3035
3036 if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
3037 {
3038 for(i = 0; i < psx_gpu->num_spans; i++)
3039 {
3040 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3041 psx_gpu->span_edge_data[i].num_blocks = 0;
3042 }
3043 }
3044 else
3045 {
3046 for(i = 0; i < psx_gpu->num_spans; i++)
3047 {
3048 if(psx_gpu->span_edge_data[i].y & 1)
3049 psx_gpu->span_edge_data[i].num_blocks = 0;
3050 }
3051 }
3052 }
3053
75e28f62
E
3054 u32 render_state = flags &
3055 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3056 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3057 render_state |= psx_gpu->render_state_base;
3058
3059 if((psx_gpu->render_state != render_state) ||
3060 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3061 {
3062 psx_gpu->render_state = render_state;
3063 flush_render_block_buffer(psx_gpu);
3867c6ef 3064#ifdef PROFILE
75e28f62 3065 state_changes++;
3867c6ef 3066#endif
75e28f62
E
3067 }
3068
3069 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3070
3071 psx_gpu->render_block_handler =
3072 &(render_triangle_block_handlers[render_state]);
3073 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3074 (psx_gpu);
3075}
3076
3077
3078void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
3079
2bbbb7af 3080#ifndef NEON_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
3112#define setup_sprite_tiled_initialize_4bpp() \
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); \
3119 unzip_16x8b(clut_low, clut_high, clut_a, clut_b); \
3120 \
3121 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3122 update_texture_4bpp_cache(psx_gpu) \
3123
3124#define setup_sprite_tiled_initialize_8bpp() \
3125 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3126 update_texture_8bpp_cache(psx_gpu) \
3127
3128
3129#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
3130 texture_block_ptr = psx_gpu->texture_page_ptr + \
3131 ((texture_offset + offset) & texture_mask); \
3132 \
3133 load_64b(texels, texture_block_ptr) \
3134
3135
3136#define setup_sprite_tile_setup_block_yes(side, offset, texture_mode) \
3137
3138#define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
3139
3140#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3141 num_blocks += tile_num_blocks; \
3142 sprite_blocks += tile_num_blocks; \
3143 \
3144 if(num_blocks > MAX_BLOCKS) \
3145 { \
3146 flush_render_block_buffer(psx_gpu); \
3147 num_blocks = tile_num_blocks; \
3148 block = psx_gpu->blocks; \
3149 } \
3150
3151#define setup_sprite_tile_full_4bpp(edge) \
3152{ \
3153 vec_8x8u texels_low, texels_high; \
3154 vec_8x16u pixels; \
3155 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3156 \
3157 while(sub_tile_height) \
3158 { \
3159 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3160 tbl_16(texels_low, texels, clut_low); \
3161 tbl_16(texels_high, texels, clut_high); \
3162 zip_8x16b(pixels, texels_low, texels_high); \
3163 \
3164 block->texels = pixels; \
3165 block->draw_mask_bits = left_mask_bits; \
3166 block->fb_ptr = fb_ptr; \
3167 block++; \
3168 \
3169 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3170 tbl_16(texels_low, texels, clut_low); \
3171 tbl_16(texels_high, texels, clut_high); \
3172 zip_8x16b(pixels, texels_low, texels_high); \
3173 \
3174 block->texels = pixels; \
3175 block->draw_mask_bits = right_mask_bits; \
3176 block->fb_ptr = fb_ptr + 8; \
3177 block++; \
3178 \
3179 fb_ptr += 1024; \
3180 texture_offset += 0x10; \
3181 sub_tile_height--; \
3182 } \
3183 texture_offset += 0xF00; \
3184 psx_gpu->num_blocks = num_blocks; \
3185} \
3186
3187#define setup_sprite_tile_half_4bpp(edge) \
3188{ \
3189 vec_8x8u texels_low, texels_high; \
3190 vec_8x16u pixels; \
3191 setup_sprite_tile_add_blocks(sub_tile_height); \
3192 \
3193 while(sub_tile_height) \
3194 { \
3195 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3196 tbl_16(texels_low, texels, clut_low); \
3197 tbl_16(texels_high, texels, clut_high); \
3198 zip_8x16b(pixels, texels_low, texels_high); \
3199 \
3200 block->texels = pixels; \
3201 block->draw_mask_bits = edge##_mask_bits; \
3202 block->fb_ptr = fb_ptr; \
3203 block++; \
3204 \
3205 fb_ptr += 1024; \
3206 texture_offset += 0x10; \
3207 sub_tile_height--; \
3208 } \
3209 texture_offset += 0xF00; \
3210 psx_gpu->num_blocks = num_blocks; \
3211} \
3212
3213
3214#define setup_sprite_tile_full_8bpp(edge) \
3215{ \
3216 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3217 \
3218 while(sub_tile_height) \
3219 { \
3220 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3221 block->r = texels; \
3222 block->draw_mask_bits = left_mask_bits; \
3223 block->fb_ptr = fb_ptr; \
3224 block++; \
3225 \
3226 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3227 block->r = texels; \
3228 block->draw_mask_bits = right_mask_bits; \
3229 block->fb_ptr = fb_ptr + 8; \
3230 block++; \
3231 \
3232 fb_ptr += 1024; \
3233 texture_offset += 0x10; \
3234 sub_tile_height--; \
3235 } \
3236 texture_offset += 0xF00; \
3237 psx_gpu->num_blocks = num_blocks; \
3238} \
3239
3240#define setup_sprite_tile_half_8bpp(edge) \
3241{ \
3242 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3243 \
3244 while(sub_tile_height) \
3245 { \
3246 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3247 block->r = texels; \
3248 block->draw_mask_bits = edge##_mask_bits; \
3249 block->fb_ptr = fb_ptr; \
3250 block++; \
3251 \
3252 fb_ptr += 1024; \
3253 texture_offset += 0x10; \
3254 sub_tile_height--; \
3255 } \
3256 texture_offset += 0xF00; \
3257 psx_gpu->num_blocks = num_blocks; \
3258} \
3259
3260
3261#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3262 texture_offset = texture_offset_base + 8; \
3263 fb_ptr += 8 \
3264
3265#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3266 texture_offset = texture_offset_base \
3267
3268#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3269 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3270
3271#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3272 texture_offset = texture_offset_base \
3273
3274#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3275 fb_ptr -= 8 \
3276
3277#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3278
3279#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3280 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3281
3282#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3283
3284
3285#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
3286do \
3287{ \
3288 sub_tile_height = column_data; \
3289 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3290 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3291 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3292} while(0) \
3293
3294#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
3295do \
3296{ \
3297 u32 tiles_remaining = column_data >> 16; \
3298 sub_tile_height = column_data & 0xFF; \
3299 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3300 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3301 tiles_remaining -= 1; \
3302 \
3303 while(tiles_remaining) \
3304 { \
3305 sub_tile_height = 16; \
3306 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3307 tiles_remaining--; \
3308 } \
3309 \
3310 sub_tile_height = (column_data >> 8) & 0xFF; \
3311 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3312 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3313} while(0) \
3314
3315
3316#define setup_sprite_column_data_single() \
3317 column_data = height \
3318
3319#define setup_sprite_column_data_multi() \
3320 column_data = 16 - offset_v; \
3321 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3322 column_data |= (tile_height - 1) << 16 \
3323
3324
3325#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
3326 edge_mode, edge) \
3327{ \
3328 setup_sprite_column_data_##multi_height(); \
3329 left_mask_bits = left_block_mask | right_block_mask; \
3330 right_mask_bits = left_mask_bits >> 8; \
3331 \
3332 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
3333 texture_mode); \
3334} \
3335
3336#define setup_sprite_tiled_advance_column() \
3337 texture_offset_base += 0x100; \
3338 if((texture_offset_base & 0xF00) == 0) \
3339 texture_offset_base -= (0x100 + 0xF00) \
3340
3341#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
3342 left_mode, right_mode) \
3343{ \
3344 setup_sprite_column_data_##multi_height(); \
3345 s32 fb_ptr_advance_column = 16 - (1024 * height); \
3346 \
3347 tile_width -= 2; \
3348 left_mask_bits = left_block_mask; \
3349 right_mask_bits = left_mask_bits >> 8; \
3350 \
3351 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
3352 texture_mode); \
3353 fb_ptr += fb_ptr_advance_column; \
3354 \
3355 left_mask_bits = 0x00; \
3356 right_mask_bits = 0x00; \
3357 \
3358 while(tile_width) \
3359 { \
3360 setup_sprite_tiled_advance_column(); \
3361 setup_sprite_tile_column_height_##multi_height(full, none, texture_mode); \
3362 fb_ptr += fb_ptr_advance_column; \
3363 tile_width--; \
3364 } \
3365 \
3366 left_mask_bits = right_block_mask; \
3367 right_mask_bits = left_mask_bits >> 8; \
3368 \
3369 setup_sprite_tiled_advance_column(); \
3370 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
3371 texture_mode); \
3372} \
3373
3374
3375#define setup_sprite_tiled_builder(texture_mode) \
3376void setup_sprite_##texture_mode(psx_gpu_struct *psx_gpu, s32 x, s32 y, \
3377 s32 u, s32 v, s32 width, s32 height, u32 color) \
3378{ \
3379 s32 offset_u = u & 0xF; \
3380 s32 offset_v = v & 0xF; \
3381 \
3382 s32 width_rounded = offset_u + width + 15; \
3383 s32 height_rounded = offset_v + height + 15; \
3384 s32 tile_height = height_rounded / 16; \
3385 s32 tile_width = width_rounded / 16; \
3386 u32 offset_u_right = width_rounded & 0xF; \
3387 \
3388 u32 left_block_mask = ~(0xFFFF << offset_u); \
3389 u32 right_block_mask = 0xFFFE << offset_u_right; \
3390 \
3391 u32 left_mask_bits; \
3392 u32 right_mask_bits; \
3393 \
3394 u32 sub_tile_height; \
3395 u32 column_data; \
3396 \
3397 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3398 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3399 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3400 ((psx_gpu->texture_mask_height >> 4) << 12); \
3401 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3402 ((v & 0xF0) << 8); \
3403 u32 texture_offset_base = texture_offset; \
3404 u32 control_mask; \
3405 \
3406 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u); \
3407 u32 num_blocks = psx_gpu->num_blocks; \
3408 block_struct *block = psx_gpu->blocks + num_blocks; \
3409 \
3410 u16 *texture_block_ptr; \
3411 vec_8x8u texels; \
3412 \
3413 setup_sprite_tiled_initialize_##texture_mode(); \
3414 \
3415 control_mask = tile_width == 1; \
3416 control_mask |= (tile_height == 1) << 1; \
3417 control_mask |= ((left_block_mask & 0xFF) == 0xFF) << 2; \
3418 control_mask |= (((right_block_mask >> 8) & 0xFF) == 0xFF) << 3; \
3419 \
3420 sprites_##texture_mode++; \
3421 \
3422 switch(control_mask) \
3423 { \
3424 default: \
3425 case 0x0: \
3426 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
3427 break; \
3428 \
3429 case 0x1: \
3430 setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
3431 break; \
3432 \
3433 case 0x2: \
3434 setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
3435 break; \
3436 \
3437 case 0x3: \
3438 setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
3439 break; \
3440 \
3441 case 0x4: \
3442 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
3443 break; \
3444 \
3445 case 0x5: \
3446 setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
3447 break; \
3448 \
3449 case 0x6: \
3450 setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
3451 break; \
3452 \
3453 case 0x7: \
3454 setup_sprite_tile_column_width_single(texture_mode, single, half, right);\
3455 break; \
3456 \
3457 case 0x8: \
3458 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
3459 break; \
3460 \
3461 case 0x9: \
3462 setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
3463 break; \
3464 \
3465 case 0xA: \
3466 setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
3467 break; \
3468 \
3469 case 0xB: \
3470 setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
3471 break; \
3472 \
3473 case 0xC: \
3474 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
3475 break; \
3476 \
3477 case 0xE: \
3478 setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
3479 break; \
3480 } \
3481} \
3482
3483
3484void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3485 s32 width, s32 height, u32 color);
3486void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3487 s32 width, s32 height, u32 color);
3488void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3489 s32 width, s32 height, u32 color);
3490
2bbbb7af 3491#ifndef NEON_BUILD
75e28f62
E
3492setup_sprite_tiled_builder(4bpp);
3493setup_sprite_tiled_builder(8bpp);
3494
3495void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3496 s32 v, s32 width, s32 height, u32 color)
3497{
3498 u32 left_offset = u & 0x7;
3499 u32 width_rounded = width + left_offset + 7;
3500
3867c6ef 3501 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset);
75e28f62
E
3502 u32 right_width = width_rounded & 0x7;
3503 u32 block_width = width_rounded / 8;
3504 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3505
3506 u32 left_mask_bits = ~(0xFF << left_offset);
3507 u32 right_mask_bits = 0xFE << right_width;
3508
3509 u32 texture_offset_base = u + (v * 1024);
3510 u32 texture_mask =
3511 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3512
3513 u32 blocks_remaining;
3514 u32 num_blocks = psx_gpu->num_blocks;
3515 block_struct *block = psx_gpu->blocks + num_blocks;
3516
3517 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3518 u16 *texture_block_ptr;
3519
3520 texture_offset_base &= ~0x7;
3521
3522 sprites_16bpp++;
3523
3524 if(block_width == 1)
3525 {
3526 u32 mask_bits = left_mask_bits | right_mask_bits;
3527
3528 while(height)
3529 {
3530 num_blocks++;
3531 sprite_blocks++;
3532
3533 if(num_blocks > MAX_BLOCKS)
3534 {
3535 flush_render_block_buffer(psx_gpu);
3536 num_blocks = 1;
3537 block = psx_gpu->blocks;
3538 }
3539
3540 texture_block_ptr =
3541 texture_page_ptr + (texture_offset_base & texture_mask);
3542
3543 load_128b(block->texels, texture_block_ptr);
3544 block->draw_mask_bits = mask_bits;
3545 block->fb_ptr = fb_ptr;
3546
3547 block++;
3548
3549 texture_offset_base += 1024;
3550 fb_ptr += 1024;
3551
3552 height--;
3553 psx_gpu->num_blocks = num_blocks;
3554 }
3555 }
3556 else
3557 {
3558 u32 texture_offset;
3559
3560 while(height)
3561 {
3562 blocks_remaining = block_width - 2;
3563 num_blocks += block_width;
3564 sprite_blocks += block_width;
3565
3566 if(num_blocks > MAX_BLOCKS)
3567 {
3568 flush_render_block_buffer(psx_gpu);
3569 num_blocks = block_width;
3570 block = psx_gpu->blocks;
3571 }
3572
3573 texture_offset = texture_offset_base;
3574 texture_offset_base += 1024;
3575
3576 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3577 load_128b(block->texels, texture_block_ptr);
3578
3579 block->draw_mask_bits = left_mask_bits;
3580 block->fb_ptr = fb_ptr;
3581
3582 texture_offset += 8;
3583 fb_ptr += 8;
3584 block++;
3585
3586 while(blocks_remaining)
3587 {
3588 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3589 load_128b(block->texels, texture_block_ptr);
3590
3591 block->draw_mask_bits = 0;
3592 block->fb_ptr = fb_ptr;
3593
3594 texture_offset += 8;
3595 fb_ptr += 8;
3596 block++;
3597
3598 blocks_remaining--;
3599 }
3600
3601 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3602 load_128b(block->texels, texture_block_ptr);
3603
3604 block->draw_mask_bits = right_mask_bits;
3605 block->fb_ptr = fb_ptr;
3606
3607 fb_ptr += fb_ptr_pitch;
3608 block++;
3609
3610 height--;
3611 psx_gpu->num_blocks = num_blocks;
3612 }
3613 }
3614}
3615
3616#endif
3617
3618void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3619 s32 v, s32 width, s32 height, u32 color)
3620{
3621 u32 right_width = ((width - 1) & 0x7) + 1;
3622 u32 right_mask_bits = (0xFF << right_width);
3623 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + x;
3624 u32 block_width = (width + 7) / 8;
3625 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3626 u32 blocks_remaining;
3627 u32 num_blocks = psx_gpu->num_blocks;
3628 block_struct *block = psx_gpu->blocks + num_blocks;
3629
3630 u32 color_r = color & 0xFF;
3631 u32 color_g = (color >> 8) & 0xFF;
3632 u32 color_b = (color >> 16) & 0xFF;
3633 vec_8x16u colors;
3634 vec_8x16u right_mask;
3635 vec_8x16u test_mask = psx_gpu->test_mask;
3636 vec_8x16u zero_mask;
3637
3638 sprites_untextured++;
3639
3640 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3641
3642 dup_8x16b(colors, color);
3643 dup_8x16b(zero_mask, 0x00);
3644 dup_8x16b(right_mask, right_mask_bits);
3645 tst_8x16b(right_mask, right_mask, test_mask);
3646
3647 while(height)
3648 {
3649 blocks_remaining = block_width - 1;
3650 num_blocks += block_width;
3867c6ef
E
3651
3652#ifdef PROFILE
75e28f62 3653 sprite_blocks += block_width;
3867c6ef 3654#endif
75e28f62
E
3655
3656 if(num_blocks > MAX_BLOCKS)
3657 {
3658 flush_render_block_buffer(psx_gpu);
3659 num_blocks = block_width;
3660 block = psx_gpu->blocks;
3661 }
3662
3663 while(blocks_remaining)
3664 {
3665 block->pixels = colors;
3666 block->draw_mask = zero_mask;
3667 block->fb_ptr = fb_ptr;
3668
3669 fb_ptr += 8;
3670 block++;
3671 blocks_remaining--;
3672 }
3673
3674 block->pixels = colors;
3675 block->draw_mask = right_mask;
3676 block->fb_ptr = fb_ptr;
3677
3678 block++;
3679 fb_ptr += fb_ptr_pitch;
3680
3681 height--;
3682 psx_gpu->num_blocks = num_blocks;
3683 }
3684}
3685
3686
3687
3688#define setup_sprite_blocks_switch_textured(texture_mode) \
3689 setup_sprite_##texture_mode \
3690
3691#define setup_sprite_blocks_switch_untextured(texture_mode) \
3692 setup_sprite_untextured \
3693
3694#define setup_sprite_blocks_switch(texturing, texture_mode) \
3695 setup_sprite_blocks_switch_##texturing(texture_mode) \
3696
3697
3698#define texture_sprite_blocks_switch_4bpp() \
3699 texture_blocks_untextured \
3700
3701#define texture_sprite_blocks_switch_8bpp() \
3702 texture_sprite_blocks_8bpp \
3703
3704#define texture_sprite_blocks_switch_16bpp() \
3705 texture_blocks_untextured \
3706
3707#define texture_sprite_blocks_switch_untextured(texture_mode) \
3708 texture_blocks_untextured \
3709
3710#define texture_sprite_blocks_switch_textured(texture_mode) \
3711 texture_sprite_blocks_switch_##texture_mode() \
3712
3713#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3714 mask_evaluate, shading, dithering, texturing, blending, modulation) \
3715{ \
3716 setup_sprite_blocks_switch(texturing, texture_mode), \
3717 texture_sprite_blocks_switch_##texturing(texture_mode), \
3718 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
3719 mask_evaluate), \
3720 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
3721} \
3722
3723#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3724 mask_evaluate, shading, dithering, texturing, blending) \
3725 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3726 mask_evaluate, shading, dithering, texturing, blending, modulated), \
3727 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3728 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
3729
3730#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3731 mask_evaluate, shading, dithering, texturing) \
3732 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3733 mask_evaluate, shading, dithering, texturing, unblended), \
3734 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3735 mask_evaluate, shading, dithering, texturing, blended) \
3736
3737#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3738 mask_evaluate, shading, dithering) \
3739 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3740 mask_evaluate, shading, dithering, untextured), \
3741 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3742 mask_evaluate, shading, dithering, textured) \
3743
3744#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3745 mask_evaluate, shading) \
3746 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3747 mask_evaluate, shading, undithered), \
3748 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3749 mask_evaluate, shading, dithered) \
3750
3751#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
3752 blend_mode, mask_evaluate) \
3753 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3754 mask_evaluate, unshaded), \
3755 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3756 mask_evaluate, shaded) \
3757
3758#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
3759 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3760 off), \
3761 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3762 on) \
3763
3764#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
3765 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
3766 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
3767 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
3768 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
3769
3770#define render_sprite_blocks_switch_block() \
3771 render_sprite_blocks_switch_block_texture_mode(4bpp), \
3772 render_sprite_blocks_switch_block_texture_mode(8bpp), \
3773 render_sprite_blocks_switch_block_texture_mode(16bpp), \
3774 render_sprite_blocks_switch_block_texture_mode(4bpp) \
3775
3776
3777render_block_handler_struct render_sprite_block_handlers[] =
3778{
3779 render_sprite_blocks_switch_block()
3780};
3781
3782
3783void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
3784 s32 width, s32 height, u32 flags, u32 color)
3785{
3786 s32 x_right = x + width - 1;
3787 s32 y_bottom = y + height - 1;
3788
3867c6ef
E
3789#ifdef PROFILE
3790 sprites++;
3791#endif
3792
75e28f62
E
3793 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
3794 y_bottom) == 0)
3795 {
3796 return;
3797 }
3798
3799 if(x < psx_gpu->viewport_start_x)
3800 {
3801 u32 clip = psx_gpu->viewport_start_x - x;
3802 x += clip;
3803 u += clip;
3804 width -= clip;
3805 }
3806
3807 if(y < psx_gpu->viewport_start_y)
3808 {
3809 s32 clip = psx_gpu->viewport_start_y - y;
3810 y += clip;
3811 v += clip;
3812 height -= clip;
3813 }
3814
3815 if(x_right > psx_gpu->viewport_end_x)
3816 width -= x_right - psx_gpu->viewport_end_x;
3817
3818 if(y_bottom > psx_gpu->viewport_end_y)
3819 height -= y_bottom - psx_gpu->viewport_end_y;
3820
3821 if((width <= 0) || (height <= 0))
3822 return;
3823
3867c6ef 3824#ifdef PROFILE
75e28f62
E
3825 span_pixels += width * height;
3826 spans += height;
3867c6ef 3827#endif
75e28f62
E
3828
3829 u32 render_state = flags &
3830 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3831 RENDER_FLAGS_TEXTURE_MAP);
3832 render_state |=
3833 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
1f88961f 3834
75e28f62
E
3835 if((psx_gpu->render_state != render_state) ||
3836 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
3837 {
3838 psx_gpu->render_state = render_state;
3839 flush_render_block_buffer(psx_gpu);
3867c6ef 3840#ifdef PROFILE
75e28f62 3841 state_changes++;
3867c6ef 3842#endif
75e28f62
E
3843 }
3844
3845 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
3846
3847 color &= 0xFFFFFF;
3848
3849 if(psx_gpu->triangle_color != color)
3850 {
3851 flush_render_block_buffer(psx_gpu);
3852 psx_gpu->triangle_color = color;
3853 }
3854
3855 if(color == 0x808080)
3856 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
3857
3858 render_block_handler_struct *render_block_handler =
3859 &(render_sprite_block_handlers[render_state]);
3860 psx_gpu->render_block_handler = render_block_handler;
3861
3862 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
3863 (psx_gpu, x, y, u, v, width, height, color);
3864}
3865
3866#define draw_pixel_line_mask_evaluate_yes() \
3867 if(*vram_ptr & 0x8000) \
3868
3869#define draw_pixel_line_mask_evaluate_no() \
3870
3871
3872#define draw_pixel_line_shaded() \
3873{ \
3874 color_r = fixed_to_int(current_r); \
3875 color_g = fixed_to_int(current_g); \
3876 color_b = fixed_to_int(current_b); \
3877 \
3878 current_r += gradient_r; \
3879 current_g += gradient_g; \
3880 current_b += gradient_b; \
3881} \
3882
3883#define draw_pixel_line_unshaded() \
3884{ \
3885 color_r = color & 0xFF; \
3886 color_g = (color >> 8) & 0xFF; \
3887 color_b = (color >> 16) & 0xFF; \
3888} \
3889
3890
3891#define draw_pixel_line_dithered(_x, _y) \
3892{ \
3893 u32 dither_xor = _x ^ _y; \
3894 s32 dither_offset = (dither_xor >> 1) & 0x1; \
3895 dither_offset |= (_y & 0x1) << 1; \
3896 dither_offset |= (dither_xor & 0x1) << 2; \
3897 dither_offset -= 4; \
3898 \
3899 color_r += dither_offset; \
3900 color_g += dither_offset; \
3901 color_b += dither_offset; \
3902 \
3903 if(color_r < 0) \
3904 color_r = 0; \
3905 \
3906 if(color_g < 0) \
3907 color_g = 0; \
3908 \
3909 if(color_b < 0) \
3910 color_b = 0; \
3911 \
3912 if(color_r > 255) \
3913 color_r = 255; \
3914 \
3915 if(color_g > 255) \
3916 color_g = 255; \
3917 \
3918 if(color_b > 255) \
3919 color_b = 255; \
3920} \
3921
3922#define draw_pixel_line_undithered(_x, _y) \
3923
3924
3925#define draw_pixel_line_average() \
3926 color_r = (color_r + fb_r) / 2; \
3927 color_g = (color_g + fb_g) / 2; \
3928 color_b = (color_b + fb_b) / 2 \
3929
3930#define draw_pixel_line_add() \
3931 color_r += fb_r; \
3932 color_g += fb_g; \
3933 color_b += fb_b; \
3934 \
3935 if(color_r > 31) \
3936 color_r = 31; \
3937 \
3938 if(color_g > 31) \
3939 color_g = 31; \
3940 \
3941 if(color_b > 31) \
3942 color_b = 31 \
3943 \
3944
3945#define draw_pixel_line_subtract() \
3946 color_r = fb_r - color_r; \
3947 color_g = fb_g - color_g; \
3948 color_b = fb_b - color_b; \
3949 \
3950 if(color_r < 0) \
3951 color_r = 0; \
3952 \
3953 if(color_g < 0) \
3954 color_g = 0; \
3955 \
3956 if(color_b < 0) \
3957 color_b = 0 \
3958
3959#define draw_pixel_line_add_fourth() \
3960 color_r = fb_r + (color_r / 4); \
3961 color_g = fb_g + (color_g / 4); \
3962 color_b = fb_b + (color_b / 4); \
3963 \
3964 if(color_r > 31) \
3965 color_r = 31; \
3966 \
3967 if(color_g > 31) \
3968 color_g = 31; \
3969 \
3970 if(color_b > 31) \
3971 color_b = 31 \
3972
3973
3974#define draw_pixel_line_blended(blend_mode) \
3975 s32 fb_pixel = *vram_ptr; \
3976 s32 fb_r = fb_pixel & 0x1F; \
3977 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
3978 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
3979 \
3980 draw_pixel_line_##blend_mode() \
3981
3982#define draw_pixel_line_unblended(blend_mode) \
3983
3984
3985#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
3986 blend_mode) \
3987 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
3988 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
3989 { \
3990 draw_pixel_line_mask_evaluate_##mask_evaluate() \
3991 { \
3992 draw_pixel_line_##shading(); \
3993 draw_pixel_line_##dithering(_x, _y); \
3994 \
3995 color_r >>= 3; \
3996 color_g >>= 3; \
3997 color_b >>= 3; \
3998 \
3999 draw_pixel_line_##blending(blend_mode); \
4000 \
4001 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4002 psx_gpu->mask_msb; \
4003 } \
4004 } \
4005
4006#define update_increment(value) \
4007 value++ \
4008
4009#define update_decrement(value) \
4010 value-- \
4011
4012#define update_vram_row_increment(value) \
4013 vram_ptr += 1024 \
4014
4015#define update_vram_row_decrement(value) \
4016 vram_ptr -= 1024 \
4017
4018#define compare_increment(a, b) \
4019 (a <= b) \
4020
4021#define compare_decrement(a, b) \
4022 (a >= b) \
4023
4024#define set_line_gradients(minor) \
4025{ \
4026 s32 gradient_divisor = delta_##minor; \
e86b6fec
E
4027 if(gradient_divisor != 0) \
4028 { \
4029 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
4030 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
4031 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
4032 } \
4033 else \
4034 { \
4035 gradient_r = 0; \
4036 gradient_g = 0; \
4037 gradient_b = 0; \
4038 } \
75e28f62
E
4039 current_r = fixed_center(vertex_a->r); \
4040 current_g = fixed_center(vertex_a->g); \
4041 current_b = fixed_center(vertex_a->b); \
4042}
4043
4044#define draw_line_span_horizontal(direction, shading, blending, dithering, \
4045 mask_evaluate, blend_mode) \
4046do \
4047{ \
4048 error_step = delta_y * 2; \
4049 error_wrap = delta_x * 2; \
4050 error = delta_x; \
4051 \
4052 current_y = y_a; \
4053 set_line_gradients(x); \
4054 \
4055 for(current_x = x_a; current_x <= x_b; current_x++) \
4056 { \
4057 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4058 mask_evaluate, blend_mode); \
4059 error += error_step; \
4060 vram_ptr++; \
4061 \
4062 if(error >= error_wrap) \
4063 { \
4064 update_##direction(current_y); \
4065 update_vram_row_##direction(); \
4066 error -= error_wrap; \
4067 } \
4068 } \
4069} while(0) \
4070
4071#define draw_line_span_vertical(direction, shading, blending, dithering, \
4072 mask_evaluate, blend_mode) \
4073do \
4074{ \
4075 error_step = delta_x * 2; \
4076 error_wrap = delta_y * 2; \
4077 error = delta_y; \
4078 \
4079 current_x = x_a; \
4080 set_line_gradients(y); \
4081 \
4082 for(current_y = y_a; compare_##direction(current_y, y_b); \
4083 update_##direction(current_y)) \
4084 { \
4085 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4086 mask_evaluate, blend_mode); \
4087 error += error_step; \
4088 update_vram_row_##direction(); \
4089 \
4090 if(error > error_wrap) \
4091 { \
4092 vram_ptr++; \
4093 current_x++; \
4094 error -= error_wrap; \
4095 } \
4096 } \
4097} while(0) \
4098
4099
4100#define render_line_body(shading, blending, dithering, mask_evaluate, \
4101 blend_mode) \
4102 if(delta_y < 0) \
4103 { \
4104 delta_y *= -1; \
4105 \
4106 if(delta_y >= 512) \
4107 return; \
4108 \
4109 if(delta_x > delta_y) \
4110 { \
4111 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4112 mask_evaluate, blend_mode); \
4113 } \
4114 else \
4115 { \
4116 draw_line_span_vertical(decrement, shading, blending, dithering, \
4117 mask_evaluate, blend_mode); \
4118 } \
4119 } \
4120 else \
4121 { \
4122 if(delta_y >= 512) \
4123 return; \
4124 \
4125 if(delta_x > delta_y) \
4126 { \
4127 draw_line_span_horizontal(increment, shading, blending, dithering, \
4128 mask_evaluate, blend_mode); \
4129 } \
4130 else \
4131 { \
4132 draw_line_span_vertical(increment, shading, blending, dithering, \
4133 mask_evaluate, blend_mode); \
4134 } \
4135 } \
4136
4137
4138void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4139 u32 color)
4140{
4141 s32 color_r, color_g, color_b;
4142 u32 triangle_winding = 0;
4143
4144 fixed_type gradient_r = 0;
4145 fixed_type gradient_g = 0;
4146 fixed_type gradient_b = 0;
4147 fixed_type current_r = 0;
4148 fixed_type current_g = 0;
4149 fixed_type current_b = 0;
4150
4151 s32 y_a, y_b;
4152 s32 x_a, x_b;
4153
4154 s32 delta_x, delta_y;
4155
4156 s32 current_x;
4157 s32 current_y;
4158
4159 u32 error_step;
4160 u32 error;
4161 u32 error_wrap;
4162
4163 u16 *vram_ptr;
4164
4165 flush_render_block_buffer(psx_gpu);
4166 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4167
4168 vertex_struct *vertex_a = &(vertexes[0]);
4169 vertex_struct *vertex_b = &(vertexes[1]);
4170
4171 u32 control_mask;
4172
3867c6ef 4173#ifdef PROFILE
75e28f62 4174 lines++;
3867c6ef 4175#endif
75e28f62
E
4176
4177 if(vertex_a->x >= vertex_b->x)
4178 {
4179 vertex_swap(vertex_a, vertex_b);
4180 }
4181
4182 x_a = vertex_a->x;
4183 x_b = vertex_b->x;
4184
4185 y_a = vertex_a->y;
4186 y_b = vertex_b->y;
4187
4188 delta_x = x_b - x_a;
4189 delta_y = y_b - y_a;
4190
4191 if(delta_x >= 1024)
4192 return;
4193
4194 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4195
4196 vram_ptr = psx_gpu->vram_ptr + (y_a * 1024) + x_a;
4197
4198 control_mask = 0x0;
4199
4200 if(flags & RENDER_FLAGS_SHADE)
4201 control_mask |= 0x1;
4202
4203 if(flags & RENDER_FLAGS_BLEND)
4204 {
4205 control_mask |= 0x2;
4206 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4207 }
4208
4209 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4210 control_mask |= 0x4;
4211
4212 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4213 control_mask |= 0x8;
4214
4215 switch(control_mask)
4216 {
4217 case 0x0:
4218 render_line_body(unshaded, unblended, undithered, no, none);
4219 break;
4220
4221 case 0x1:
4222 render_line_body(shaded, unblended, undithered, no, none);
4223 break;
4224
4225 case 0x2:
4226 render_line_body(unshaded, blended, undithered, no, average);
4227 break;
4228
4229 case 0x3:
4230 render_line_body(shaded, blended, undithered, no, average);
4231 break;
4232
4233 case 0x4:
4234 render_line_body(unshaded, unblended, dithered, no, none);
4235 break;
4236
4237 case 0x5:
4238 render_line_body(shaded, unblended, dithered, no, none);
4239 break;
4240
4241 case 0x6:
4242 render_line_body(unshaded, blended, dithered, no, average);
4243 break;
4244
4245 case 0x7:
4246 render_line_body(shaded, blended, dithered, no, average);
4247 break;
4248
4249 case 0x8:
4250 render_line_body(unshaded, unblended, undithered, yes, none);
4251 break;
4252
4253 case 0x9:
4254 render_line_body(shaded, unblended, undithered, yes, none);
4255 break;
4256
4257 case 0xA:
4258 render_line_body(unshaded, blended, undithered, yes, average);
4259 break;
4260
4261 case 0xB:
4262 render_line_body(shaded, blended, undithered, yes, average);
4263 break;
4264
4265 case 0xC:
4266 render_line_body(unshaded, unblended, dithered, yes, none);
4267 break;
4268
4269 case 0xD:
4270 render_line_body(shaded, unblended, dithered, yes, none);
4271 break;
4272
4273 case 0xE:
4274 render_line_body(unshaded, blended, dithered, yes, average);
4275 break;
4276
4277 case 0xF:
4278 render_line_body(shaded, blended, dithered, yes, average);
4279 break;
4280
4281 case 0x12:
4282 render_line_body(unshaded, blended, undithered, no, add);
4283 break;
4284
4285 case 0x13:
4286 render_line_body(shaded, blended, undithered, no, add);
4287 break;
4288
4289 case 0x16:
4290 render_line_body(unshaded, blended, dithered, no, add);
4291 break;
4292
4293 case 0x17:
4294 render_line_body(shaded, blended, dithered, no, add);
4295 break;
4296
4297 case 0x1A:
4298 render_line_body(unshaded, blended, undithered, yes, add);
4299 break;
4300
4301 case 0x1B:
4302 render_line_body(shaded, blended, undithered, yes, add);
4303 break;
4304
4305 case 0x1E:
4306 render_line_body(unshaded, blended, dithered, yes, add);
4307 break;
4308
4309 case 0x1F:
4310 render_line_body(shaded, blended, dithered, yes, add);
4311 break;
4312
4313 case 0x22:
4314 render_line_body(unshaded, blended, undithered, no, subtract);
4315 break;
4316
4317 case 0x23:
4318 render_line_body(shaded, blended, undithered, no, subtract);
4319 break;
4320
4321 case 0x26:
4322 render_line_body(unshaded, blended, dithered, no, subtract);
4323 break;
4324
4325 case 0x27:
4326 render_line_body(shaded, blended, dithered, no, subtract);
4327 break;
4328
4329 case 0x2A:
4330 render_line_body(unshaded, blended, undithered, yes, subtract);
4331 break;
4332
4333 case 0x2B:
4334 render_line_body(shaded, blended, undithered, yes, subtract);
4335 break;
4336
4337 case 0x2E:
4338 render_line_body(unshaded, blended, dithered, yes, subtract);
4339 break;
4340
4341 case 0x2F:
4342 render_line_body(shaded, blended, dithered, yes, subtract);
4343 break;
4344
4345 case 0x32:
4346 render_line_body(unshaded, blended, undithered, no, add_fourth);
4347 break;
4348
4349 case 0x33:
4350 render_line_body(shaded, blended, undithered, no, add_fourth);
4351 break;
4352
4353 case 0x36:
4354 render_line_body(unshaded, blended, dithered, no, add_fourth);
4355 break;
4356
4357 case 0x37:
4358 render_line_body(shaded, blended, dithered, no, add_fourth);
4359 break;
4360
4361 case 0x3A:
4362 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4363 break;
4364
4365 case 0x3B:
4366 render_line_body(shaded, blended, undithered, yes, add_fourth);
4367 break;
4368
4369 case 0x3E:
4370 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4371 break;
4372
4373 case 0x3F:
4374 render_line_body(shaded, blended, dithered, yes, add_fourth);
4375 break;
4376 }
4377}
4378
4379
4380void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4381 u32 width, u32 height)
4382{
1f88961f
E
4383 if((width == 0) || (height == 0))
4384 return;
4385
cec398c0 4386 flush_render_block_buffer(psx_gpu);
75e28f62
E
4387 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4388
75e28f62
E
4389 u32 r = color & 0xFF;
4390 u32 g = (color >> 8) & 0xFF;
4391 u32 b = (color >> 16) & 0xFF;
6c4a10c4
E
4392 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4393 psx_gpu->mask_msb;
4394 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4395
4396 u32 *vram_ptr = (u32 *)(psx_gpu->vram_ptr + x + (y * 1024));
4397
4398 u32 pitch = 512 - (width / 2);
4399 u32 num_width;
75e28f62 4400
6c4a10c4
E
4401 if(psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED)
4402 {
4403 pitch += 512;
4404 height /= 2;
4405
4406 if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
4407 vram_ptr += 512;
4408 }
75e28f62 4409
6c4a10c4 4410 while(height)
75e28f62 4411 {
6c4a10c4
E
4412 num_width = width;
4413 while(num_width)
75e28f62 4414 {
6c4a10c4
E
4415 vram_ptr[0] = color_32bpp;
4416 vram_ptr[1] = color_32bpp;
4417 vram_ptr[2] = color_32bpp;
4418 vram_ptr[3] = color_32bpp;
4419 vram_ptr[4] = color_32bpp;
4420 vram_ptr[5] = color_32bpp;
4421 vram_ptr[6] = color_32bpp;
4422 vram_ptr[7] = color_32bpp;
4423
4424 vram_ptr += 8;
4425 num_width -= 16;
75e28f62
E
4426 }
4427
6c4a10c4
E
4428 vram_ptr += pitch;
4429 height--;
75e28f62 4430 }
75e28f62
E
4431}
4432
4433void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4434 u32 width, u32 height, u32 pitch)
4435{
4436 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4437 u32 draw_x, draw_y;
87c45ad1 4438 u32 mask_msb = psx_gpu->mask_msb;
75e28f62 4439
1f88961f
E
4440 if((width == 0) || (height == 0))
4441 return;
4442
cec398c0 4443 flush_render_block_buffer(psx_gpu);
75e28f62
E
4444 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4445
75e28f62
E
4446 for(draw_y = 0; draw_y < height; draw_y++)
4447 {
4448 for(draw_x = 0; draw_x < width; draw_x++)
4449 {
24b9bacc 4450 vram_ptr[draw_x] = source[draw_x] | mask_msb;
75e28f62
E
4451 }
4452
4453 source += pitch;
4454 vram_ptr += 1024;
4455 }
4456}
4457
4458void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4459 u32 dest_x, u32 dest_y, u32 width, u32 height)
4460{
4461 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4462 dest_x, dest_y, width, height, 1024);
4463}
4464
4465
4466void initialize_reciprocal_table(void)
4467{
4468 u32 height;
4469 u32 height_normalized;
4470 u32 height_reciprocal;
4471 s32 shift;
4472
4473 for(height = 1; height < 512; height++)
4474 {
4475 shift = __builtin_clz(height);
4476 height_normalized = height << shift;
4477 height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) /
4478 height_normalized;
4479
4480 shift = 32 - (50 - shift);
4481
4482 reciprocal_table[height] = (height_reciprocal << 12) | shift;
4483 }
4484}
4485
4486
4487#define dither_table_row(a, b, c, d) \
4488 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4489
e8c0e0bb 4490void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
75e28f62
E
4491{
4492 vec_8x16u test_mask =
4493 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4494
4495 psx_gpu->test_mask = test_mask;
4496
75e28f62
E
4497 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4498 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4499 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4500 psx_gpu->viewport_mask = 0;
4501 psx_gpu->current_texture_page = 0;
4502 psx_gpu->current_texture_mask = 0;
4503 psx_gpu->last_8bpp_texture_page = 0;
4504
4505 psx_gpu->clut_settings = 0;
4506 psx_gpu->texture_settings = 0;
4507 psx_gpu->render_state = 0;
4508 psx_gpu->render_state_base = 0;
4509 psx_gpu->num_blocks = 0;
4510
e8c0e0bb 4511 psx_gpu->vram_ptr = vram;
75e28f62 4512
3867c6ef 4513 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
75e28f62
E
4514 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4515 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4516
4517 psx_gpu->mask_msb = 0;
4518
f9248bbf
E
4519 psx_gpu->texture_window_x = 0;
4520 psx_gpu->texture_window_y = 0;
4521 psx_gpu->texture_mask_width = 0xFF;
4522 psx_gpu->texture_mask_height = 0xFF;
4523
69b09c0d
E
4524 psx_gpu->interlace_mode = 0;
4525
75e28f62
E
4526 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4527
4528 initialize_reciprocal_table();
4529
4530 // 00 01 10 11
4531 // 00 0 4 1 5
4532 // 01 6 2 7 3
4533 // 10 1 5 0 4
4534 // 11 7 3 6 2
4535 // (minus ones(4) * 4)
4536
4537 // d0: (1 3 5 7): x1 ^ y1
4538 // d1: (2 3 6 7): y0
4539 // d2: (4 5 6 7): x0 ^ y0
4540
75e28f62
E
4541 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4542 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4543 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4544 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4545
4546 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4547}
4548
4549u64 get_us(void)
4550{
4551 struct timeval tv;
4552 gettimeofday(&tv, NULL);
4553
4554 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4555}
4556
2bbbb7af 4557#ifdef NEON_BUILD
75e28f62
E
4558
4559u32 get_counter()
4560{
4561 u32 counter;
4562 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4563
4564 return counter;
4565}
4566
4567void init_counter(void)
4568{
4569 u32 value;
4570 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4571 value |= 5; // master enable, ccnt reset
4572 value &= ~8; // ccnt divider 0
4573 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4574 // enable cycle counter
4575 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4576}
4577
4578void triangle_benchmark(psx_gpu_struct *psx_gpu)
4579{
4580 u32 i;
4581
4582 u32 ticks;
4583 u32 ticks_elapsed;
4584
4585 const u32 iterations = 500000;
4586
4587 psx_gpu->num_blocks = 64;
4588 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4589
4590 for(i = 0; i < 64; i++)
4591 {
4592 memset(&(psx_gpu->blocks[i].r), 0, 16);
4593 }
4594
4595 init_counter();
4596
4597 ticks = get_counter();
4598
4599 for(i = 0; i < iterations; i++)
4600 {
4601 texture_sprite_blocks_8bpp(psx_gpu);
4602 }
4603
4604 ticks_elapsed = get_counter() - ticks;
4605
4606 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
4607}
4608
4609#endif
4610