frontend: don't frameskip on fast forward
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#include <stdio.h>
16#include <stdlib.h>
77e1e479 17#include <stdint.h>
75e28f62 18#include <string.h>
2d658c89 19#include <assert.h>
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20
21#include "common.h"
a4021361 22#ifndef NEON_BUILD
23#include "vector_ops.h"
24#endif
37725e8c 25#include "psx_gpu_simd.h"
75e28f62 26
aafce833 27#if 0
28void dump_r_d(const char *name, void *dump);
29void dump_r_q(const char *name, void *dump);
30#define dumprd(n) dump_r_d(#n, n.e)
31#define dumprq(n) dump_r_q(#n, n.e)
32#endif
33
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34u32 span_pixels = 0;
35u32 span_pixel_blocks = 0;
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36u32 spans = 0;
37u32 triangles = 0;
38u32 sprites = 0;
39u32 sprites_4bpp = 0;
40u32 sprites_8bpp = 0;
41u32 sprites_16bpp = 0;
42u32 sprite_blocks = 0;
43u32 sprites_untextured = 0;
44u32 lines = 0;
45u32 trivial_rejects = 0;
46u32 texels_4bpp = 0;
47u32 texels_8bpp = 0;
48u32 texels_16bpp = 0;
49u32 texel_blocks_4bpp = 0;
50u32 texel_blocks_8bpp = 0;
51u32 texel_blocks_16bpp = 0;
52u32 texel_blocks_untextured = 0;
53u32 blend_blocks = 0;
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54u32 render_buffer_flushes = 0;
55u32 state_changes = 0;
56u32 left_split_triangles = 0;
57u32 flat_triangles = 0;
58u32 clipped_triangles = 0;
59u32 zero_block_spans = 0;
60u32 texture_cache_loads = 0;
3867c6ef 61u32 false_modulated_blocks = 0;
75e28f62 62
a2cb152a 63#define stats_add(stat, count) // stat += count
64
c1817bd9 65/* double size for enhancement */
66u32 reciprocal_table[512 * 2];
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67
68
69typedef s32 fixed_type;
70
71#define EDGE_STEP_BITS 32
72#define FIXED_BITS 12
73
74#define fixed_center(value) \
75 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
76
77#define int_to_fixed(value) \
78 (((fixed_type)(value)) << FIXED_BITS) \
79
80#define fixed_to_int(value) \
81 ((value) >> FIXED_BITS) \
82
83#define fixed_to_double(value) \
84 ((value) / (double)(1 << FIXED_BITS)) \
85
86#define double_to_fixed(value) \
87 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
88
89typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
90typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
91typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
92typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
93
94typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
95 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
96
97struct render_block_handler_struct
98{
99 void *setup_blocks;
100 texture_blocks_function_type *texture_blocks;
101 shade_blocks_function_type *shade_blocks;
102 blend_blocks_function_type *blend_blocks;
103};
104
2bbbb7af 105#ifndef NEON_BUILD
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106
107u32 fixed_reciprocal(u32 denominator, u32 *_shift)
108{
109 u32 shift = __builtin_clz(denominator);
110 u32 denominator_normalized = denominator << shift;
111
112 double numerator = (1ULL << 62) + denominator_normalized;
113 double numerator_b;
114
115 double denominator_normalized_dp_b;
116 u64 denominator_normalized_dp_u64;
117
118 u32 reciprocal;
119 double reciprocal_dp;
120
121 u64 numerator_u64 = (denominator_normalized >> 10) |
122 ((u64)(62 + 1023) << 52);
123 *((u64 *)(&numerator_b)) = numerator_u64;
124
125 denominator_normalized_dp_u64 =
126 (u64)(denominator_normalized << 21) |
127 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
128 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
129
130 // Implement with a DP divide
131 reciprocal_dp = numerator / denominator_normalized_dp_b;
132 reciprocal = reciprocal_dp;
133
134 if(reciprocal == 0x80000001)
135 reciprocal = 0x80000000;
136
137 *_shift = 62 - shift;
138 return reciprocal;
139}
140
141double reciprocal_estimate(double a)
142{
143 int q, s;
144 double r;
145
146 q = (int)(a * 512.0);
147 /* a in units of 1/512 rounded down */
148 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
149 s = (int)(256.0 * r + 0.5);
150
151 /* r in units of 1/256 rounded to nearest */
152
153 return (double)s / 256.0;
154}
155
156u32 reciprocal_estimate_u32(u32 value)
157{
158 u64 dp_value_u64;
159 volatile double dp_value;
160 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
161
162 if((value >> 31) == 0)
163 return 0xFFFFFFFF;
164
165 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
166
167 *dp_value_ptr = dp_value_u64;
168
169 dp_value = reciprocal_estimate(dp_value);
170 dp_value_u64 = *dp_value_ptr;
171
172 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
173}
174
175u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
176{
177 u32 shift = __builtin_clz(value);
178 u32 value_normalized = value << shift;
179
180 *_shift = 62 - shift;
181
182 value_normalized -= 2;
183
184 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
185
186 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
187 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
188 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
189 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
190 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
191 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
192
193 return reciprocal_normalized;
194}
195
196#endif
197
198
199s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
200{
201 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
202}
203
204u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
205{
206 s32 coverage_x, coverage_y;
207
208 u32 mask_up_left;
209 u32 mask_down_right;
210
211 coverage_x = x2 >> 6;
212 coverage_y = y2 >> 8;
213
214 if(coverage_x < 0)
215 coverage_x = 0;
216
217 if(coverage_x > 31)
218 coverage_x = 31;
219
220 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
221
222 if(coverage_y >= 1)
223 mask_down_right |= mask_down_right << 16;
224
225 coverage_x = x1 >> 6;
226
227 mask_up_left = 0xFFFF0000 << coverage_x;
228 if(coverage_x < 0)
229 mask_up_left = 0xFFFF0000;
230
231 coverage_y = y1 >> 8;
232 if(coverage_y <= 0)
233 mask_up_left |= mask_up_left >> 16;
234
235 return mask_up_left & mask_down_right;
236}
237
238u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
239 u32 x2, u32 y2)
240{
241 u32 mask = texture_region_mask(x1, y1, x2, y2);
242
243 psx_gpu->dirty_textures_4bpp_mask |= mask;
244 psx_gpu->dirty_textures_8bpp_mask |= mask;
245 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
246
247 return mask;
248}
249
250u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
251 u32 y1, u32 x2, u32 y2)
252{
253 u32 mask = texture_region_mask(x1, y1, x2, y2) &
254 psx_gpu->viewport_mask;
3867c6ef 255
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256 psx_gpu->dirty_textures_4bpp_mask |= mask;
257 psx_gpu->dirty_textures_8bpp_mask |= mask;
258 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
259
260 return mask;
261}
262
05740673 263void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
264 u32 x2, u32 y2)
265{
266 u32 mask = texture_region_mask(x1, y1, x2, y2);
267 u32 texture_page;
268 u8 *texture_page_ptr;
269 u16 *vram_ptr;
270 u32 texel_block;
271 u32 sub_x, sub_y;
272
273 psx_gpu->dirty_textures_8bpp_mask |= mask;
274 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
275
276 if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
277 (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
278 {
279 texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
280 texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
281 texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
282 vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
283 sub_x = 4;
284 sub_y = 16;
285
286 while(sub_y)
287 {
288 while(sub_x)
289 {
290 texel_block = *vram_ptr;
291
292 texture_page_ptr[0] = texel_block & 0xF;
293 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
294 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
295 texture_page_ptr[3] = texel_block >> 12;
296
297 vram_ptr++;
298 texture_page_ptr += 4;
299
300 sub_x--;
301 }
302
303 vram_ptr -= 4;
304 sub_x = 4;
305
306 sub_y--;
307 vram_ptr += 1024;
308 }
309 }
310 else
311 {
312 psx_gpu->dirty_textures_4bpp_mask |= mask;
313 }
314}
75e28f62 315
2bbbb7af 316#ifndef NEON_BUILD
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317
318void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
319{
320 u32 current_texture_page = psx_gpu->current_texture_page;
3867c6ef 321 u8 *texture_page_ptr = psx_gpu->texture_page_base;
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322 u16 *vram_ptr = psx_gpu->vram_ptr;
323
324 u32 texel_block;
325 u32 tile_x, tile_y;
326 u32 sub_x, sub_y;
327
328 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
329 vram_ptr += (current_texture_page & 0xF) * 64;
330
331 texture_cache_loads++;
332
333 tile_y = 16;
334 tile_x = 16;
335 sub_x = 4;
336 sub_y = 16;
337
338 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
339
340 while(tile_y)
341 {
342 while(tile_x)
343 {
344 while(sub_y)
345 {
346 while(sub_x)
347 {
348 texel_block = *vram_ptr;
b7ed0632 349
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350 texture_page_ptr[0] = texel_block & 0xF;
351 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
352 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
353 texture_page_ptr[3] = texel_block >> 12;
354
355 vram_ptr++;
356 texture_page_ptr += 4;
357
358 sub_x--;
359 }
360
361 vram_ptr -= 4;
362 sub_x = 4;
363
364 sub_y--;
365 vram_ptr += 1024;
366 }
367
368 sub_y = 16;
369
370 vram_ptr -= (1024 * 16) - 4;
371 tile_x--;
372 }
373
374 tile_x = 16;
375
376 vram_ptr += (16 * 1024) - (4 * 16);
377 tile_y--;
378 }
379}
380
381void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
382 u32 texture_page)
383{
3867c6ef 384 u16 *texture_page_ptr = psx_gpu->texture_page_base;
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385 u16 *vram_ptr = psx_gpu->vram_ptr;
386
387 u32 tile_x, tile_y;
388 u32 sub_y;
389
390 vec_8x16u texels;
391
392 texture_cache_loads++;
393
394 vram_ptr += (texture_page >> 4) * 256 * 1024;
395 vram_ptr += (texture_page & 0xF) * 64;
396
397 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
398 texture_page_ptr += (8 * 16) * 8;
399
400 tile_x = 8;
401 tile_y = 16;
402
403 sub_y = 16;
404
405 while(tile_y)
406 {
407 while(tile_x)
408 {
409 while(sub_y)
410 {
411 load_128b(texels, vram_ptr);
412 store_128b(texels, texture_page_ptr);
413
414 texture_page_ptr += 8;
415 vram_ptr += 1024;
416
417 sub_y--;
418 }
419
420 sub_y = 16;
421
422 vram_ptr -= (1024 * 16);
423 vram_ptr += 8;
424
425 tile_x--;
426 }
427
428 tile_x = 8;
429
430 vram_ptr -= (8 * 8);
431 vram_ptr += (16 * 1024);
432
433 texture_page_ptr += (8 * 16) * 8;
434 tile_y--;
435 }
436}
437
438#endif
439
440
441void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
442{
443 u32 current_texture_page = psx_gpu->current_texture_page;
444 u32 update_textures =
445 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
446
447 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
448
449 if(update_textures & (1 << current_texture_page))
450 {
451 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
452 update_textures &= ~(1 << current_texture_page);
453 }
454
455 if(update_textures)
456 {
457 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
458 (current_texture_page & 0x10);
459
460 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
461 }
462}
463
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464void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
465{
f1359c57 466 if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
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467 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
468 {
469 u32 num_blocks_dest = 0;
470 block_struct *block_src = psx_gpu->blocks;
471 block_struct *block_dest = psx_gpu->blocks;
472
473 u16 *vram_ptr = psx_gpu->vram_ptr;
474 u32 i;
475
f1359c57 476 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
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477 {
478 for(i = 0; i < psx_gpu->num_blocks; i++)
479 {
480 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
481 if(fb_offset & (1 << 11))
482 {
483 *block_dest = *block_src;
484 num_blocks_dest++;
485 block_dest++;
486 }
487 block_src++;
488 }
489 }
490 else
491 {
492 for(i = 0; i < psx_gpu->num_blocks; i++)
493 {
494 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
495 if((fb_offset & (1 << 11)) == 0)
496 {
497 *block_dest = *block_src;
498 num_blocks_dest++;
499 block_dest++;
500 }
501 block_src++;
502 }
503 }
504
505 psx_gpu->num_blocks = num_blocks_dest;
506 }
507
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508 if(psx_gpu->num_blocks)
509 {
510 render_block_handler_struct *render_block_handler =
511 psx_gpu->render_block_handler;
512
513 render_block_handler->texture_blocks(psx_gpu);
514 render_block_handler->shade_blocks(psx_gpu);
515 render_block_handler->blend_blocks(psx_gpu);
516
3867c6ef 517#ifdef PROFILE
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518 span_pixel_blocks += psx_gpu->num_blocks;
519 render_buffer_flushes++;
3867c6ef 520#endif
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521
522 psx_gpu->num_blocks = 0;
523 }
524}
525
526
2bbbb7af 527#ifndef NEON_BUILD
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528
529#define setup_gradient_calculation_input(set, vertex) \
530 /* First type is: uvrg bxxx xxxx */\
531 /* Second type is: yyyy ybyy uvrg */\
532 /* Since x_a and y_c are the same the same variable is used for both. */\
533 x##set##_a_y##set##_c.e[0] = vertex->u; \
534 x##set##_a_y##set##_c.e[1] = vertex->v; \
535 x##set##_a_y##set##_c.e[2] = vertex->r; \
536 x##set##_a_y##set##_c.e[3] = vertex->g; \
537 dup_4x16b(x##set##_b, vertex->x); \
538 dup_4x16b(x##set##_c, vertex->x); \
539 dup_4x16b(y##set##_a, vertex->y); \
540 dup_4x16b(y##set##_b, vertex->y); \
541 x##set##_b.e[0] = vertex->b; \
542 y##set##_b.e[1] = vertex->b \
543
544
545void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
546 vertex_struct *b, vertex_struct *c)
547{
548 u32 triangle_area = psx_gpu->triangle_area;
549 u32 winding_mask_scalar;
550
551 u32 triangle_area_shift;
552 u64 triangle_area_reciprocal =
553 fixed_reciprocal(triangle_area, &triangle_area_shift);
554 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
555
556 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
557 // ( d0 * d1 ) - ( d2 * d3 ) =
558 // ( m0 ) - ( m1 ) = gradient
559
560 // This is split to do 12 elements at a time over three sets: a, b, and c.
561 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
562 // two of the slots are unused.
563
564 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
565 // is g.
566
567 vec_4x16s x0_a_y0_c, x0_b, x0_c;
568 vec_4x16s y0_a, y0_b;
569 vec_4x16s x1_a_y1_c, x1_b, x1_c;
570 vec_4x16s y1_a, y1_b;
571 vec_4x16s x2_a_y2_c, x2_b, x2_c;
572 vec_4x16s y2_a, y2_b;
573
574 vec_4x32u uvrg_base;
575 vec_4x32u b_base;
c6063f89 576 vec_4x32u uvrgb_phase;
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577
578 vec_4x16s d0_a_d3_c, d0_b, d0_c;
579 vec_4x16s d1_a, d1_b, d1_c_d2_a;
580 vec_4x16s d2_b, d2_c;
581 vec_4x16s d3_a, d3_b;
582
583 vec_4x32s m0_a, m0_b, m0_c;
584 vec_4x32s m1_a, m1_b, m1_c;
585
586 vec_4x32u gradient_area_a, gradient_area_c;
587 vec_2x32u gradient_area_b;
588
589 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
590 vec_2x32u gradient_area_sign_b;
591 vec_4x32u winding_mask;
592
593 vec_2x64u gradient_wide_a0, gradient_wide_a1;
594 vec_2x64u gradient_wide_c0, gradient_wide_c1;
595 vec_2x64u gradient_wide_b;
596
597 vec_4x32u gradient_a, gradient_c;
598 vec_2x32u gradient_b;
599 vec_16x8s gradient_shift;
600
601 setup_gradient_calculation_input(0, a);
602 setup_gradient_calculation_input(1, b);
603 setup_gradient_calculation_input(2, c);
604
c6063f89 605 dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
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606 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
607 shl_long_4x16b(b_base, x0_b, 16);
608
c6063f89 609 add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
610 add_4x32b(b_base, b_base, uvrgb_phase);
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611
612 // Can probably pair these, but it'll require careful register allocation
613 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
614 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
615
616 sub_4x16b(d0_b, x1_b, x0_b);
617 sub_4x16b(d0_c, x1_c, x0_c);
618
619 sub_4x16b(d1_a, y2_a, y1_a);
620 sub_4x16b(d1_b, y2_b, y1_b);
621
622 sub_4x16b(d2_b, x2_b, x1_b);
623 sub_4x16b(d2_c, x2_c, x1_c);
624
625 sub_4x16b(d3_a, y1_a, y0_a);
626 sub_4x16b(d3_b, y1_b, y0_b);
627
628 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
629 mul_long_4x16b(m0_b, d0_b, d1_b);
630 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
631
632 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
633 mul_long_4x16b(m1_b, d2_b, d3_b);
634 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
635
636 sub_4x32b(gradient_area_a, m0_a, m1_a);
637 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
638 sub_4x32b(gradient_area_c, m0_c, m1_c);
639
640 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
641 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
642 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
643
644 abs_4x32b(gradient_area_a, gradient_area_a);
645 abs_2x32b(gradient_area_b, gradient_area_b);
646 abs_4x32b(gradient_area_c, gradient_area_c);
647
648 winding_mask_scalar = -psx_gpu->triangle_winding;
649
650 dup_4x32b(winding_mask, winding_mask_scalar);
651 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
652 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
653 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
654
655 mul_scalar_long_2x32b(gradient_wide_a0,
656 vector_cast(vec_2x32s, gradient_area_a.low),
657 (s64)triangle_area_reciprocal);
658 mul_scalar_long_2x32b(gradient_wide_a1,
659 vector_cast(vec_2x32s, gradient_area_a.high),
660 (s64)triangle_area_reciprocal);
661 mul_scalar_long_2x32b(gradient_wide_b,
662 vector_cast(vec_2x32s, gradient_area_b),
663 (s64)triangle_area_reciprocal);
664 mul_scalar_long_2x32b(gradient_wide_c0,
665 vector_cast(vec_2x32s, gradient_area_c.low),
666 (s64)triangle_area_reciprocal);
667 mul_scalar_long_2x32b(gradient_wide_c1,
668 vector_cast(vec_2x32s, gradient_area_c.high),
669 (s64)triangle_area_reciprocal);
670
671 dup_16x8b(gradient_shift, triangle_area_shift);
672 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
673 vector_cast(vec_2x64u, gradient_shift));
674 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
675 vector_cast(vec_2x64u, gradient_shift));
676 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
677 vector_cast(vec_2x64u, gradient_shift));
678 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
679 vector_cast(vec_2x64u, gradient_shift));
680 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
681 vector_cast(vec_2x64u, gradient_shift));
682
683 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
684 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
685 mov_narrow_2x64b(gradient_b, gradient_wide_b);
686 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
687 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
688
689 shl_4x32b(gradient_a, gradient_a, 4);
690 shl_2x32b(gradient_b, gradient_b, 4);
691 shl_4x32b(gradient_c, gradient_c, 4);
692
693 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
694 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
695 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
696
697 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
698 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
699 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
700
701 u32 left_adjust = a->x;
702 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
703 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
704
705 vec_4x32u uvrg_dx2;
706 vec_2x32u b_dx2;
707
708 vec_4x32u uvrg_dx3;
709 vec_2x32u b_dx3;
710
711 vec_4x32u zero;
712
713 eor_4x32b(zero, zero, zero);
714 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
715 add_2x32b(b_dx2, gradient_b, gradient_b);
716 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
717 add_2x32b(b_dx3, gradient_b, b_dx2);
718
719 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
720 // lined up properly
721 psx_gpu->u_block_span.e[0] = zero.e[0];
722 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
723 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
724 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
725
726 psx_gpu->v_block_span.e[0] = zero.e[1];
727 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
728 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
729 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
730
731 psx_gpu->r_block_span.e[0] = zero.e[2];
732 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
733 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
734 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
735
736 psx_gpu->g_block_span.e[0] = zero.e[3];
737 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
738 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
739 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
740
741 psx_gpu->b_block_span.e[0] = zero.e[0];
742 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
743 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
744 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
745
746 psx_gpu->uvrg = uvrg_base;
747 psx_gpu->b = b_base.e[0];
748
749 psx_gpu->uvrg_dx = gradient_a;
750 psx_gpu->uvrg_dy = gradient_c;
751 psx_gpu->b_dy = gradient_b.e[1];
752}
753#endif
754
755#define vector_check(_a, _b) \
756 if(memcmp(&_a, &_b, sizeof(_b))) \
757 { \
758 if(sizeof(_b) == 8) \
759 { \
760 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
761 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
762 } \
763 else \
764 { \
765 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
766 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
767 _b.e[2], _b.e[3]); \
768 } \
769 } \
770
771#define scalar_check(_a, _b) \
772 if(_a != _b) \
773 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
774
775
2d658c89 776#if !defined(NEON_BUILD) && !defined(NDEBUG)
777static void setup_spans_debug_check(psx_gpu_struct *psx_gpu,
778 edge_data_struct *span_edge_data_element)
779{
780 u32 _num_spans = span_edge_data_element - psx_gpu->span_edge_data;
781 if (_num_spans > MAX_SPANS)
782 *(volatile int *)0 = 1;
783 if (_num_spans < psx_gpu->num_spans)
784 {
785 if(span_edge_data_element->num_blocks > MAX_BLOCKS_PER_ROW)
786 *(volatile int *)0 = 2;
787 if(span_edge_data_element->y >= 2048)
788 *(volatile int *)0 = 3;
789 }
790}
c111e8f8 791#else
2d658c89 792#define setup_spans_debug_check(psx_gpu, span_edge_data_element)
c111e8f8 793#endif
794
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795#define setup_spans_prologue_alternate_yes() \
796 vec_2x64s alternate_x; \
797 vec_2x64s alternate_dx_dy; \
798 vec_4x32s alternate_x_32; \
aafce833 799 vec_4x16u alternate_x_16; \
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800 \
801 vec_4x16u alternate_select; \
802 vec_4x16s y_mid_point; \
803 \
804 s32 y_b = v_b->y; \
805 s64 edge_alt; \
806 s32 edge_dx_dy_alt; \
807 u32 edge_shift_alt \
808
809#define setup_spans_prologue_alternate_no() \
810
811#define setup_spans_prologue(alternate_active) \
812 edge_data_struct *span_edge_data; \
813 vec_4x32u *span_uvrg_offset; \
814 u32 *span_b_offset; \
815 \
816 s32 clip; \
817 \
818 vec_2x64s edges_xy; \
819 vec_2x32s edges_dx_dy; \
820 vec_2x32u edge_shifts; \
821 \
822 vec_2x64s left_x, right_x; \
823 vec_2x64s left_dx_dy, right_dx_dy; \
824 vec_4x32s left_x_32, right_x_32; \
825 vec_8x16s left_right_x_16; \
826 vec_4x16s y_x4; \
827 vec_8x16s left_edge; \
828 vec_8x16s right_edge; \
829 vec_4x16u span_shift; \
830 \
831 vec_2x32u c_0x01; \
832 vec_4x16u c_0x04; \
833 vec_4x16u c_0xFFFE; \
834 vec_4x16u c_0x07; \
835 \
836 vec_2x32s x_starts; \
837 vec_2x32s x_ends; \
838 \
839 s32 x_a = v_a->x; \
840 s32 x_b = v_b->x; \
841 s32 x_c = v_c->x; \
842 s32 y_a = v_a->y; \
843 s32 y_c = v_c->y; \
844 \
845 vec_4x32u uvrg = psx_gpu->uvrg; \
846 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
847 u32 b = psx_gpu->b; \
848 u32 b_dy = psx_gpu->b_dy; \
849 \
850 dup_2x32b(c_0x01, 0x01); \
851 setup_spans_prologue_alternate_##alternate_active() \
852
853#define setup_spans_prologue_b() \
854 span_edge_data = psx_gpu->span_edge_data; \
855 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
856 span_b_offset = psx_gpu->span_b_offset; \
857 \
858 vec_8x16u c_0x0001; \
2d658c89 859 vec_4x16u c_max_blocks_per_row; \
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860 \
861 dup_8x16b(c_0x0001, 0x0001); \
862 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
863 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
864 add_8x16b(right_edge, right_edge, c_0x0001); \
865 dup_4x16b(c_0x04, 0x04); \
866 dup_4x16b(c_0x07, 0x07); \
867 dup_4x16b(c_0xFFFE, 0xFFFE); \
2d658c89 868 dup_4x16b(c_max_blocks_per_row, MAX_BLOCKS_PER_ROW); \
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869
870
871#define compute_edge_delta_x2() \
872{ \
873 vec_2x32s heights; \
874 vec_2x32s height_reciprocals; \
875 vec_2x32s heights_b; \
876 vec_4x32u widths; \
877 \
878 u32 edge_shift = reciprocal_table[height]; \
879 \
880 dup_2x32b(heights, height); \
881 sub_2x32b(widths, x_ends, x_starts); \
882 \
883 dup_2x32b(edge_shifts, edge_shift); \
884 sub_2x32b(heights_b, heights, c_0x01); \
7d5140f5 885 shr_2x32b(height_reciprocals, edge_shifts, 10); \
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886 \
887 mla_2x32b(heights_b, x_starts, heights); \
888 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
889 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
890 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
891} \
892
893#define compute_edge_delta_x3(start_c, height_a, height_b) \
894{ \
895 vec_2x32s heights; \
896 vec_2x32s height_reciprocals; \
897 vec_2x32s heights_b; \
898 vec_2x32u widths; \
899 \
900 u32 width_alt; \
901 s32 height_b_alt; \
902 u32 height_reciprocal_alt; \
903 \
904 heights.e[0] = height_a; \
905 heights.e[1] = height_b; \
906 \
907 edge_shifts.e[0] = reciprocal_table[height_a]; \
908 edge_shifts.e[1] = reciprocal_table[height_b]; \
909 edge_shift_alt = reciprocal_table[height_minor_b]; \
910 \
911 sub_2x32b(widths, x_ends, x_starts); \
912 width_alt = x_c - start_c; \
913 \
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914 shr_2x32b(height_reciprocals, edge_shifts, 10); \
915 height_reciprocal_alt = edge_shift_alt >> 10; \
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916 \
917 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
918 edge_shift_alt &= 0x1F; \
919 \
920 sub_2x32b(heights_b, heights, c_0x01); \
921 height_b_alt = height_minor_b - 1; \
922 \
923 mla_2x32b(heights_b, x_starts, heights); \
924 height_b_alt += height_minor_b * start_c; \
925 \
926 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
927 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
928 \
929 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
930 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
931} \
932
933
934#define setup_spans_adjust_y_up() \
935 sub_4x32b(y_x4, y_x4, c_0x04) \
936
937#define setup_spans_adjust_y_down() \
938 add_4x32b(y_x4, y_x4, c_0x04) \
939
940#define setup_spans_adjust_interpolants_up() \
941 sub_4x32b(uvrg, uvrg, uvrg_dy); \
942 b -= b_dy \
943
944#define setup_spans_adjust_interpolants_down() \
945 add_4x32b(uvrg, uvrg, uvrg_dy); \
946 b += b_dy \
947
948
949#define setup_spans_clip_interpolants_increment() \
950 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
951 b += b_dy * clip \
952
953#define setup_spans_clip_interpolants_decrement() \
954 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
955 b -= b_dy * clip \
956
957#define setup_spans_clip_alternate_yes() \
958 edge_alt += edge_dx_dy_alt * (s64)(clip) \
959
960#define setup_spans_clip_alternate_no() \
961
962#define setup_spans_clip(direction, alternate_active) \
963{ \
964 clipped_triangles++; \
965 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
966 setup_spans_clip_alternate_##alternate_active(); \
967 setup_spans_clip_interpolants_##direction(); \
968} \
969
970
971#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
972{ \
973 vec_2x64u edge_shifts_64; \
974 vec_2x64s edges_dx_dy_64; \
975 \
976 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
977 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
978 \
979 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
980 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
981 \
982 left_x.e[0] = edges_xy.e[left_index]; \
983 right_x.e[0] = edges_xy.e[right_index]; \
984 \
985 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
986 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
987 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
988 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
989 \
990 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
991 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
992 \
993 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
994 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
995} \
996
997#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
998{ \
999 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
1000 s64 edge_dx_dy_alt_64; \
1001 \
1002 dup_4x16b(y_mid_point, y_b); \
1003 \
1004 edge_alt <<= edge_shift_alt; \
1005 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
1006 \
1007 alternate_x.e[0] = edge_alt; \
1008 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
1009 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
1010 \
1011 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
1012 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
1013} \
1014
1015
1016#define setup_spans_y_select_up() \
1017 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
1018
1019#define setup_spans_y_select_down() \
1020 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
1021
1022#define setup_spans_y_select_alternate_yes(direction) \
1023 setup_spans_y_select_##direction() \
1024
1025#define setup_spans_y_select_alternate_no(direction) \
1026
1027#define setup_spans_alternate_select_left() \
1028 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
1029
1030#define setup_spans_alternate_select_right() \
1031 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
1032
1033#define setup_spans_alternate_select_none() \
1034
1035#define setup_spans_increment_alternate_yes() \
1036 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
1037 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1038 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
1039 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1040 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
1041
1042#define setup_spans_increment_alternate_no() \
1043
1044#define setup_spans_set_x4(alternate, direction, alternate_active) \
1045{ \
1046 span_uvrg_offset[0] = uvrg; \
1047 span_b_offset[0] = b; \
1048 setup_spans_adjust_interpolants_##direction(); \
1049 \
1050 span_uvrg_offset[1] = uvrg; \
1051 span_b_offset[1] = b; \
1052 setup_spans_adjust_interpolants_##direction(); \
1053 \
1054 span_uvrg_offset[2] = uvrg; \
1055 span_b_offset[2] = b; \
1056 setup_spans_adjust_interpolants_##direction(); \
1057 \
1058 span_uvrg_offset[3] = uvrg; \
1059 span_b_offset[3] = b; \
1060 setup_spans_adjust_interpolants_##direction(); \
1061 \
1062 span_uvrg_offset += 4; \
1063 span_b_offset += 4; \
1064 \
1065 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
1066 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
1067 \
1068 add_2x64b(left_x, left_x, left_dx_dy); \
1069 add_2x64b(right_x, right_x, right_dx_dy); \
1070 \
1071 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
1072 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
1073 \
1074 add_2x64b(left_x, left_x, left_dx_dy); \
1075 add_2x64b(right_x, right_x, right_dx_dy); \
1076 \
1077 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
1078 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
1079 \
1080 setup_spans_increment_alternate_##alternate_active(); \
1081 setup_spans_y_select_alternate_##alternate_active(direction); \
1082 setup_spans_alternate_select_##alternate(); \
1083 \
1084 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
1085 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
1086 \
1087 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
1088 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
1089 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
1090 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
1091 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
2d658c89 1092 min_4x16b(left_right_x_16.high, left_right_x_16.high, c_max_blocks_per_row); \
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1093 \
1094 u32 i; \
1095 for(i = 0; i < 4; i++) \
1096 { \
1097 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
1098 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
1099 span_edge_data[i].right_mask = span_shift.e[i]; \
1100 span_edge_data[i].y = y_x4.e[i]; \
2d658c89 1101 setup_spans_debug_check(psx_gpu, &span_edge_data[i]); \
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1102 } \
1103 \
1104 span_edge_data += 4; \
1105 \
1106 setup_spans_adjust_y_##direction(); \
1107} \
1108
1109
1110#define setup_spans_alternate_adjust_yes() \
1111 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1112
1113#define setup_spans_alternate_adjust_no() \
1114
1115
1116#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1117 setup_spans_alternate_adjust_##alternate_active(); \
1118 if(y_c > psx_gpu->viewport_end_y) \
1119 height -= y_c - psx_gpu->viewport_end_y - 1; \
1120 \
1121 clip = psx_gpu->viewport_start_y - y_a; \
1122 if(clip > 0) \
1123 { \
1124 height -= clip; \
1125 y_a += clip; \
1126 setup_spans_clip(increment, alternate_active); \
1127 } \
1128 \
1129 setup_spans_prologue_b(); \
1130 \
2d658c89 1131 if (height > 512) \
1132 height = 512; \
1133 if (height > 0) \
75e28f62
E
1134 { \
1135 y_x4.e[0] = y_a; \
1136 y_x4.e[1] = y_a + 1; \
1137 y_x4.e[2] = y_a + 2; \
1138 y_x4.e[3] = y_a + 3; \
1139 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1140 right_index); \
1141 \
1142 psx_gpu->num_spans = height; \
1143 do \
1144 { \
1145 setup_spans_set_x4(alternate, down, alternate_active); \
1146 height -= 4; \
1147 } while(height > 0); \
1148 } \
1149
1150
1151#define setup_spans_alternate_pre_increment_yes() \
1152 edge_alt += edge_dx_dy_alt \
1153
1154#define setup_spans_alternate_pre_increment_no() \
1155
1156#define setup_spans_up_decrement_height_yes() \
1157 height-- \
1158
1159#define setup_spans_up_decrement_height_no() \
1160 {} \
1161
1162#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1163 setup_spans_alternate_adjust_##alternate_active(); \
1164 y_a--; \
1165 \
1166 if(y_c < psx_gpu->viewport_start_y) \
1167 height -= psx_gpu->viewport_start_y - y_c; \
1168 else \
1169 setup_spans_up_decrement_height_##alternate_active(); \
1170 \
1171 clip = y_a - psx_gpu->viewport_end_y; \
1172 if(clip > 0) \
1173 { \
1174 height -= clip; \
1175 y_a -= clip; \
1176 setup_spans_clip(decrement, alternate_active); \
1177 } \
1178 \
1179 setup_spans_prologue_b(); \
1180 \
2d658c89 1181 if (height > 512) \
1182 height = 512; \
1183 if (height > 0) \
75e28f62
E
1184 { \
1185 y_x4.e[0] = y_a; \
1186 y_x4.e[1] = y_a - 1; \
1187 y_x4.e[2] = y_a - 2; \
1188 y_x4.e[3] = y_a - 3; \
1189 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1190 setup_spans_alternate_pre_increment_##alternate_active(); \
1191 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1192 right_index); \
1193 setup_spans_adjust_interpolants_up(); \
1194 \
1195 psx_gpu->num_spans = height; \
1196 while(height > 0) \
1197 { \
1198 setup_spans_set_x4(alternate, up, alternate_active); \
1199 height -= 4; \
1200 } \
1201 } \
1202
1203#define index_left 0
1204#define index_right 1
1205
1206#define setup_spans_up_up(minor, major) \
1207 setup_spans_prologue(yes); \
1208 s32 height_minor_a = y_a - y_b; \
1209 s32 height_minor_b = y_b - y_c; \
1210 s32 height = y_a - y_c; \
1211 \
1212 dup_2x32b(x_starts, x_a); \
1213 x_ends.e[0] = x_c; \
1214 x_ends.e[1] = x_b; \
1215 \
1216 compute_edge_delta_x3(x_b, height, height_minor_a); \
1217 setup_spans_up(index_##major, index_##minor, minor, yes) \
1218
1219
2bbbb7af 1220#ifndef NEON_BUILD
75e28f62
E
1221
1222void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1223 vertex_struct *v_b, vertex_struct *v_c)
1224{
1225 setup_spans_up_up(left, right);
1226}
1227
1228void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1229 vertex_struct *v_b, vertex_struct *v_c)
1230{
1231 setup_spans_up_up(right, left);
1232}
1233
1234#define setup_spans_down_down(minor, major) \
1235 setup_spans_prologue(yes); \
1236 s32 height_minor_a = y_b - y_a; \
1237 s32 height_minor_b = y_c - y_b; \
1238 s32 height = y_c - y_a; \
1239 \
1240 dup_2x32b(x_starts, x_a); \
1241 x_ends.e[0] = x_c; \
1242 x_ends.e[1] = x_b; \
1243 \
1244 compute_edge_delta_x3(x_b, height, height_minor_a); \
1245 setup_spans_down(index_##major, index_##minor, minor, yes) \
1246
1247void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1248 vertex_struct *v_b, vertex_struct *v_c)
1249{
1250 setup_spans_down_down(left, right);
1251}
1252
1253void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1254 vertex_struct *v_b, vertex_struct *v_c)
1255{
1256 setup_spans_down_down(right, left);
1257}
1258
1259#define setup_spans_up_flat() \
1260 s32 height = y_a - y_c; \
1261 \
1262 flat_triangles++; \
1263 compute_edge_delta_x2(); \
1264 setup_spans_up(index_left, index_right, none, no) \
1265
1266void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1267 vertex_struct *v_b, vertex_struct *v_c)
1268{
1269 setup_spans_prologue(no);
1270 x_starts.e[0] = x_a;
1271 x_starts.e[1] = x_b;
1272 dup_2x32b(x_ends, x_c);
1273
1274 setup_spans_up_flat();
1275}
1276
1277void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1278 vertex_struct *v_b, vertex_struct *v_c)
1279{
1280 setup_spans_prologue(no);
1281 dup_2x32b(x_starts, x_a);
1282 x_ends.e[0] = x_b;
1283 x_ends.e[1] = x_c;
1284
1285 setup_spans_up_flat();
1286}
1287
1288#define setup_spans_down_flat() \
1289 s32 height = y_c - y_a; \
1290 \
1291 flat_triangles++; \
1292 compute_edge_delta_x2(); \
1293 setup_spans_down(index_left, index_right, none, no) \
1294
1295void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1296 vertex_struct *v_b, vertex_struct *v_c)
1297{
1298 setup_spans_prologue(no);
1299 x_starts.e[0] = x_a;
1300 x_starts.e[1] = x_b;
1301 dup_2x32b(x_ends, x_c);
1302
1303 setup_spans_down_flat();
1304}
1305
1306void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1307 vertex_struct *v_b, vertex_struct *v_c)
1308{
1309 setup_spans_prologue(no);
1310 dup_2x32b(x_starts, x_a);
1311 x_ends.e[0] = x_b;
1312 x_ends.e[1] = x_c;
1313
1314 setup_spans_down_flat();
1315}
1316
1317void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1318 vertex_struct *v_b, vertex_struct *v_c)
1319{
1320 setup_spans_prologue(no);
1321
1322 s32 y_b = v_b->y;
1323 s64 edge_alt;
1324 s32 edge_dx_dy_alt;
1325 u32 edge_shift_alt;
1326
1327 s32 middle_y = y_a;
1328 s32 height_minor_a = y_a - y_b;
1329 s32 height_minor_b = y_c - y_a;
1330 s32 height_major = y_c - y_b;
1331
1332 vec_2x64s edges_xy_b;
1333 vec_2x32s edges_dx_dy_b;
1334 vec_2x32u edge_shifts_b;
1335
1336 vec_2x32s height_increment;
1337
1338 x_starts.e[0] = x_a;
1339 x_starts.e[1] = x_c;
1340 dup_2x32b(x_ends, x_b);
1341
1342 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1343
1344 height_increment.e[0] = 0;
1345 height_increment.e[1] = height_minor_b;
1346
1347 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1348
1349 edges_xy_b.e[0] = edge_alt;
1350 edges_xy_b.e[1] = edges_xy.e[1];
1351
1352 edge_shifts_b = edge_shifts;
1353 edge_shifts_b.e[0] = edge_shift_alt;
1354
1355 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1356 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1357
1358 y_a--;
1359
1360 if(y_b < psx_gpu->viewport_start_y)
1361 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1362
1363 clip = y_a - psx_gpu->viewport_end_y;
1364 if(clip > 0)
1365 {
1366 height_minor_a -= clip;
1367 y_a -= clip;
1368 setup_spans_clip(decrement, no);
1369 }
1370
1371 setup_spans_prologue_b();
1372
2d658c89 1373 if (height_minor_a > 512)
1374 height_minor_a = 512;
1375 if (height_minor_a > 0)
75e28f62
E
1376 {
1377 y_x4.e[0] = y_a;
1378 y_x4.e[1] = y_a - 1;
1379 y_x4.e[2] = y_a - 2;
1380 y_x4.e[3] = y_a - 3;
1381 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1382 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1383 setup_spans_adjust_interpolants_up();
1384
1385 psx_gpu->num_spans = height_minor_a;
1386 while(height_minor_a > 0)
1387 {
1388 setup_spans_set_x4(none, up, no);
1389 height_minor_a -= 4;
1390 }
1391
1392 span_edge_data += height_minor_a;
1393 span_uvrg_offset += height_minor_a;
1394 span_b_offset += height_minor_a;
1395 }
1396
1397 edges_xy = edges_xy_b;
1398 edges_dx_dy = edges_dx_dy_b;
1399 edge_shifts = edge_shifts_b;
1400
1401 uvrg = psx_gpu->uvrg;
1402 b = psx_gpu->b;
1403
1404 y_a = middle_y;
1405
1406 if(y_c > psx_gpu->viewport_end_y)
1407 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1408
1409 clip = psx_gpu->viewport_start_y - y_a;
1410 if(clip > 0)
1411 {
1412 height_minor_b -= clip;
1413 y_a += clip;
1414 setup_spans_clip(increment, no);
1415 }
1416
2d658c89 1417 if (height_minor_b > 512)
1418 height_minor_b = 512;
1419 if (height_minor_b > 0)
75e28f62
E
1420 {
1421 y_x4.e[0] = y_a;
1422 y_x4.e[1] = y_a + 1;
1423 y_x4.e[2] = y_a + 2;
1424 y_x4.e[3] = y_a + 3;
1425 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1426
b7569147 1427 // FIXME: overflow corner case
1428 if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1429 height_minor_b &= ~3;
1430
75e28f62 1431 psx_gpu->num_spans += height_minor_b;
b7569147 1432 while(height_minor_b > 0)
75e28f62
E
1433 {
1434 setup_spans_set_x4(none, down, no);
1435 height_minor_b -= 4;
b7569147 1436 }
75e28f62
E
1437 }
1438
1439 left_split_triangles++;
1440}
1441
1442#endif
1443
1444
1445#define dither_table_entry_normal(value) \
1446 (value) \
1447
1448
1449#define setup_blocks_load_msb_mask_indirect() \
1450
1451#define setup_blocks_load_msb_mask_direct() \
1452 vec_8x16u msb_mask; \
1453 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1454
1455
1456#define setup_blocks_variables_shaded_textured(target) \
1457 vec_4x32u u_block; \
1458 vec_4x32u v_block; \
1459 vec_4x32u r_block; \
1460 vec_4x32u g_block; \
1461 vec_4x32u b_block; \
1462 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1463 vec_4x32u uvrg_dx4; \
1464 vec_4x32u uvrg_dx8; \
1465 vec_4x32u uvrg; \
1466 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1467 u32 b_dx4 = b_dx << 2; \
1468 u32 b_dx8 = b_dx << 3; \
1469 u32 b; \
1470 \
1471 vec_16x8u texture_mask; \
1472 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1473 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1474 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1475 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1476
1477#define setup_blocks_variables_shaded_untextured(target) \
1478 vec_4x32u r_block; \
1479 vec_4x32u g_block; \
1480 vec_4x32u b_block; \
1481 vec_4x32u rgb_dx; \
1482 vec_4x32u rgb_dx4; \
1483 vec_4x32u rgb_dx8; \
1484 vec_4x32u rgb; \
1485 \
1486 vec_8x8u d64_0x07; \
1487 vec_8x8u d64_1; \
1488 vec_8x8u d64_4; \
1489 vec_8x8u d64_128; \
1490 \
1491 dup_8x8b(d64_0x07, 0x07); \
1492 dup_8x8b(d64_1, 1); \
1493 dup_8x8b(d64_4, 4); \
1494 dup_8x8b(d64_128, 128); \
1495 \
1496 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1497 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1498 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1499 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1500
1501#define setup_blocks_variables_unshaded_textured(target) \
1502 vec_4x32u u_block; \
1503 vec_4x32u v_block; \
1504 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1505 vec_2x32u uv_dx4; \
1506 vec_2x32u uv_dx8; \
1507 vec_2x32u uv = psx_gpu->uvrg.low; \
1508 \
1509 vec_16x8u texture_mask; \
1510 shl_2x32b(uv_dx4, uv_dx, 2); \
1511 shl_2x32b(uv_dx8, uv_dx, 3); \
1512 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1513 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1514
1515
1516#define setup_blocks_variables_unshaded_untextured_direct() \
1517 or_8x16b(colors, colors, msb_mask) \
1518
1519#define setup_blocks_variables_unshaded_untextured_indirect() \
1520
1521#define setup_blocks_variables_unshaded_untextured(target) \
1522 u32 color = psx_gpu->triangle_color; \
1523 vec_8x16u colors; \
1524 \
1525 u32 color_r = color & 0xFF; \
1526 u32 color_g = (color >> 8) & 0xFF; \
1527 u32 color_b = (color >> 16) & 0xFF; \
1528 \
1529 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1530 ((color_b >> 3) << 10); \
1531 dup_8x16b(colors, color); \
1532 setup_blocks_variables_unshaded_untextured_##target() \
1533
1534#define setup_blocks_span_initialize_dithered_textured() \
1535 vec_8x16u dither_offsets; \
1536 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1537
1538#define setup_blocks_span_initialize_dithered_untextured() \
1539 vec_8x8u dither_offsets; \
1540 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1541
1542#define setup_blocks_span_initialize_dithered(texturing) \
1543 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1544 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1545 vec_8x8s dither_offsets_short; \
1546 \
1547 dither_row = \
1548 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1549 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1550 setup_blocks_span_initialize_dithered_##texturing() \
1551
1552#define setup_blocks_span_initialize_undithered(texturing) \
1553
1554
1555#define setup_blocks_span_initialize_shaded_textured() \
1556{ \
1557 vec_4x32u block_span; \
1558 u32 offset = span_edge_data->left_x; \
1559 \
1560 uvrg = *span_uvrg_offset; \
1561 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1562 b = *span_b_offset; \
1563 b += b_dx * offset; \
1564 \
1565 dup_4x32b(u_block, uvrg.e[0]); \
1566 dup_4x32b(v_block, uvrg.e[1]); \
1567 dup_4x32b(r_block, uvrg.e[2]); \
1568 dup_4x32b(g_block, uvrg.e[3]); \
1569 dup_4x32b(b_block, b); \
1570 \
1571 block_span = psx_gpu->u_block_span; \
1572 add_4x32b(u_block, u_block, block_span); \
1573 block_span = psx_gpu->v_block_span; \
1574 add_4x32b(v_block, v_block, block_span); \
1575 block_span = psx_gpu->r_block_span; \
1576 add_4x32b(r_block, r_block, block_span); \
1577 block_span = psx_gpu->g_block_span; \
1578 add_4x32b(g_block, g_block, block_span); \
1579 block_span = psx_gpu->b_block_span; \
1580 add_4x32b(b_block, b_block, block_span); \
1581}
1582
1583#define setup_blocks_span_initialize_shaded_untextured() \
1584{ \
1585 vec_4x32u block_span; \
1586 u32 offset = span_edge_data->left_x; \
1587 \
1588 rgb.low = span_uvrg_offset->high; \
1589 rgb.high.e[0] = *span_b_offset; \
1590 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1591 \
1592 dup_4x32b(r_block, rgb.e[0]); \
1593 dup_4x32b(g_block, rgb.e[1]); \
1594 dup_4x32b(b_block, rgb.e[2]); \
1595 \
1596 block_span = psx_gpu->r_block_span; \
1597 add_4x32b(r_block, r_block, block_span); \
1598 block_span = psx_gpu->g_block_span; \
1599 add_4x32b(g_block, g_block, block_span); \
1600 block_span = psx_gpu->b_block_span; \
1601 add_4x32b(b_block, b_block, block_span); \
1602} \
1603
1604#define setup_blocks_span_initialize_unshaded_textured() \
1605{ \
1606 vec_4x32u block_span; \
1607 u32 offset = span_edge_data->left_x; \
1608 \
1609 uv = span_uvrg_offset->low; \
1610 mla_scalar_2x32b(uv, uv_dx, offset); \
1611 \
1612 dup_4x32b(u_block, uv.e[0]); \
1613 dup_4x32b(v_block, uv.e[1]); \
1614 \
1615 block_span = psx_gpu->u_block_span; \
1616 add_4x32b(u_block, u_block, block_span); \
1617 block_span = psx_gpu->v_block_span; \
1618 add_4x32b(v_block, v_block, block_span); \
1619} \
1620
1621#define setup_blocks_span_initialize_unshaded_untextured() \
1622
1623
1624#define setup_blocks_texture_swizzled() \
1625{ \
1626 vec_8x8u u_saved = u; \
1627 sli_8x8b(u, v, 4); \
1628 sri_8x8b(v, u_saved, 4); \
1629} \
1630
1631#define setup_blocks_texture_unswizzled() \
1632
1633#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1634 edge_type) \
1635{ \
1636 vec_8x16u u_whole; \
1637 vec_8x16u v_whole; \
1638 vec_8x16u r_whole; \
1639 vec_8x16u g_whole; \
1640 vec_8x16u b_whole; \
1641 \
1642 vec_8x8u u; \
1643 vec_8x8u v; \
1644 vec_8x8u r; \
1645 vec_8x8u g; \
1646 vec_8x8u b; \
1647 vec_8x16u uv; \
1648 \
1649 vec_4x32u dx4; \
1650 vec_4x32u dx8; \
1651 \
1652 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1653 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1654 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1655 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1656 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1657 \
1658 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1659 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1660 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1661 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1662 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1663 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1664 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1665 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1666 dup_4x32b(dx4, b_dx4); \
1667 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1668 \
1669 mov_narrow_8x16b(u, u_whole); \
1670 mov_narrow_8x16b(v, v_whole); \
1671 mov_narrow_8x16b(r, r_whole); \
1672 mov_narrow_8x16b(g, g_whole); \
1673 mov_narrow_8x16b(b, b_whole); \
1674 \
1675 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1676 add_4x32b(u_block, u_block, dx8); \
1677 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1678 add_4x32b(v_block, v_block, dx8); \
1679 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1680 add_4x32b(r_block, r_block, dx8); \
1681 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1682 add_4x32b(g_block, g_block, dx8); \
1683 dup_4x32b(dx8, b_dx8); \
1684 add_4x32b(b_block, b_block, dx8); \
1685 \
1686 and_8x8b(u, u, texture_mask.low); \
1687 and_8x8b(v, v, texture_mask.high); \
1688 setup_blocks_texture_##swizzling(); \
1689 \
1690 zip_8x16b(uv, u, v); \
1691 block->uv = uv; \
1692 block->r = r; \
1693 block->g = g; \
1694 block->b = b; \
1695 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1696 block->fb_ptr = fb_ptr; \
1697} \
1698
1699#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1700 edge_type) \
1701{ \
1702 vec_8x16u u_whole; \
1703 vec_8x16u v_whole; \
1704 \
1705 vec_8x8u u; \
1706 vec_8x8u v; \
1707 vec_8x16u uv; \
1708 \
1709 vec_4x32u dx4; \
1710 vec_4x32u dx8; \
1711 \
1712 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1713 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1714 \
1715 dup_4x32b(dx4, uv_dx4.e[0]); \
1716 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1717 dup_4x32b(dx4, uv_dx4.e[1]); \
1718 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1719 \
1720 mov_narrow_8x16b(u, u_whole); \
1721 mov_narrow_8x16b(v, v_whole); \
1722 \
1723 dup_4x32b(dx8, uv_dx8.e[0]); \
1724 add_4x32b(u_block, u_block, dx8); \
1725 dup_4x32b(dx8, uv_dx8.e[1]); \
1726 add_4x32b(v_block, v_block, dx8); \
1727 \
1728 and_8x8b(u, u, texture_mask.low); \
1729 and_8x8b(v, v, texture_mask.high); \
1730 setup_blocks_texture_##swizzling(); \
1731 \
1732 zip_8x16b(uv, u, v); \
1733 block->uv = uv; \
1734 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1735 block->fb_ptr = fb_ptr; \
1736} \
1737
1738#define setup_blocks_store_shaded_untextured_dithered() \
1739 addq_8x8b(r, r, dither_offsets); \
1740 addq_8x8b(g, g, dither_offsets); \
1741 addq_8x8b(b, b, dither_offsets); \
1742 \
1743 subq_8x8b(r, r, d64_4); \
1744 subq_8x8b(g, g, d64_4); \
1745 subq_8x8b(b, b, d64_4) \
1746
1747#define setup_blocks_store_shaded_untextured_undithered() \
1748
1749
1750#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1751 block->pixels = _pixels; \
1752 block->fb_ptr = fb_ptr \
1753
1754#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1755 block->pixels = _pixels; \
1756 block->fb_ptr = fb_ptr \
1757
1758#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1759 mul_long_8x8b(pixels, r, d64_1) \
1760
1761
1762#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1763 store_8x16b(_pixels, fb_ptr) \
1764
1765#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1766{ \
1767 vec_8x16u fb_pixels; \
1768 vec_8x16u draw_mask; \
1769 vec_8x16u test_mask = psx_gpu->test_mask; \
1770 \
1771 load_8x16b(fb_pixels, fb_ptr); \
1772 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1773 tst_8x16b(draw_mask, draw_mask, test_mask); \
1774 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1775 store_8x16b(fb_pixels, fb_ptr); \
1776} \
1777
1778#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1779 pixels = msb_mask; \
1780 mla_long_8x8b(pixels, r, d64_1) \
1781
1782
1783#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1784 edge_type) \
1785{ \
1786 vec_8x16u r_whole; \
1787 vec_8x16u g_whole; \
1788 vec_8x16u b_whole; \
1789 \
1790 vec_8x8u r; \
1791 vec_8x8u g; \
1792 vec_8x8u b; \
1793 \
1794 vec_4x32u dx4; \
1795 vec_4x32u dx8; \
1796 \
1797 vec_8x16u pixels; \
1798 \
1799 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1800 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1801 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1802 \
1803 dup_4x32b(dx4, rgb_dx4.e[0]); \
1804 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1805 dup_4x32b(dx4, rgb_dx4.e[1]); \
1806 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1807 dup_4x32b(dx4, rgb_dx4.e[2]); \
1808 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1809 \
1810 mov_narrow_8x16b(r, r_whole); \
1811 mov_narrow_8x16b(g, g_whole); \
1812 mov_narrow_8x16b(b, b_whole); \
1813 \
1814 dup_4x32b(dx8, rgb_dx8.e[0]); \
1815 add_4x32b(r_block, r_block, dx8); \
1816 dup_4x32b(dx8, rgb_dx8.e[1]); \
1817 add_4x32b(g_block, g_block, dx8); \
1818 dup_4x32b(dx8, rgb_dx8.e[2]); \
1819 add_4x32b(b_block, b_block, dx8); \
1820 \
1821 setup_blocks_store_shaded_untextured_##dithering(); \
1822 \
1823 shr_8x8b(r, r, 3); \
1824 bic_8x8b(g, g, d64_0x07); \
1825 bic_8x8b(b, b, d64_0x07); \
1826 \
1827 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1828 mla_long_8x8b(pixels, g, d64_4); \
1829 mla_long_8x8b(pixels, b, d64_128) \
1830 \
1831 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1832} \
1833
1834#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1835 edge_type) \
1836 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1837
1838
1839#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1840 (_block)->draw_mask_bits = bits \
1841
1842#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1843{ \
1844 vec_8x16u bits_mask; \
1845 vec_8x16u test_mask = psx_gpu->test_mask; \
1846 dup_8x16b(bits_mask, bits); \
1847 tst_8x16b(bits_mask, bits_mask, test_mask); \
1848 (_block)->draw_mask = bits_mask; \
1849} \
1850
1851#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1852
1853
1854#define setup_blocks_add_blocks_indirect() \
1855 num_blocks += span_num_blocks; \
1856 \
1857 if(num_blocks > MAX_BLOCKS) \
1858 { \
1859 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1860 flush_render_block_buffer(psx_gpu); \
1861 num_blocks = span_num_blocks; \
1862 block = psx_gpu->blocks; \
1863 } \
1864
1865#define setup_blocks_add_blocks_direct() \
a2cb152a 1866 stats_add(texel_blocks_untextured, span_num_blocks); \
3867c6ef 1867 span_pixel_blocks += span_num_blocks \
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1868
1869
1870#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1871void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1872 psx_gpu_struct *psx_gpu) \
1873{ \
1874 setup_blocks_load_msb_mask_##target(); \
1875 setup_blocks_variables_##shading##_##texturing(target); \
1876 \
1877 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1878 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1879 u32 *span_b_offset = psx_gpu->span_b_offset; \
1880 \
1881 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1882 \
1883 u32 num_spans = psx_gpu->num_spans; \
1884 \
1885 u16 *fb_ptr; \
1886 u32 y; \
1887 \
1888 u32 num_blocks = psx_gpu->num_blocks; \
1889 u32 span_num_blocks; \
1890 \
1891 while(num_spans) \
1892 { \
1893 span_num_blocks = span_edge_data->num_blocks; \
1894 if(span_num_blocks) \
1895 { \
1896 y = span_edge_data->y; \
c1817bd9 1897 fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024); \
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1898 \
1899 setup_blocks_span_initialize_##shading##_##texturing(); \
1900 setup_blocks_span_initialize_##dithering(texturing); \
1901 \
1902 setup_blocks_add_blocks_##target(); \
1903 \
1904 s32 pixel_span = span_num_blocks * 8; \
1905 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1906 span_pixels += pixel_span; \
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E
1907 \
1908 span_num_blocks--; \
1909 while(span_num_blocks) \
1910 { \
1911 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1912 full); \
1913 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1914 \
1915 fb_ptr += 8; \
1916 block++; \
1917 span_num_blocks--; \
1918 } \
1919 \
1920 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1921 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1922 span_edge_data->right_mask); \
1923 \
1924 block++; \
1925 } \
1926 else \
1927 { \
1928 zero_block_spans++; \
1929 } \
1930 \
1931 num_spans--; \
1932 span_edge_data++; \
1933 span_uvrg_offset++; \
1934 span_b_offset++; \
1935 } \
1936 \
1937 psx_gpu->num_blocks = num_blocks; \
1938} \
1939
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1940
1941//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1942
2bbbb7af 1943#ifndef NEON_BUILD
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1944
1945setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1946setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1947
1948setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1949setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1950
1951setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1952setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1953setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1954setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1955
1956setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1957setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1958
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1959void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1960{
1961 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
a2cb152a 1962 stats_add(texel_blocks_untextured, psx_gpu->num_blocks);
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1963}
1964
1965void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1966{
1967 block_struct *block = psx_gpu->blocks;
1968 u32 num_blocks = psx_gpu->num_blocks;
a2cb152a 1969 stats_add(texel_blocks_4bpp, num_blocks);
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1970
1971 vec_8x8u texels_low;
1972 vec_8x8u texels_high;
1973 vec_8x8u texels;
1974 vec_8x16u pixels;
1975
1976 vec_8x16u clut_a;
1977 vec_8x16u clut_b;
1978 vec_16x8u clut_low;
1979 vec_16x8u clut_high;
1980
1981 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1982 u16 *clut_ptr = psx_gpu->clut_ptr;
1983
1984 // Can be done with one deinterleaving load on NEON
1985 load_8x16b(clut_a, clut_ptr);
1986 load_8x16b(clut_b, clut_ptr + 8);
1987 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1988
1989 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1990 update_texture_4bpp_cache(psx_gpu);
1991
1992 while(num_blocks)
1993 {
1994 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1995 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1996 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1997 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1998 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1999 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
2000 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
2001 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
2002
2003 tbl_16(texels_low, texels, clut_low);
2004 tbl_16(texels_high, texels, clut_high);
2005
2006 // Can be done with an interleaving store on NEON
2007 zip_8x16b(pixels, texels_low, texels_high);
2008
2009 block->texels = pixels;
2010
2011 num_blocks--;
2012 block++;
2013 }
2014}
2015
2016void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2017{
2018 block_struct *block = psx_gpu->blocks;
2019 u32 num_blocks = psx_gpu->num_blocks;
2020
a2cb152a 2021 stats_add(texel_blocks_8bpp, num_blocks);
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2022
2023 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2024 update_texture_8bpp_cache(psx_gpu);
2025
2026 vec_8x16u texels;
2027 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2028
2029 u32 texel;
2030 u32 offset;
2031 u32 i;
2032
2033 while(num_blocks)
2034 {
2035 for(i = 0; i < 8; i++)
2036 {
2037 offset = block->uv.e[i];
2038
2039 texel = texture_ptr_8bpp[offset];
2040 texels.e[i] = psx_gpu->clut_ptr[texel];
2041 }
2042
2043 block->texels = texels;
2044
2045 num_blocks--;
2046 block++;
2047 }
2048}
2049
2050void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2051{
2052 block_struct *block = psx_gpu->blocks;
2053 u32 num_blocks = psx_gpu->num_blocks;
2054
a2cb152a 2055 stats_add(texel_blocks_16bpp, num_blocks);
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E
2056
2057 vec_8x16u texels;
2058
2059 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2060 u32 offset;
2061 u32 i;
2062
2063 while(num_blocks)
2064 {
2065 for(i = 0; i < 8; i++)
2066 {
2067 offset = block->uv.e[i];
2068 offset += ((offset & 0xFF00) * 3);
2069
2070 texels.e[i] = texture_ptr_16bpp[offset];
2071 }
2072
2073 block->texels = texels;
2074
2075 num_blocks--;
2076 block++;
2077 }
2078}
2079
2080#endif
2081
2082
2083#define shade_blocks_load_msb_mask_indirect() \
2084
2085#define shade_blocks_load_msb_mask_direct() \
2086 vec_8x16u msb_mask; \
2087 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2088
2089#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2090 block->draw_mask = _draw_mask; \
2091 block->pixels = _pixels \
2092
2093#define shade_blocks_store_direct(_draw_mask, _pixels) \
2094{ \
2095 vec_8x16u fb_pixels; \
2096 or_8x16b(_pixels, _pixels, msb_mask); \
2097 load_8x16b(fb_pixels, block->fb_ptr); \
2098 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2099 store_8x16b(fb_pixels, block->fb_ptr); \
2100} \
2101
2102
3867c6ef 2103#define shade_blocks_textured_false_modulated_check_dithered(target) \
b7ed0632
E
2104 if(psx_gpu->triangle_color == 0x808080) \
2105 { \
2106 false_modulated_blocks += num_blocks; \
2107 } \
3867c6ef
E
2108
2109#define shade_blocks_textured_false_modulated_check_undithered(target) \
2110 if(psx_gpu->triangle_color == 0x808080) \
2111 { \
2112 \
2113 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2114 false_modulated_blocks += num_blocks; \
2115 return; \
2116 } \
2117
2118
2119#define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2120 target) \
75e28f62 2121
3867c6ef
E
2122#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2123 target) \
75e28f62
E
2124{ \
2125 u32 color = psx_gpu->triangle_color; \
2126 dup_8x8b(colors_r, color); \
2127 dup_8x8b(colors_g, color >> 8); \
2128 dup_8x8b(colors_b, color >> 16); \
3867c6ef 2129 shade_blocks_textured_false_modulated_check_##dithering(target); \
75e28f62
E
2130} \
2131
2132#define shade_blocks_textured_modulated_shaded_block_load() \
2133 colors_r = block->r; \
2134 colors_g = block->g; \
2135 colors_b = block->b \
2136
2137#define shade_blocks_textured_modulated_unshaded_block_load() \
2138
2139#define shade_blocks_textured_modulate_dithered(component) \
2140 pixels_##component = block->dither_offsets; \
2141 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2142
2143#define shade_blocks_textured_modulate_undithered(component) \
2144 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2145
2146#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2147void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2148 psx_gpu_struct *psx_gpu) \
2149{ \
2150 block_struct *block = psx_gpu->blocks; \
2151 u32 num_blocks = psx_gpu->num_blocks; \
2152 vec_8x16u texels; \
2153 \
2154 vec_8x8u texels_r; \
2155 vec_8x8u texels_g; \
2156 vec_8x8u texels_b; \
2157 \
2158 vec_8x8u colors_r; \
2159 vec_8x8u colors_g; \
2160 vec_8x8u colors_b; \
2161 \
2162 vec_8x8u pixels_r_low; \
2163 vec_8x8u pixels_g_low; \
2164 vec_8x8u pixels_b_low; \
2165 vec_8x16u pixels; \
2166 \
2167 vec_8x16u pixels_r; \
2168 vec_8x16u pixels_g; \
2169 vec_8x16u pixels_b; \
2170 \
2171 vec_8x16u draw_mask; \
2172 vec_8x16u zero_mask; \
2173 \
2174 vec_8x8u d64_0x07; \
2175 vec_8x8u d64_0x1F; \
2176 vec_8x8u d64_1; \
2177 vec_8x8u d64_4; \
2178 vec_8x8u d64_128; \
2179 \
2180 vec_8x16u d128_0x8000; \
2181 \
2182 vec_8x16u test_mask = psx_gpu->test_mask; \
2183 u32 draw_mask_bits; \
2184 shade_blocks_load_msb_mask_##target(); \
2185 \
2186 dup_8x8b(d64_0x07, 0x07); \
2187 dup_8x8b(d64_0x1F, 0x1F); \
2188 dup_8x8b(d64_1, 1); \
2189 dup_8x8b(d64_4, 4); \
2190 dup_8x8b(d64_128, 128); \
2191 \
2192 dup_8x16b(d128_0x8000, 0x8000); \
2193 \
3867c6ef
E
2194 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2195 target); \
75e28f62
E
2196 \
2197 while(num_blocks) \
2198 { \
2199 draw_mask_bits = block->draw_mask_bits; \
2200 dup_8x16b(draw_mask, draw_mask_bits); \
2201 tst_8x16b(draw_mask, draw_mask, test_mask); \
2202 \
2203 shade_blocks_textured_modulated_##shading##_block_load(); \
2204 \
2205 texels = block->texels; \
2206 \
2207 mov_narrow_8x16b(texels_r, texels); \
2208 shr_narrow_8x16b(texels_g, texels, 5); \
2209 shr_narrow_8x16b(texels_b, texels, 7); \
2210 \
2211 and_8x8b(texels_r, texels_r, d64_0x1F); \
2212 and_8x8b(texels_g, texels_g, d64_0x1F); \
2213 shr_8x8b(texels_b, texels_b, 3); \
2214 \
2215 shade_blocks_textured_modulate_##dithering(r); \
2216 shade_blocks_textured_modulate_##dithering(g); \
2217 shade_blocks_textured_modulate_##dithering(b); \
2218 \
2219 cmpeqz_8x16b(zero_mask, texels); \
2220 and_8x16b(pixels, texels, d128_0x8000); \
2221 \
2222 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2223 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2224 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2225 \
2226 or_8x16b(zero_mask, draw_mask, zero_mask); \
2227 \
2228 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2229 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2230 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2231 \
2232 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2233 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2234 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2235 \
2236 shade_blocks_store_##target(zero_mask, pixels); \
2237 \
2238 num_blocks--; \
2239 block++; \
2240 } \
2241} \
2242
2bbbb7af 2243#ifndef NEON_BUILD
75e28f62
E
2244
2245shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2246shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2247shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2248shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2249
2250shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2251shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2252shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2253shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2254
2255#endif
2256
2257
2258#define shade_blocks_textured_unmodulated_builder(target) \
2259void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2260{ \
2261 block_struct *block = psx_gpu->blocks; \
2262 u32 num_blocks = psx_gpu->num_blocks; \
2263 vec_8x16u draw_mask; \
2264 vec_8x16u test_mask = psx_gpu->test_mask; \
2265 u32 draw_mask_bits; \
2266 \
2267 vec_8x16u pixels; \
2268 shade_blocks_load_msb_mask_##target(); \
2269 \
2270 while(num_blocks) \
2271 { \
2272 vec_8x16u zero_mask; \
2273 \
2274 draw_mask_bits = block->draw_mask_bits; \
2275 dup_8x16b(draw_mask, draw_mask_bits); \
2276 tst_8x16b(draw_mask, draw_mask, test_mask); \
2277 \
2278 pixels = block->texels; \
2279 \
2280 cmpeqz_8x16b(zero_mask, pixels); \
2281 or_8x16b(zero_mask, draw_mask, zero_mask); \
2282 \
2283 shade_blocks_store_##target(zero_mask, pixels); \
2284 \
2285 num_blocks--; \
2286 block++; \
2287 } \
2288} \
2289
3867c6ef
E
2290#define shade_blocks_textured_unmodulated_dithered_builder(target) \
2291void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2292 *psx_gpu) \
2293{ \
2294 block_struct *block = psx_gpu->blocks; \
2295 u32 num_blocks = psx_gpu->num_blocks; \
2296 vec_8x16u draw_mask; \
2297 vec_8x16u test_mask = psx_gpu->test_mask; \
2298 u32 draw_mask_bits; \
2299 \
2300 vec_8x16u pixels; \
2301 shade_blocks_load_msb_mask_##target(); \
2302 \
2303 while(num_blocks) \
2304 { \
2305 vec_8x16u zero_mask; \
2306 \
2307 draw_mask_bits = block->draw_mask_bits; \
2308 dup_8x16b(draw_mask, draw_mask_bits); \
2309 tst_8x16b(draw_mask, draw_mask, test_mask); \
2310 \
2311 pixels = block->texels; \
2312 \
2313 cmpeqz_8x16b(zero_mask, pixels); \
2314 or_8x16b(zero_mask, draw_mask, zero_mask); \
2315 \
2316 shade_blocks_store_##target(zero_mask, pixels); \
2317 \
2318 num_blocks--; \
2319 block++; \
2320 } \
2321} \
75e28f62 2322
2bbbb7af 2323#ifndef NEON_BUILD
75e28f62
E
2324
2325shade_blocks_textured_unmodulated_builder(indirect)
2326shade_blocks_textured_unmodulated_builder(direct)
2327
75e28f62
E
2328void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2329{
2330}
2331
2332void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2333{
2334 block_struct *block = psx_gpu->blocks;
2335 u32 num_blocks = psx_gpu->num_blocks;
2336
2337 vec_8x16u pixels = block->pixels;
2338 shade_blocks_load_msb_mask_direct();
2339
2340 while(num_blocks)
2341 {
2342 shade_blocks_store_direct(block->draw_mask, pixels);
2343
2344 num_blocks--;
2345 block++;
2346 }
2347}
2348
2349#endif
2350
2351void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2352{
2353}
2354
2355
2356#define blend_blocks_mask_evaluate_on() \
2357 vec_8x16u mask_pixels; \
2358 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2359 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2360
2361#define blend_blocks_mask_evaluate_off() \
2362
2363#define blend_blocks_average() \
2364{ \
2365 vec_8x16u pixels_no_msb; \
2366 vec_8x16u fb_pixels_no_msb; \
2367 \
2368 vec_8x16u d128_0x0421; \
2369 vec_8x16u d128_0x8000; \
2370 \
2371 dup_8x16b(d128_0x0421, 0x0421); \
2372 dup_8x16b(d128_0x8000, 0x8000); \
2373 \
2374 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2375 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2376 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2377 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2378 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2379 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2380} \
2381
2382#define blend_blocks_add() \
2383{ \
2384 vec_8x16u pixels_rb, pixels_g; \
2385 vec_8x16u fb_rb, fb_g; \
2386 \
2387 vec_8x16u d128_0x7C1F; \
2388 vec_8x16u d128_0x03E0; \
2389 \
2390 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2391 dup_8x16b(d128_0x03E0, 0x03E0); \
2392 \
2393 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2394 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2395 \
2396 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2397 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2398 \
2399 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2400 add_8x16b(fb_g, fb_g, pixels_g); \
2401 \
2402 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2403 vector_cast(vec_16x8u, d128_0x7C1F)); \
2404 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2405 \
2406 or_8x16b(blend_pixels, fb_rb, fb_g); \
2407} \
2408
2409#define blend_blocks_subtract() \
2410{ \
2411 vec_8x16u pixels_rb, pixels_g; \
2412 vec_8x16u fb_rb, fb_g; \
2413 \
2414 vec_8x16u d128_0x7C1F; \
2415 vec_8x16u d128_0x03E0; \
2416 \
2417 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2418 dup_8x16b(d128_0x03E0, 0x03E0); \
2419 \
2420 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2421 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2422 \
2423 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2424 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2425 \
2426 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2427 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2428 subs_8x16b(fb_g, fb_g, pixels_g); \
2429 \
2430 or_8x16b(blend_pixels, fb_rb, fb_g); \
2431} \
2432
2433#define blend_blocks_add_fourth() \
2434{ \
2435 vec_8x16u pixels_rb, pixels_g; \
2436 vec_8x16u pixels_fourth; \
2437 vec_8x16u fb_rb, fb_g; \
2438 \
2439 vec_8x16u d128_0x7C1F; \
2440 vec_8x16u d128_0x1C07; \
2441 vec_8x16u d128_0x03E0; \
2442 vec_8x16u d128_0x00E0; \
2443 \
2444 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2445 dup_8x16b(d128_0x1C07, 0x1C07); \
2446 dup_8x16b(d128_0x03E0, 0x03E0); \
2447 dup_8x16b(d128_0x00E0, 0x00E0); \
2448 \
2449 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2450 \
2451 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2452 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2453 \
2454 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2455 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2456 \
2457 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2458 add_8x16b(fb_g, fb_g, pixels_g); \
2459 \
2460 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2461 vector_cast(vec_16x8u, d128_0x7C1F)); \
2462 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2463 \
2464 or_8x16b(blend_pixels, fb_rb, fb_g); \
2465} \
2466
2467#define blend_blocks_blended_combine_textured() \
2468{ \
2469 vec_8x16u blend_mask; \
2470 cmpltz_8x16b(blend_mask, pixels); \
2471 \
2472 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2473 bif_8x16b(blend_pixels, pixels, blend_mask); \
2474} \
2475
2476#define blend_blocks_blended_combine_untextured() \
2477
2478
2479#define blend_blocks_body_blend(blend_mode, texturing) \
2480{ \
2481 blend_blocks_##blend_mode(); \
2482 blend_blocks_blended_combine_##texturing(); \
2483} \
2484
2485#define blend_blocks_body_average(texturing) \
2486 blend_blocks_body_blend(average, texturing) \
2487
2488#define blend_blocks_body_add(texturing) \
2489 blend_blocks_body_blend(add, texturing) \
2490
2491#define blend_blocks_body_subtract(texturing) \
2492 blend_blocks_body_blend(subtract, texturing) \
2493
2494#define blend_blocks_body_add_fourth(texturing) \
2495 blend_blocks_body_blend(add_fourth, texturing) \
2496
2497#define blend_blocks_body_unblended(texturing) \
2498 blend_pixels = pixels \
2499
2500
2501#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2502void \
2503 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2504 *psx_gpu) \
2505{ \
2506 block_struct *block = psx_gpu->blocks; \
2507 u32 num_blocks = psx_gpu->num_blocks; \
2508 vec_8x16u draw_mask; \
2509 vec_8x16u pixels; \
2510 vec_8x16u blend_pixels; \
2511 vec_8x16u framebuffer_pixels; \
2512 vec_8x16u msb_mask; \
2513 \
2514 u16 *fb_ptr; \
2515 \
2516 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2517 \
2518 while(num_blocks) \
2519 { \
2520 pixels = block->pixels; \
2521 draw_mask = block->draw_mask; \
2522 fb_ptr = block->fb_ptr; \
2523 \
2524 load_8x16b(framebuffer_pixels, fb_ptr); \
2525 \
2526 blend_blocks_mask_evaluate_##mask_evaluate(); \
2527 blend_blocks_body_##blend_mode(texturing); \
2528 \
2529 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2530 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2531 store_8x16b(framebuffer_pixels, fb_ptr); \
2532 \
2533 blend_blocks++; \
2534 num_blocks--; \
2535 block++; \
2536 } \
2537} \
2538
2bbbb7af 2539#ifndef NEON_BUILD
75e28f62
E
2540
2541void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2542{
2543}
2544
2545blend_blocks_builder(textured, average, off);
2546blend_blocks_builder(textured, average, on);
2547blend_blocks_builder(textured, add, off);
2548blend_blocks_builder(textured, add, on);
2549blend_blocks_builder(textured, subtract, off);
2550blend_blocks_builder(textured, subtract, on);
2551blend_blocks_builder(textured, add_fourth, off);
2552blend_blocks_builder(textured, add_fourth, on);
2553
2554blend_blocks_builder(untextured, average, off);
2555blend_blocks_builder(untextured, average, on);
2556blend_blocks_builder(untextured, add, off);
2557blend_blocks_builder(untextured, add, on);
2558blend_blocks_builder(untextured, subtract, off);
2559blend_blocks_builder(untextured, subtract, on);
2560blend_blocks_builder(untextured, add_fourth, off);
2561blend_blocks_builder(untextured, add_fourth, on);
2562
2563blend_blocks_builder(textured, unblended, on);
2564
2565#endif
2566
2567
2568#define vertex_swap(_a, _b) \
2569{ \
2570 vertex_struct *temp_vertex = _a; \
2571 _a = _b; \
2572 _b = temp_vertex; \
2573 triangle_winding ^= 1; \
2574} \
2575
2576
2577// Setup blocks parametric-variables:
2578// SHADE TEXTURE_MAP SWIZZLING
2579// 0 0 x
2580// 0 1 0
2581// 0 1 1
2582// 1 0 x
2583// 1 1 0
2584// 1 1 1
2585// 8 inputs, 6 combinations
2586
2587#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2588 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2589
2590#define setup_blocks_switch_untextured_shaded(dithering, target) \
2591 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2592
2593#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2594 target) \
2595 setup_blocks_switch_untextured_##shading(dithering, target) \
2596
2597#define setup_blocks_switch_texture_mode_4bpp(shading) \
2598 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2599
2600#define setup_blocks_switch_texture_mode_8bpp(shading) \
2601 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2602
2603#define setup_blocks_switch_texture_mode_16bpp(shading) \
2604 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2605
2606#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2607 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2608
2609#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2610 dithering, mask_evaluate) \
2611 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2612
2613#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2614 dithering) \
2615 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2616
2617#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2618 dithering) \
2619 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2620
2621#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2622 dithering, mask_evaluate) \
2623 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2624 texture_mode, dithering) \
2625
2626#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2627 blending, mask_evaluate) \
2628 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2629 dithering, mask_evaluate) \
2630
2631
2632// Texture blocks:
2633
2634#define texture_blocks_switch_untextured(texture_mode) \
2635 texture_blocks_untextured \
2636
2637#define texture_blocks_switch_textured(texture_mode) \
2638 texture_blocks_##texture_mode \
2639
2640#define texture_blocks_switch(texturing, texture_mode) \
2641 texture_blocks_switch_##texturing(texture_mode) \
2642
2643
2644// Shade blocks parametric-variables:
2645// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2646// 0 0 x x
2647// 0 1 0 0
2648// 0 1 0 1
2649// x 1 1 x
2650// 1 0 x 0
2651// 1 0 x 1
2652// 1 1 0 0
2653// 1 1 0 1
2654// 16 inputs, 8 combinations
2655
2656#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2657 shade_blocks_unshaded_untextured_##target \
2658
2659#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2660 shade_blocks_textured_unmodulated_##target \
2661
2662#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2663 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2664
2665#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2666 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2667
2668#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2669 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2670
2671#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2672 shade_blocks_shaded_untextured \
2673
2674#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2675 shade_blocks_textured_unmodulated_##target \
2676
2677#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2678 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2679
2680#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2681 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2682
2683#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2684 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2685
2686#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2687 dithering) \
2688 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2689
2690#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2691 dithering) \
2692 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2693
2694#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2695 mask_evaluate) \
2696 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2697
2698#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2699 dithering, mask_evaluate) \
2700 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2701 dithering) \
2702
2703#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2704 blending, mask_evaluate) \
2705 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2706 mask_evaluate) \
2707
2708
2709// Blend blocks parametric-variables:
2710// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2711// x 0 x x 0
2712// x 0 x x 1
2713// 0 1 0 0 0
2714// 0 1 0 0 1
2715// 0 1 0 1 0
2716// 0 1 0 1 1
2717// 0 1 1 0 0
2718// 0 1 1 0 1
2719// 0 1 1 1 0
2720// 0 1 1 1 1
2721// 1 1 0 0 0
2722// 1 1 0 0 1
2723// 1 1 0 1 0
2724// 1 1 0 1 1
2725// 1 1 1 0 0
2726// 1 1 1 0 1
2727// 1 1 1 1 0
2728// 1 1 1 1 1
2729// 32 inputs, 18 combinations
2730
2731#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2732 blend_blocks_textured_unblended_##mask_evaluate \
2733
2734#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2735 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2736
2737#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2738 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2739
2740
2741#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2742 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2743{ \
2744 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2745 mask_evaluate), \
2746 texture_blocks_switch(texturing, texture_mode), \
2747 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2748 mask_evaluate), \
2749 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2750} \
2751
2752#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2753 mask_evaluate, shading, dithering, texturing, blending) \
2754 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2755 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2756 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2757 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2758
2759#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2760 mask_evaluate, shading, dithering, texturing) \
2761 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2762 mask_evaluate, shading, dithering, texturing, unblended), \
2763 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2764 mask_evaluate, shading, dithering, texturing, blended) \
2765
2766#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2767 mask_evaluate, shading, dithering) \
2768 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2769 mask_evaluate, shading, dithering, untextured), \
2770 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2771 mask_evaluate, shading, dithering, textured) \
2772
2773#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2774 mask_evaluate, shading) \
2775 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2776 mask_evaluate, shading, undithered), \
2777 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2778 mask_evaluate, shading, dithered) \
2779
2780#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2781 mask_evaluate) \
2782 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2783 unshaded), \
2784 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2785 shaded) \
2786
2787#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2788 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2789 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2790
2791#define render_blocks_switch_block_texture_mode(texture_mode) \
2792 render_blocks_switch_block_blend_mode(texture_mode, average), \
2793 render_blocks_switch_block_blend_mode(texture_mode, add), \
2794 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2795 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2796
2797#define render_blocks_switch_block() \
2798 render_blocks_switch_block_texture_mode(4bpp), \
2799 render_blocks_switch_block_texture_mode(8bpp), \
2800 render_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 2801 render_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
2802
2803
2804render_block_handler_struct render_triangle_block_handlers[] =
2805{
2806 render_blocks_switch_block()
2807};
2808
2809#undef render_blocks_switch_block_modulation
2810
2811#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2812 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2813 "render flags:\n" \
2814 "texture mode: " #texture_mode "\n" \
2815 "blend mode: " #blend_mode "\n" \
2816 "mask evaluation: " #mask_evaluate "\n" \
2817 #shading "\n" \
2818 #dithering "\n" \
2819 #texturing "\n" \
2820 #blending "\n" \
2821 #modulation "\n" \
2822
2823char *render_block_flag_strings[] =
2824{
2825 render_blocks_switch_block()
2826};
2827
2828
2829#define triangle_y_direction_up 1
2830#define triangle_y_direction_flat 2
2831#define triangle_y_direction_down 0
2832
2833#define triangle_winding_positive 0
2834#define triangle_winding_negative 1
2835
2836#define triangle_set_direction(direction_variable, value) \
2837 u32 direction_variable = (u32)(value) >> 31; \
2838 if(value == 0) \
2839 direction_variable = 2 \
2840
2841#define triangle_case(direction_a, direction_b, direction_c, winding) \
2842 case (triangle_y_direction_##direction_a | \
2843 (triangle_y_direction_##direction_b << 2) | \
2844 (triangle_y_direction_##direction_c << 4) | \
2845 (triangle_winding_##winding << 6)) \
2846
c1817bd9 2847static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2848 vertex_struct *vertexes_out[3])
75e28f62
E
2849{
2850 s32 y_top, y_bottom;
2851 s32 triangle_area;
2852 u32 triangle_winding = 0;
2853
2854 vertex_struct *a = &(vertexes[0]);
2855 vertex_struct *b = &(vertexes[1]);
2856 vertex_struct *c = &(vertexes[2]);
2857
2858 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2859
3867c6ef 2860#ifdef PROFILE
75e28f62 2861 triangles++;
3867c6ef 2862#endif
75e28f62
E
2863
2864 if(triangle_area == 0)
2865 {
3867c6ef 2866#ifdef PROFILE
75e28f62 2867 trivial_rejects++;
3867c6ef 2868#endif
c1817bd9 2869 return 0;
75e28f62
E
2870 }
2871
2872 if(b->y < a->y)
2873 vertex_swap(a, b);
2874
2875 if(c->y < b->y)
2876 {
2877 vertex_swap(b, c);
2878
2879 if(b->y < a->y)
2880 vertex_swap(a, b);
2881 }
2882
2883 y_bottom = c->y;
2884 y_top = a->y;
2885
2886 if((y_bottom - y_top) >= 512)
2887 {
3867c6ef 2888#ifdef PROFILE
75e28f62 2889 trivial_rejects++;
3867c6ef 2890#endif
c1817bd9 2891 return 0;
75e28f62
E
2892 }
2893
2894 if(triangle_area < 0)
2895 {
2896 triangle_area = -triangle_area;
2897 triangle_winding ^= 1;
2898 vertex_swap(a, c);
2899 }
2900
2901 if(b->x < a->x)
2902 vertex_swap(a, b);
2903
2904 if(c->x < b->x)
2905 {
2906 vertex_swap(b, c);
2907
2908 if(b->x < a->x)
2909 vertex_swap(a, b);
2910 }
2911
af044cbf 2912 if((c->x - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024)
75e28f62 2913 {
3867c6ef 2914#ifdef PROFILE
75e28f62 2915 trivial_rejects++;
3867c6ef 2916#endif
c1817bd9 2917 return 0;
75e28f62
E
2918 }
2919
2920 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2921 y_bottom) == 0)
2922 {
3867c6ef 2923#ifdef PROFILE
75e28f62 2924 trivial_rejects++;
3867c6ef 2925#endif
c1817bd9 2926 return 0;
75e28f62
E
2927 }
2928
75e28f62
E
2929 psx_gpu->triangle_area = triangle_area;
2930 psx_gpu->triangle_winding = triangle_winding;
2931
c1817bd9 2932 vertexes_out[0] = a;
2933 vertexes_out[1] = b;
2934 vertexes_out[2] = c;
2935
2936 return 1;
2937}
2938
2939static void render_triangle_p(psx_gpu_struct *psx_gpu,
2940 vertex_struct *vertex_ptrs[3], u32 flags)
2941{
2942 psx_gpu->num_spans = 0;
2943
2944 vertex_struct *a = vertex_ptrs[0];
2945 vertex_struct *b = vertex_ptrs[1];
2946 vertex_struct *c = vertex_ptrs[2];
2947
75e28f62
E
2948 s32 y_delta_a = b->y - a->y;
2949 s32 y_delta_b = c->y - b->y;
2950 s32 y_delta_c = c->y - a->y;
2951
2952 triangle_set_direction(y_direction_a, y_delta_a);
2953 triangle_set_direction(y_direction_b, y_delta_b);
2954 triangle_set_direction(y_direction_c, y_delta_c);
2955
2956 compute_all_gradients(psx_gpu, a, b, c);
2957
2958 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
c1817bd9 2959 (psx_gpu->triangle_winding << 6))
75e28f62
E
2960 {
2961 triangle_case(up, up, up, negative):
2962 triangle_case(up, up, flat, negative):
2963 triangle_case(up, up, down, negative):
2964 setup_spans_up_right(psx_gpu, a, b, c);
2965 break;
2966
2967 triangle_case(flat, up, up, negative):
2968 triangle_case(flat, up, flat, negative):
2969 triangle_case(flat, up, down, negative):
2970 setup_spans_up_a(psx_gpu, a, b, c);
2971 break;
2972
2973 triangle_case(down, up, up, negative):
2974 setup_spans_up_down(psx_gpu, a, c, b);
2975 break;
2976
2977 triangle_case(down, up, flat, negative):
2978 setup_spans_down_a(psx_gpu, a, c, b);
2979 break;
2980
2981 triangle_case(down, up, down, negative):
2982 setup_spans_down_right(psx_gpu, a, c, b);
2983 break;
2984
2985 triangle_case(down, flat, up, negative):
2986 triangle_case(down, flat, flat, negative):
2987 triangle_case(down, flat, down, negative):
2988 setup_spans_down_b(psx_gpu, a, b, c);
2989 break;
2990
2991 triangle_case(down, down, up, negative):
2992 triangle_case(down, down, flat, negative):
2993 triangle_case(down, down, down, negative):
2994 setup_spans_down_left(psx_gpu, a, b, c);
2995 break;
2996
2997 triangle_case(up, up, up, positive):
2998 triangle_case(up, up, flat, positive):
2999 triangle_case(up, up, down, positive):
3000 setup_spans_up_left(psx_gpu, a, b, c);
3001 break;
3002
3003 triangle_case(up, flat, up, positive):
3004 triangle_case(up, flat, flat, positive):
3005 triangle_case(up, flat, down, positive):
3006 setup_spans_up_b(psx_gpu, a, b, c);
3007 break;
3008
3009 triangle_case(up, down, up, positive):
3010 setup_spans_up_right(psx_gpu, a, c, b);
3011 break;
3012
3013 triangle_case(up, down, flat, positive):
3014 setup_spans_up_a(psx_gpu, a, c, b);
3015 break;
3016
3017 triangle_case(up, down, down, positive):
3018 setup_spans_up_down(psx_gpu, a, b, c);
3019 break;
3020
3021 triangle_case(flat, down, up, positive):
3022 triangle_case(flat, down, flat, positive):
3023 triangle_case(flat, down, down, positive):
3024 setup_spans_down_a(psx_gpu, a, b, c);
3025 break;
3026
3027 triangle_case(down, down, up, positive):
3028 triangle_case(down, down, flat, positive):
3029 triangle_case(down, down, down, positive):
3030 setup_spans_down_right(psx_gpu, a, b, c);
3031 break;
3032 }
3033
3867c6ef 3034#ifdef PROFILE
75e28f62 3035 spans += psx_gpu->num_spans;
3867c6ef 3036#endif
75e28f62 3037
f1359c57 3038 if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
69b09c0d
E
3039 {
3040 u32 i;
3041
f1359c57 3042 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
69b09c0d
E
3043 {
3044 for(i = 0; i < psx_gpu->num_spans; i++)
3045 {
3046 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3047 psx_gpu->span_edge_data[i].num_blocks = 0;
3048 }
3049 }
3050 else
3051 {
3052 for(i = 0; i < psx_gpu->num_spans; i++)
3053 {
3054 if(psx_gpu->span_edge_data[i].y & 1)
3055 psx_gpu->span_edge_data[i].num_blocks = 0;
3056 }
3057 }
3058 }
2d658c89 3059 assert(psx_gpu->span_edge_data[0].y < 1024u);
69b09c0d 3060
75e28f62
E
3061 u32 render_state = flags &
3062 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3063 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3064 render_state |= psx_gpu->render_state_base;
3065
3066 if((psx_gpu->render_state != render_state) ||
3067 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3068 {
3069 psx_gpu->render_state = render_state;
3070 flush_render_block_buffer(psx_gpu);
3867c6ef 3071#ifdef PROFILE
75e28f62 3072 state_changes++;
3867c6ef 3073#endif
75e28f62
E
3074 }
3075
3076 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3077
3078 psx_gpu->render_block_handler =
3079 &(render_triangle_block_handlers[render_state]);
3080 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3081 (psx_gpu);
3082}
3083
c1817bd9 3084void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3085 u32 flags)
3086{
3087 vertex_struct *vertex_ptrs[3];
3088 if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs))
3089 render_triangle_p(psx_gpu, vertex_ptrs, flags);
3090}
3091
a2cb152a 3092#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
75e28f62
E
3093
3094void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3095{
3096 block_struct *block = psx_gpu->blocks;
3097 u32 num_blocks = psx_gpu->num_blocks;
3098
3099 vec_8x16u texels;
3100 vec_8x8u texel_indexes;
3101
3102 u16 *clut_ptr = psx_gpu->clut_ptr;
3103 u32 i;
3104
3105 while(num_blocks)
3106 {
3107 texel_indexes = block->r;
3108
3109 for(i = 0; i < 8; i++)
3110 {
3111 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3112 }
3113
3114 block->texels = texels;
3115
3116 num_blocks--;
3117 block++;
3118 }
3119}
3120
3121#endif
3122
3123
59d15d23 3124#define setup_sprite_tiled_initialize_4bpp_clut() \
75e28f62
E
3125 u16 *clut_ptr = psx_gpu->clut_ptr; \
3126 vec_8x16u clut_a, clut_b; \
3127 vec_16x8u clut_low, clut_high; \
3128 \
3129 load_8x16b(clut_a, clut_ptr); \
3130 load_8x16b(clut_b, clut_ptr + 8); \
59d15d23 3131 unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \
3132
3133#define setup_sprite_tiled_initialize_4bpp() \
3134 setup_sprite_tiled_initialize_4bpp_clut(); \
75e28f62
E
3135 \
3136 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3137 update_texture_4bpp_cache(psx_gpu) \
3138
3139#define setup_sprite_tiled_initialize_8bpp() \
3140 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3141 update_texture_8bpp_cache(psx_gpu) \
3142
3143
3144#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
df740cdc 3145 texture_block_ptr = (u8 *)psx_gpu->texture_page_ptr + \
75e28f62
E
3146 ((texture_offset + offset) & texture_mask); \
3147 \
3148 load_64b(texels, texture_block_ptr) \
3149
3150
75e28f62
E
3151#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3152 num_blocks += tile_num_blocks; \
3153 sprite_blocks += tile_num_blocks; \
3154 \
3155 if(num_blocks > MAX_BLOCKS) \
3156 { \
3157 flush_render_block_buffer(psx_gpu); \
3158 num_blocks = tile_num_blocks; \
3159 block = psx_gpu->blocks; \
3160 } \
3161
3162#define setup_sprite_tile_full_4bpp(edge) \
3163{ \
3164 vec_8x8u texels_low, texels_high; \
3165 vec_8x16u pixels; \
3166 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3167 \
3168 while(sub_tile_height) \
3169 { \
3170 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3171 tbl_16(texels_low, texels, clut_low); \
3172 tbl_16(texels_high, texels, clut_high); \
3173 zip_8x16b(pixels, texels_low, texels_high); \
3174 \
3175 block->texels = pixels; \
3176 block->draw_mask_bits = left_mask_bits; \
3177 block->fb_ptr = fb_ptr; \
3178 block++; \
3179 \
3180 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3181 tbl_16(texels_low, texels, clut_low); \
3182 tbl_16(texels_high, texels, clut_high); \
3183 zip_8x16b(pixels, texels_low, texels_high); \
3184 \
3185 block->texels = pixels; \
3186 block->draw_mask_bits = right_mask_bits; \
3187 block->fb_ptr = fb_ptr + 8; \
3188 block++; \
3189 \
3190 fb_ptr += 1024; \
3191 texture_offset += 0x10; \
3192 sub_tile_height--; \
3193 } \
3194 texture_offset += 0xF00; \
3195 psx_gpu->num_blocks = num_blocks; \
3196} \
3197
3198#define setup_sprite_tile_half_4bpp(edge) \
3199{ \
3200 vec_8x8u texels_low, texels_high; \
3201 vec_8x16u pixels; \
3202 setup_sprite_tile_add_blocks(sub_tile_height); \
3203 \
3204 while(sub_tile_height) \
3205 { \
3206 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3207 tbl_16(texels_low, texels, clut_low); \
3208 tbl_16(texels_high, texels, clut_high); \
3209 zip_8x16b(pixels, texels_low, texels_high); \
3210 \
3211 block->texels = pixels; \
3212 block->draw_mask_bits = edge##_mask_bits; \
3213 block->fb_ptr = fb_ptr; \
3214 block++; \
3215 \
3216 fb_ptr += 1024; \
3217 texture_offset += 0x10; \
3218 sub_tile_height--; \
3219 } \
3220 texture_offset += 0xF00; \
3221 psx_gpu->num_blocks = num_blocks; \
3222} \
3223
3224
3225#define setup_sprite_tile_full_8bpp(edge) \
3226{ \
3227 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3228 \
3229 while(sub_tile_height) \
3230 { \
3231 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3232 block->r = texels; \
3233 block->draw_mask_bits = left_mask_bits; \
3234 block->fb_ptr = fb_ptr; \
3235 block++; \
3236 \
3237 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3238 block->r = texels; \
3239 block->draw_mask_bits = right_mask_bits; \
3240 block->fb_ptr = fb_ptr + 8; \
3241 block++; \
3242 \
3243 fb_ptr += 1024; \
3244 texture_offset += 0x10; \
3245 sub_tile_height--; \
3246 } \
3247 texture_offset += 0xF00; \
3248 psx_gpu->num_blocks = num_blocks; \
3249} \
3250
3251#define setup_sprite_tile_half_8bpp(edge) \
3252{ \
df740cdc 3253 setup_sprite_tile_add_blocks(sub_tile_height); \
75e28f62
E
3254 \
3255 while(sub_tile_height) \
3256 { \
3257 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3258 block->r = texels; \
3259 block->draw_mask_bits = edge##_mask_bits; \
3260 block->fb_ptr = fb_ptr; \
3261 block++; \
3262 \
3263 fb_ptr += 1024; \
3264 texture_offset += 0x10; \
3265 sub_tile_height--; \
3266 } \
3267 texture_offset += 0xF00; \
3268 psx_gpu->num_blocks = num_blocks; \
3269} \
3270
3271
3272#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3273 texture_offset = texture_offset_base + 8; \
3274 fb_ptr += 8 \
3275
3276#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3277 texture_offset = texture_offset_base \
3278
3279#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3280 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3281
3282#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3283 texture_offset = texture_offset_base \
3284
3285#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3286 fb_ptr -= 8 \
3287
3288#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3289
3290#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3291 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3292
3293#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3294
3295
59d15d23 3296#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
3297 x4mode) \
75e28f62
E
3298do \
3299{ \
3300 sub_tile_height = column_data; \
59d15d23 3301 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3302 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3303 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3304} while(0) \
3305
59d15d23 3306#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
3307 x4mode) \
75e28f62
E
3308do \
3309{ \
3310 u32 tiles_remaining = column_data >> 16; \
3311 sub_tile_height = column_data & 0xFF; \
59d15d23 3312 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3313 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3314 tiles_remaining -= 1; \
3315 \
3316 while(tiles_remaining) \
3317 { \
3318 sub_tile_height = 16; \
59d15d23 3319 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3320 tiles_remaining--; \
3321 } \
3322 \
3323 sub_tile_height = (column_data >> 8) & 0xFF; \
59d15d23 3324 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3325 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3326} while(0) \
3327
3328
3329#define setup_sprite_column_data_single() \
3330 column_data = height \
3331
3332#define setup_sprite_column_data_multi() \
3333 column_data = 16 - offset_v; \
3334 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3335 column_data |= (tile_height - 1) << 16 \
3336
3337
59d15d23 3338#define RIGHT_MASK_BIT_SHIFT 8
3339#define RIGHT_MASK_BIT_SHIFT_4x 16
3340
75e28f62 3341#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
59d15d23 3342 edge_mode, edge, x4mode) \
75e28f62
E
3343{ \
3344 setup_sprite_column_data_##multi_height(); \
3345 left_mask_bits = left_block_mask | right_block_mask; \
59d15d23 3346 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3347 \
3348 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
59d15d23 3349 texture_mode, x4mode); \
75e28f62
E
3350} \
3351
3352#define setup_sprite_tiled_advance_column() \
3353 texture_offset_base += 0x100; \
3354 if((texture_offset_base & 0xF00) == 0) \
3355 texture_offset_base -= (0x100 + 0xF00) \
3356
59d15d23 3357#define FB_PTR_MULTIPLIER 1
3358#define FB_PTR_MULTIPLIER_4x 2
3359
75e28f62 3360#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
59d15d23 3361 left_mode, right_mode, x4mode) \
75e28f62
E
3362{ \
3363 setup_sprite_column_data_##multi_height(); \
59d15d23 3364 s32 fb_ptr_advance_column = (16 - (1024 * height)) \
3365 * FB_PTR_MULTIPLIER##x4mode; \
75e28f62
E
3366 \
3367 tile_width -= 2; \
3368 left_mask_bits = left_block_mask; \
59d15d23 3369 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3370 \
3371 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
59d15d23 3372 texture_mode, x4mode); \
75e28f62
E
3373 fb_ptr += fb_ptr_advance_column; \
3374 \
3375 left_mask_bits = 0x00; \
3376 right_mask_bits = 0x00; \
3377 \
3378 while(tile_width) \
3379 { \
3380 setup_sprite_tiled_advance_column(); \
59d15d23 3381 setup_sprite_tile_column_height_##multi_height(full, none, \
3382 texture_mode, x4mode); \
75e28f62
E
3383 fb_ptr += fb_ptr_advance_column; \
3384 tile_width--; \
3385 } \
3386 \
3387 left_mask_bits = right_block_mask; \
59d15d23 3388 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3389 \
3390 setup_sprite_tiled_advance_column(); \
3391 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
59d15d23 3392 texture_mode, x4mode); \
3393} \
3394
3395
3396/* 4x stuff */
3397#define setup_sprite_tiled_initialize_4bpp_4x() \
3398 setup_sprite_tiled_initialize_4bpp_clut() \
3399
3400#define setup_sprite_tiled_initialize_8bpp_4x() \
3401
3402
3403#define setup_sprite_tile_full_4bpp_4x(edge) \
3404{ \
3405 vec_8x8u texels_low, texels_high; \
3406 vec_8x16u pixels, pixels_wide; \
3407 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3408 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3409 u32 left_mask_bits_b = left_mask_bits >> 8; \
3410 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3411 u32 right_mask_bits_b = right_mask_bits >> 8; \
3412 \
3413 while(sub_tile_height) \
3414 { \
3415 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3416 tbl_16(texels_low, texels, clut_low); \
3417 tbl_16(texels_high, texels, clut_high); \
3418 zip_8x16b(pixels, texels_low, texels_high); \
3419 \
3420 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3421 block->texels = pixels_wide; \
3422 block->draw_mask_bits = left_mask_bits_a; \
3423 block->fb_ptr = fb_ptr; \
3424 block++; \
3425 \
3426 block->texels = pixels_wide; \
3427 block->draw_mask_bits = left_mask_bits_a; \
3428 block->fb_ptr = fb_ptr + 1024; \
3429 block++; \
3430 \
3431 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3432 block->texels = pixels_wide; \
3433 block->draw_mask_bits = left_mask_bits_b; \
3434 block->fb_ptr = fb_ptr + 8; \
3435 block++; \
3436 \
3437 block->texels = pixels_wide; \
3438 block->draw_mask_bits = left_mask_bits_b; \
3439 block->fb_ptr = fb_ptr + 1024 + 8; \
3440 block++; \
3441 \
3442 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3443 tbl_16(texels_low, texels, clut_low); \
3444 tbl_16(texels_high, texels, clut_high); \
3445 zip_8x16b(pixels, texels_low, texels_high); \
3446 \
3447 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3448 block->texels = pixels_wide; \
3449 block->draw_mask_bits = right_mask_bits_a; \
3450 block->fb_ptr = fb_ptr + 16; \
3451 block++; \
3452 \
3453 block->texels = pixels_wide; \
3454 block->draw_mask_bits = right_mask_bits_a; \
3455 block->fb_ptr = fb_ptr + 1024 + 16; \
3456 block++; \
3457 \
3458 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3459 block->texels = pixels_wide; \
3460 block->draw_mask_bits = right_mask_bits_b; \
3461 block->fb_ptr = fb_ptr + 24; \
3462 block++; \
3463 \
3464 block->texels = pixels_wide; \
3465 block->draw_mask_bits = right_mask_bits_b; \
3466 block->fb_ptr = fb_ptr + 1024 + 24; \
3467 block++; \
3468 \
3469 fb_ptr += 2048; \
3470 texture_offset += 0x10; \
3471 sub_tile_height--; \
3472 } \
3473 texture_offset += 0xF00; \
3474 psx_gpu->num_blocks = num_blocks; \
75e28f62
E
3475} \
3476
59d15d23 3477#define setup_sprite_tile_half_4bpp_4x(edge) \
3478{ \
3479 vec_8x8u texels_low, texels_high; \
3480 vec_8x16u pixels, pixels_wide; \
3481 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3482 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3483 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3484 \
3485 while(sub_tile_height) \
3486 { \
3487 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3488 tbl_16(texels_low, texels, clut_low); \
3489 tbl_16(texels_high, texels, clut_high); \
3490 zip_8x16b(pixels, texels_low, texels_high); \
3491 \
3492 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3493 block->texels = pixels_wide; \
3494 block->draw_mask_bits = edge##_mask_bits_a; \
3495 block->fb_ptr = fb_ptr; \
3496 block++; \
3497 \
3498 block->texels = pixels_wide; \
3499 block->draw_mask_bits = edge##_mask_bits_a; \
3500 block->fb_ptr = fb_ptr + 1024; \
3501 block++; \
3502 \
3503 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3504 block->texels = pixels_wide; \
3505 block->draw_mask_bits = edge##_mask_bits_b; \
3506 block->fb_ptr = fb_ptr + 8; \
3507 block++; \
3508 \
3509 block->texels = pixels_wide; \
3510 block->draw_mask_bits = edge##_mask_bits_b; \
3511 block->fb_ptr = fb_ptr + 1024 + 8; \
3512 block++; \
3513 \
3514 fb_ptr += 2048; \
3515 texture_offset += 0x10; \
3516 sub_tile_height--; \
3517 } \
3518 texture_offset += 0xF00; \
3519 psx_gpu->num_blocks = num_blocks; \
3520} \
75e28f62 3521
59d15d23 3522
3523#define setup_sprite_tile_full_8bpp_4x(edge) \
3524{ \
3525 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3526 vec_16x8u texels_wide; \
3527 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3528 u32 left_mask_bits_b = left_mask_bits >> 8; \
3529 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3530 u32 right_mask_bits_b = right_mask_bits >> 8; \
3531 \
3532 while(sub_tile_height) \
3533 { \
3534 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3535 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3536 block->r = texels_wide.low; \
3537 block->draw_mask_bits = left_mask_bits_a; \
3538 block->fb_ptr = fb_ptr; \
3539 block++; \
3540 \
3541 block->r = texels_wide.low; \
3542 block->draw_mask_bits = left_mask_bits_a; \
3543 block->fb_ptr = fb_ptr + 1024; \
3544 block++; \
3545 \
3546 block->r = texels_wide.high; \
3547 block->draw_mask_bits = left_mask_bits_b; \
3548 block->fb_ptr = fb_ptr + 8; \
3549 block++; \
3550 \
3551 block->r = texels_wide.high; \
3552 block->draw_mask_bits = left_mask_bits_b; \
3553 block->fb_ptr = fb_ptr + 1024 + 8; \
3554 block++; \
3555 \
3556 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3557 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3558 block->r = texels_wide.low; \
3559 block->draw_mask_bits = right_mask_bits_a; \
3560 block->fb_ptr = fb_ptr + 16; \
3561 block++; \
3562 \
3563 block->r = texels_wide.low; \
3564 block->draw_mask_bits = right_mask_bits_a; \
3565 block->fb_ptr = fb_ptr + 1024 + 16; \
3566 block++; \
3567 \
3568 block->r = texels_wide.high; \
3569 block->draw_mask_bits = right_mask_bits_b; \
3570 block->fb_ptr = fb_ptr + 24; \
3571 block++; \
3572 \
3573 block->r = texels_wide.high; \
3574 block->draw_mask_bits = right_mask_bits_b; \
3575 block->fb_ptr = fb_ptr + 24 + 1024; \
3576 block++; \
3577 \
3578 fb_ptr += 2048; \
3579 texture_offset += 0x10; \
3580 sub_tile_height--; \
3581 } \
3582 texture_offset += 0xF00; \
3583 psx_gpu->num_blocks = num_blocks; \
3584} \
3585
3586#define setup_sprite_tile_half_8bpp_4x(edge) \
3587{ \
3588 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3589 vec_16x8u texels_wide; \
3590 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3591 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3592 \
3593 while(sub_tile_height) \
3594 { \
3595 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3596 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3597 block->r = texels_wide.low; \
3598 block->draw_mask_bits = edge##_mask_bits_a; \
3599 block->fb_ptr = fb_ptr; \
3600 block++; \
3601 \
3602 block->r = texels_wide.low; \
3603 block->draw_mask_bits = edge##_mask_bits_a; \
3604 block->fb_ptr = fb_ptr + 1024; \
3605 block++; \
3606 \
3607 block->r = texels_wide.high; \
3608 block->draw_mask_bits = edge##_mask_bits_b; \
3609 block->fb_ptr = fb_ptr + 8; \
3610 block++; \
3611 \
3612 block->r = texels_wide.high; \
3613 block->draw_mask_bits = edge##_mask_bits_b; \
3614 block->fb_ptr = fb_ptr + 8 + 1024; \
3615 block++; \
3616 \
3617 fb_ptr += 2048; \
3618 texture_offset += 0x10; \
3619 sub_tile_height--; \
3620 } \
3621 texture_offset += 0xF00; \
3622 psx_gpu->num_blocks = num_blocks; \
3623} \
3624
3625
3626#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
3627 texture_offset = texture_offset_base + 8; \
3628 fb_ptr += 16 \
3629
3630#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
3631 texture_offset = texture_offset_base \
3632
3633#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
3634 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
3635
3636#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
3637 texture_offset = texture_offset_base \
3638
3639#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
3640 fb_ptr -= 16 \
3641
3642#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
3643
3644#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
3645 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
3646
3647#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
3648
3649
3650#define setup_sprite_offset_u_adjust() \
3651
3652#define setup_sprite_comapre_left_block_mask() \
3653 ((left_block_mask & 0xFF) == 0xFF) \
3654
3655#define setup_sprite_comapre_right_block_mask() \
3656 (((right_block_mask >> 8) & 0xFF) == 0xFF) \
3657
3658
3659#define setup_sprite_offset_u_adjust_4x() \
3660 offset_u *= 2; \
3661 offset_u_right = offset_u_right * 2 + 1 \
3662
3663#define setup_sprite_comapre_left_block_mask_4x() \
3664 ((left_block_mask & 0xFFFF) == 0xFFFF) \
3665
3666#define setup_sprite_comapre_right_block_mask_4x() \
3667 (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) \
3668
3669
3670#define setup_sprite_tiled_builder(texture_mode, x4mode) \
3671void setup_sprite_##texture_mode##x4mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,\
75e28f62
E
3672 s32 u, s32 v, s32 width, s32 height, u32 color) \
3673{ \
3674 s32 offset_u = u & 0xF; \
3675 s32 offset_v = v & 0xF; \
3676 \
3677 s32 width_rounded = offset_u + width + 15; \
3678 s32 height_rounded = offset_v + height + 15; \
3679 s32 tile_height = height_rounded / 16; \
3680 s32 tile_width = width_rounded / 16; \
3681 u32 offset_u_right = width_rounded & 0xF; \
3682 \
59d15d23 3683 setup_sprite_offset_u_adjust##x4mode(); \
3684 \
3685 u32 left_block_mask = ~(0xFFFFFFFF << offset_u); \
3686 u32 right_block_mask = 0xFFFFFFFE << offset_u_right; \
75e28f62
E
3687 \
3688 u32 left_mask_bits; \
3689 u32 right_mask_bits; \
3690 \
3691 u32 sub_tile_height; \
3692 u32 column_data; \
3693 \
3694 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3695 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3696 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3697 ((psx_gpu->texture_mask_height >> 4) << 12); \
3698 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3699 ((v & 0xF0) << 8); \
3700 u32 texture_offset_base = texture_offset; \
3701 u32 control_mask; \
3702 \
59d15d23 3703 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u); \
75e28f62
E
3704 u32 num_blocks = psx_gpu->num_blocks; \
3705 block_struct *block = psx_gpu->blocks + num_blocks; \
3706 \
df740cdc 3707 u8 *texture_block_ptr; \
75e28f62
E
3708 vec_8x8u texels; \
3709 \
59d15d23 3710 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
3711 \
3712 control_mask = tile_width == 1; \
3713 control_mask |= (tile_height == 1) << 1; \
59d15d23 3714 control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2; \
3715 control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3; \
75e28f62
E
3716 \
3717 sprites_##texture_mode++; \
3718 \
3719 switch(control_mask) \
3720 { \
3721 default: \
3722 case 0x0: \
59d15d23 3723 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
3724 x4mode); \
75e28f62
E
3725 break; \
3726 \
3727 case 0x1: \
59d15d23 3728 setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
3729 x4mode); \
75e28f62
E
3730 break; \
3731 \
3732 case 0x2: \
59d15d23 3733 setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
3734 x4mode); \
75e28f62
E
3735 break; \
3736 \
3737 case 0x3: \
59d15d23 3738 setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
3739 x4mode); \
75e28f62
E
3740 break; \
3741 \
3742 case 0x4: \
59d15d23 3743 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
3744 x4mode); \
75e28f62
E
3745 break; \
3746 \
3747 case 0x5: \
59d15d23 3748 setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
3749 x4mode); \
75e28f62
E
3750 break; \
3751 \
3752 case 0x6: \
59d15d23 3753 setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
3754 x4mode); \
75e28f62
E
3755 break; \
3756 \
3757 case 0x7: \
59d15d23 3758 setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3759 x4mode); \
75e28f62
E
3760 break; \
3761 \
3762 case 0x8: \
59d15d23 3763 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
3764 x4mode); \
75e28f62
E
3765 break; \
3766 \
3767 case 0x9: \
59d15d23 3768 setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
3769 x4mode); \
75e28f62
E
3770 break; \
3771 \
3772 case 0xA: \
59d15d23 3773 setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
3774 x4mode); \
75e28f62
E
3775 break; \
3776 \
3777 case 0xB: \
59d15d23 3778 setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
3779 x4mode); \
75e28f62
E
3780 break; \
3781 \
3782 case 0xC: \
59d15d23 3783 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
3784 x4mode); \
75e28f62
E
3785 break; \
3786 \
3787 case 0xE: \
59d15d23 3788 setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
3789 x4mode); \
75e28f62
E
3790 break; \
3791 } \
3792} \
3793
2bbbb7af 3794#ifndef NEON_BUILD
59d15d23 3795setup_sprite_tiled_builder(4bpp,);
3796setup_sprite_tiled_builder(8bpp,);
3797
3798setup_sprite_tiled_builder(4bpp,_4x);
3799setup_sprite_tiled_builder(8bpp,_4x);
a2cb152a 3800#endif
3801
3802#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
75e28f62
E
3803
3804void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3805 s32 v, s32 width, s32 height, u32 color)
3806{
3807 u32 left_offset = u & 0x7;
3808 u32 width_rounded = width + left_offset + 7;
3809
fc6cef7d 3810 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset);
75e28f62
E
3811 u32 right_width = width_rounded & 0x7;
3812 u32 block_width = width_rounded / 8;
3813 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3814
3815 u32 left_mask_bits = ~(0xFF << left_offset);
3816 u32 right_mask_bits = 0xFE << right_width;
3817
3818 u32 texture_offset_base = u + (v * 1024);
3819 u32 texture_mask =
3820 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3821
3822 u32 blocks_remaining;
3823 u32 num_blocks = psx_gpu->num_blocks;
3824 block_struct *block = psx_gpu->blocks + num_blocks;
3825
3826 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3827 u16 *texture_block_ptr;
3828
3829 texture_offset_base &= ~0x7;
3830
a2cb152a 3831 stats_add(sprites_16bpp, 1);
75e28f62
E
3832
3833 if(block_width == 1)
3834 {
3835 u32 mask_bits = left_mask_bits | right_mask_bits;
3836
3837 while(height)
3838 {
3839 num_blocks++;
3840 sprite_blocks++;
3841
3842 if(num_blocks > MAX_BLOCKS)
3843 {
3844 flush_render_block_buffer(psx_gpu);
3845 num_blocks = 1;
3846 block = psx_gpu->blocks;
3847 }
3848
3849 texture_block_ptr =
3850 texture_page_ptr + (texture_offset_base & texture_mask);
3851
a2cb152a 3852 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3853 block->draw_mask_bits = mask_bits;
3854 block->fb_ptr = fb_ptr;
3855
3856 block++;
3857
3858 texture_offset_base += 1024;
3859 fb_ptr += 1024;
3860
3861 height--;
3862 psx_gpu->num_blocks = num_blocks;
3863 }
3864 }
3865 else
3866 {
3867 u32 texture_offset;
3868
3869 while(height)
3870 {
3871 blocks_remaining = block_width - 2;
3872 num_blocks += block_width;
3873 sprite_blocks += block_width;
3874
3875 if(num_blocks > MAX_BLOCKS)
3876 {
3877 flush_render_block_buffer(psx_gpu);
3878 num_blocks = block_width;
3879 block = psx_gpu->blocks;
3880 }
3881
3882 texture_offset = texture_offset_base;
3883 texture_offset_base += 1024;
3884
3885 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3886 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3887
3888 block->draw_mask_bits = left_mask_bits;
3889 block->fb_ptr = fb_ptr;
3890
3891 texture_offset += 8;
3892 fb_ptr += 8;
3893 block++;
3894
3895 while(blocks_remaining)
3896 {
3897 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3898 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3899
3900 block->draw_mask_bits = 0;
3901 block->fb_ptr = fb_ptr;
3902
3903 texture_offset += 8;
3904 fb_ptr += 8;
3905 block++;
3906
3907 blocks_remaining--;
3908 }
3909
3910 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3911 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3912
3913 block->draw_mask_bits = right_mask_bits;
3914 block->fb_ptr = fb_ptr;
3915
3916 fb_ptr += fb_ptr_pitch;
3917 block++;
3918
3919 height--;
3920 psx_gpu->num_blocks = num_blocks;
3921 }
3922 }
3923}
3924
a2cb152a 3925#endif
3926
3927#ifndef NEON_BUILD
3928
2d658c89 3929void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
75e28f62
E
3930 s32 v, s32 width, s32 height, u32 color)
3931{
3932 u32 right_width = ((width - 1) & 0x7) + 1;
3933 u32 right_mask_bits = (0xFF << right_width);
fc6cef7d 3934 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
75e28f62
E
3935 u32 block_width = (width + 7) / 8;
3936 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3937 u32 blocks_remaining;
3938 u32 num_blocks = psx_gpu->num_blocks;
3939 block_struct *block = psx_gpu->blocks + num_blocks;
3940
3941 u32 color_r = color & 0xFF;
3942 u32 color_g = (color >> 8) & 0xFF;
3943 u32 color_b = (color >> 16) & 0xFF;
3944 vec_8x16u colors;
3945 vec_8x16u right_mask;
3946 vec_8x16u test_mask = psx_gpu->test_mask;
3947 vec_8x16u zero_mask;
3948
3949 sprites_untextured++;
3950
3951 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3952
3953 dup_8x16b(colors, color);
3954 dup_8x16b(zero_mask, 0x00);
3955 dup_8x16b(right_mask, right_mask_bits);
3956 tst_8x16b(right_mask, right_mask, test_mask);
3957
3958 while(height)
3959 {
3960 blocks_remaining = block_width - 1;
3961 num_blocks += block_width;
3867c6ef
E
3962
3963#ifdef PROFILE
75e28f62 3964 sprite_blocks += block_width;
3867c6ef 3965#endif
75e28f62
E
3966
3967 if(num_blocks > MAX_BLOCKS)
3968 {
3969 flush_render_block_buffer(psx_gpu);
3970 num_blocks = block_width;
3971 block = psx_gpu->blocks;
3972 }
3973
3974 while(blocks_remaining)
3975 {
3976 block->pixels = colors;
3977 block->draw_mask = zero_mask;
3978 block->fb_ptr = fb_ptr;
3979
3980 fb_ptr += 8;
3981 block++;
3982 blocks_remaining--;
3983 }
3984
3985 block->pixels = colors;
3986 block->draw_mask = right_mask;
3987 block->fb_ptr = fb_ptr;
3988
3989 block++;
3990 fb_ptr += fb_ptr_pitch;
3991
3992 height--;
3993 psx_gpu->num_blocks = num_blocks;
3994 }
3995}
3996
f0931e56 3997#endif
3998
2d658c89 3999static void __attribute__((noinline))
4000setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4001 s32 v, s32 width, s32 height, u32 color)
f0931e56 4002{
4003 u32 r = color & 0xFF;
4004 u32 g = (color >> 8) & 0xFF;
4005 u32 b = (color >> 16) & 0xFF;
4006 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4007 psx_gpu->mask_msb;
4008 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4009
4010 u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
4011 u32 *vram_ptr;
4012
4013 u32 num_width;
4014
2d658c89 4015 if(psx_gpu->num_blocks)
f0931e56 4016 {
4017 flush_render_block_buffer(psx_gpu);
4018 }
4019
4020 while(height)
4021 {
4022 num_width = width;
4023
4024 vram_ptr = (void *)vram_ptr16;
77e1e479 4025 if((uintptr_t)vram_ptr16 & 2)
f0931e56 4026 {
4027 *vram_ptr16 = color_32bpp;
4028 vram_ptr = (void *)(vram_ptr16 + 1);
4029 num_width--;
4030 }
4031
4032 while(num_width >= 4 * 2)
4033 {
4034 vram_ptr[0] = color_32bpp;
4035 vram_ptr[1] = color_32bpp;
4036 vram_ptr[2] = color_32bpp;
4037 vram_ptr[3] = color_32bpp;
4038
4039 vram_ptr += 4;
4040 num_width -= 4 * 2;
4041 }
4042
4043 while(num_width >= 2)
4044 {
4045 *vram_ptr++ = color_32bpp;
4046 num_width -= 2;
4047 }
4048
4049 if(num_width > 0)
4050 {
4051 *(u16 *)vram_ptr = color_32bpp;
4052 }
4053
4054 vram_ptr16 += 1024;
4055 height--;
4056 }
2d658c89 4057}
4058
4059void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4060 s32 v, s32 width, s32 height, u32 color);
4061
4062void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4063 s32 v, s32 width, s32 height, u32 color)
4064{
4065 if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
4066 RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
4067 (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
4068 {
4069 setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
4070 return;
4071 }
4072
4073 while (width > 0)
4074 {
4075 s32 w1 = width > 512 ? 512 : width;
4076 setup_sprite_untextured_512(psx_gpu, x, y, 0, 0, w1, height, color);
4077 x += 512;
4078 width -= 512;
4079 }
f0931e56 4080}
75e28f62
E
4081
4082
4083#define setup_sprite_blocks_switch_textured(texture_mode) \
4084 setup_sprite_##texture_mode \
4085
4086#define setup_sprite_blocks_switch_untextured(texture_mode) \
4087 setup_sprite_untextured \
4088
4089#define setup_sprite_blocks_switch(texturing, texture_mode) \
4090 setup_sprite_blocks_switch_##texturing(texture_mode) \
4091
4092
4093#define texture_sprite_blocks_switch_4bpp() \
4094 texture_blocks_untextured \
4095
4096#define texture_sprite_blocks_switch_8bpp() \
4097 texture_sprite_blocks_8bpp \
4098
4099#define texture_sprite_blocks_switch_16bpp() \
4100 texture_blocks_untextured \
4101
4102#define texture_sprite_blocks_switch_untextured(texture_mode) \
4103 texture_blocks_untextured \
4104
4105#define texture_sprite_blocks_switch_textured(texture_mode) \
4106 texture_sprite_blocks_switch_##texture_mode() \
4107
4108#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4109 mask_evaluate, shading, dithering, texturing, blending, modulation) \
4110{ \
4111 setup_sprite_blocks_switch(texturing, texture_mode), \
4112 texture_sprite_blocks_switch_##texturing(texture_mode), \
4113 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
4114 mask_evaluate), \
4115 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
4116} \
4117
4118#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4119 mask_evaluate, shading, dithering, texturing, blending) \
4120 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4121 mask_evaluate, shading, dithering, texturing, blending, modulated), \
4122 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4123 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
4124
4125#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4126 mask_evaluate, shading, dithering, texturing) \
4127 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4128 mask_evaluate, shading, dithering, texturing, unblended), \
4129 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4130 mask_evaluate, shading, dithering, texturing, blended) \
4131
4132#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4133 mask_evaluate, shading, dithering) \
4134 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4135 mask_evaluate, shading, dithering, untextured), \
4136 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4137 mask_evaluate, shading, dithering, textured) \
4138
4139#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4140 mask_evaluate, shading) \
4141 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4142 mask_evaluate, shading, undithered), \
4143 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4144 mask_evaluate, shading, dithered) \
4145
4146#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
4147 blend_mode, mask_evaluate) \
4148 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4149 mask_evaluate, unshaded), \
4150 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4151 mask_evaluate, shaded) \
4152
4153#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
4154 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4155 off), \
4156 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4157 on) \
4158
4159#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
4160 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
4161 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
4162 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
4163 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
4164
4165#define render_sprite_blocks_switch_block() \
4166 render_sprite_blocks_switch_block_texture_mode(4bpp), \
4167 render_sprite_blocks_switch_block_texture_mode(8bpp), \
4168 render_sprite_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 4169 render_sprite_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
4170
4171
4172render_block_handler_struct render_sprite_block_handlers[] =
4173{
4174 render_sprite_blocks_switch_block()
4175};
4176
4177
4178void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
4179 s32 width, s32 height, u32 flags, u32 color)
4180{
4181 s32 x_right = x + width - 1;
4182 s32 y_bottom = y + height - 1;
4183
3867c6ef
E
4184#ifdef PROFILE
4185 sprites++;
4186#endif
4187
75e28f62
E
4188 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4189 y_bottom) == 0)
4190 {
4191 return;
4192 }
4193
4194 if(x < psx_gpu->viewport_start_x)
4195 {
4196 u32 clip = psx_gpu->viewport_start_x - x;
4197 x += clip;
4198 u += clip;
4199 width -= clip;
4200 }
4201
4202 if(y < psx_gpu->viewport_start_y)
4203 {
4204 s32 clip = psx_gpu->viewport_start_y - y;
4205 y += clip;
4206 v += clip;
4207 height -= clip;
4208 }
4209
4210 if(x_right > psx_gpu->viewport_end_x)
4211 width -= x_right - psx_gpu->viewport_end_x;
4212
4213 if(y_bottom > psx_gpu->viewport_end_y)
4214 height -= y_bottom - psx_gpu->viewport_end_y;
4215
4216 if((width <= 0) || (height <= 0))
4217 return;
4218
3867c6ef 4219#ifdef PROFILE
75e28f62
E
4220 span_pixels += width * height;
4221 spans += height;
3867c6ef 4222#endif
75e28f62
E
4223
4224 u32 render_state = flags &
4225 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4226 RENDER_FLAGS_TEXTURE_MAP);
4227 render_state |=
4228 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
1f88961f 4229
75e28f62
E
4230 if((psx_gpu->render_state != render_state) ||
4231 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4232 {
4233 psx_gpu->render_state = render_state;
4234 flush_render_block_buffer(psx_gpu);
3867c6ef 4235#ifdef PROFILE
75e28f62 4236 state_changes++;
3867c6ef 4237#endif
75e28f62
E
4238 }
4239
4240 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4241
4242 color &= 0xFFFFFF;
4243
4244 if(psx_gpu->triangle_color != color)
4245 {
4246 flush_render_block_buffer(psx_gpu);
4247 psx_gpu->triangle_color = color;
4248 }
4249
4250 if(color == 0x808080)
4251 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4252
4253 render_block_handler_struct *render_block_handler =
4254 &(render_sprite_block_handlers[render_state]);
4255 psx_gpu->render_block_handler = render_block_handler;
4256
4257 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
4258 (psx_gpu, x, y, u, v, width, height, color);
4259}
4260
4261#define draw_pixel_line_mask_evaluate_yes() \
2177c1ea 4262 if((*vram_ptr & 0x8000) == 0) \
75e28f62
E
4263
4264#define draw_pixel_line_mask_evaluate_no() \
4265
4266
4267#define draw_pixel_line_shaded() \
4268{ \
4269 color_r = fixed_to_int(current_r); \
4270 color_g = fixed_to_int(current_g); \
4271 color_b = fixed_to_int(current_b); \
4272 \
4273 current_r += gradient_r; \
4274 current_g += gradient_g; \
4275 current_b += gradient_b; \
4276} \
4277
4278#define draw_pixel_line_unshaded() \
4279{ \
4280 color_r = color & 0xFF; \
4281 color_g = (color >> 8) & 0xFF; \
4282 color_b = (color >> 16) & 0xFF; \
4283} \
4284
4285
4286#define draw_pixel_line_dithered(_x, _y) \
4287{ \
4288 u32 dither_xor = _x ^ _y; \
4289 s32 dither_offset = (dither_xor >> 1) & 0x1; \
4290 dither_offset |= (_y & 0x1) << 1; \
4291 dither_offset |= (dither_xor & 0x1) << 2; \
4292 dither_offset -= 4; \
4293 \
4294 color_r += dither_offset; \
4295 color_g += dither_offset; \
4296 color_b += dither_offset; \
4297 \
4298 if(color_r < 0) \
4299 color_r = 0; \
4300 \
4301 if(color_g < 0) \
4302 color_g = 0; \
4303 \
4304 if(color_b < 0) \
4305 color_b = 0; \
4306 \
4307 if(color_r > 255) \
4308 color_r = 255; \
4309 \
4310 if(color_g > 255) \
4311 color_g = 255; \
4312 \
4313 if(color_b > 255) \
4314 color_b = 255; \
4315} \
4316
4317#define draw_pixel_line_undithered(_x, _y) \
4318
4319
4320#define draw_pixel_line_average() \
4321 color_r = (color_r + fb_r) / 2; \
4322 color_g = (color_g + fb_g) / 2; \
4323 color_b = (color_b + fb_b) / 2 \
4324
4325#define draw_pixel_line_add() \
4326 color_r += fb_r; \
4327 color_g += fb_g; \
4328 color_b += fb_b; \
4329 \
4330 if(color_r > 31) \
4331 color_r = 31; \
4332 \
4333 if(color_g > 31) \
4334 color_g = 31; \
4335 \
4336 if(color_b > 31) \
4337 color_b = 31 \
4338 \
4339
4340#define draw_pixel_line_subtract() \
4341 color_r = fb_r - color_r; \
4342 color_g = fb_g - color_g; \
4343 color_b = fb_b - color_b; \
4344 \
4345 if(color_r < 0) \
4346 color_r = 0; \
4347 \
4348 if(color_g < 0) \
4349 color_g = 0; \
4350 \
4351 if(color_b < 0) \
4352 color_b = 0 \
4353
4354#define draw_pixel_line_add_fourth() \
4355 color_r = fb_r + (color_r / 4); \
4356 color_g = fb_g + (color_g / 4); \
4357 color_b = fb_b + (color_b / 4); \
4358 \
4359 if(color_r > 31) \
4360 color_r = 31; \
4361 \
4362 if(color_g > 31) \
4363 color_g = 31; \
4364 \
4365 if(color_b > 31) \
4366 color_b = 31 \
4367
4368
4369#define draw_pixel_line_blended(blend_mode) \
4370 s32 fb_pixel = *vram_ptr; \
4371 s32 fb_r = fb_pixel & 0x1F; \
4372 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
4373 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
4374 \
4375 draw_pixel_line_##blend_mode() \
4376
4377#define draw_pixel_line_unblended(blend_mode) \
4378
4379
4380#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
4381 blend_mode) \
4382 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4383 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
4384 { \
4385 draw_pixel_line_mask_evaluate_##mask_evaluate() \
4386 { \
4387 draw_pixel_line_##shading(); \
4388 draw_pixel_line_##dithering(_x, _y); \
4389 \
4390 color_r >>= 3; \
4391 color_g >>= 3; \
4392 color_b >>= 3; \
4393 \
4394 draw_pixel_line_##blending(blend_mode); \
4395 \
4396 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4397 psx_gpu->mask_msb; \
4398 } \
4399 } \
4400
4401#define update_increment(value) \
4402 value++ \
4403
4404#define update_decrement(value) \
4405 value-- \
4406
4407#define update_vram_row_increment(value) \
4408 vram_ptr += 1024 \
4409
4410#define update_vram_row_decrement(value) \
4411 vram_ptr -= 1024 \
4412
4413#define compare_increment(a, b) \
4414 (a <= b) \
4415
4416#define compare_decrement(a, b) \
4417 (a >= b) \
4418
4419#define set_line_gradients(minor) \
4420{ \
4421 s32 gradient_divisor = delta_##minor; \
e86b6fec
E
4422 if(gradient_divisor != 0) \
4423 { \
4424 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
4425 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
4426 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
4427 } \
4428 else \
4429 { \
4430 gradient_r = 0; \
4431 gradient_g = 0; \
4432 gradient_b = 0; \
4433 } \
75e28f62
E
4434 current_r = fixed_center(vertex_a->r); \
4435 current_g = fixed_center(vertex_a->g); \
4436 current_b = fixed_center(vertex_a->b); \
4437}
4438
4439#define draw_line_span_horizontal(direction, shading, blending, dithering, \
4440 mask_evaluate, blend_mode) \
4441do \
4442{ \
4443 error_step = delta_y * 2; \
4444 error_wrap = delta_x * 2; \
4445 error = delta_x; \
4446 \
4447 current_y = y_a; \
4448 set_line_gradients(x); \
4449 \
4450 for(current_x = x_a; current_x <= x_b; current_x++) \
4451 { \
4452 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4453 mask_evaluate, blend_mode); \
4454 error += error_step; \
4455 vram_ptr++; \
4456 \
4457 if(error >= error_wrap) \
4458 { \
4459 update_##direction(current_y); \
4460 update_vram_row_##direction(); \
4461 error -= error_wrap; \
4462 } \
4463 } \
4464} while(0) \
4465
4466#define draw_line_span_vertical(direction, shading, blending, dithering, \
4467 mask_evaluate, blend_mode) \
4468do \
4469{ \
4470 error_step = delta_x * 2; \
4471 error_wrap = delta_y * 2; \
4472 error = delta_y; \
4473 \
4474 current_x = x_a; \
4475 set_line_gradients(y); \
4476 \
4477 for(current_y = y_a; compare_##direction(current_y, y_b); \
4478 update_##direction(current_y)) \
4479 { \
4480 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4481 mask_evaluate, blend_mode); \
4482 error += error_step; \
4483 update_vram_row_##direction(); \
4484 \
4485 if(error > error_wrap) \
4486 { \
4487 vram_ptr++; \
4488 current_x++; \
4489 error -= error_wrap; \
4490 } \
4491 } \
4492} while(0) \
4493
4494
4495#define render_line_body(shading, blending, dithering, mask_evaluate, \
4496 blend_mode) \
4497 if(delta_y < 0) \
4498 { \
4499 delta_y *= -1; \
4500 \
75e28f62
E
4501 if(delta_x > delta_y) \
4502 { \
4503 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4504 mask_evaluate, blend_mode); \
4505 } \
4506 else \
4507 { \
4508 draw_line_span_vertical(decrement, shading, blending, dithering, \
4509 mask_evaluate, blend_mode); \
4510 } \
4511 } \
4512 else \
4513 { \
75e28f62
E
4514 if(delta_x > delta_y) \
4515 { \
4516 draw_line_span_horizontal(increment, shading, blending, dithering, \
4517 mask_evaluate, blend_mode); \
4518 } \
4519 else \
4520 { \
4521 draw_line_span_vertical(increment, shading, blending, dithering, \
4522 mask_evaluate, blend_mode); \
4523 } \
4524 } \
4525
4526
4527void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
3b3dee71 4528 u32 color, int double_resolution)
75e28f62
E
4529{
4530 s32 color_r, color_g, color_b;
4531 u32 triangle_winding = 0;
4532
4533 fixed_type gradient_r = 0;
4534 fixed_type gradient_g = 0;
4535 fixed_type gradient_b = 0;
4536 fixed_type current_r = 0;
4537 fixed_type current_g = 0;
4538 fixed_type current_b = 0;
4539
4540 s32 y_a, y_b;
4541 s32 x_a, x_b;
4542
4543 s32 delta_x, delta_y;
4544
4545 s32 current_x;
4546 s32 current_y;
4547
4548 u32 error_step;
4549 u32 error;
4550 u32 error_wrap;
4551
4552 u16 *vram_ptr;
4553
4554 flush_render_block_buffer(psx_gpu);
4555 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4556
4557 vertex_struct *vertex_a = &(vertexes[0]);
4558 vertex_struct *vertex_b = &(vertexes[1]);
4559
4560 u32 control_mask;
4561
3867c6ef 4562#ifdef PROFILE
75e28f62 4563 lines++;
3867c6ef 4564#endif
75e28f62
E
4565
4566 if(vertex_a->x >= vertex_b->x)
4567 {
4568 vertex_swap(vertex_a, vertex_b);
4569 }
4570
4571 x_a = vertex_a->x;
4572 x_b = vertex_b->x;
4573
4574 y_a = vertex_a->y;
4575 y_b = vertex_b->y;
4576
4577 delta_x = x_b - x_a;
4578 delta_y = y_b - y_a;
4579
3b3dee71 4580 if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
75e28f62
E
4581 return;
4582
3b3dee71 4583 if(double_resolution)
4584 {
4585 x_a *= 2;
4586 x_b *= 2;
4587 y_a *= 2;
4588 y_b *= 2;
4589 delta_x *= 2;
4590 delta_y *= 2;
4591 }
4592
75e28f62
E
4593 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4594
c1817bd9 4595 vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
75e28f62
E
4596
4597 control_mask = 0x0;
4598
4599 if(flags & RENDER_FLAGS_SHADE)
4600 control_mask |= 0x1;
4601
4602 if(flags & RENDER_FLAGS_BLEND)
4603 {
4604 control_mask |= 0x2;
4605 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4606 }
4607
4608 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4609 control_mask |= 0x4;
4610
4611 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4612 control_mask |= 0x8;
4613
4614 switch(control_mask)
4615 {
4616 case 0x0:
4617 render_line_body(unshaded, unblended, undithered, no, none);
4618 break;
4619
4620 case 0x1:
4621 render_line_body(shaded, unblended, undithered, no, none);
4622 break;
4623
4624 case 0x2:
4625 render_line_body(unshaded, blended, undithered, no, average);
4626 break;
4627
4628 case 0x3:
4629 render_line_body(shaded, blended, undithered, no, average);
4630 break;
4631
4632 case 0x4:
4633 render_line_body(unshaded, unblended, dithered, no, none);
4634 break;
4635
4636 case 0x5:
4637 render_line_body(shaded, unblended, dithered, no, none);
4638 break;
4639
4640 case 0x6:
4641 render_line_body(unshaded, blended, dithered, no, average);
4642 break;
4643
4644 case 0x7:
4645 render_line_body(shaded, blended, dithered, no, average);
4646 break;
4647
4648 case 0x8:
4649 render_line_body(unshaded, unblended, undithered, yes, none);
4650 break;
4651
4652 case 0x9:
4653 render_line_body(shaded, unblended, undithered, yes, none);
4654 break;
4655
4656 case 0xA:
4657 render_line_body(unshaded, blended, undithered, yes, average);
4658 break;
4659
4660 case 0xB:
4661 render_line_body(shaded, blended, undithered, yes, average);
4662 break;
4663
4664 case 0xC:
4665 render_line_body(unshaded, unblended, dithered, yes, none);
4666 break;
4667
4668 case 0xD:
4669 render_line_body(shaded, unblended, dithered, yes, none);
4670 break;
4671
4672 case 0xE:
4673 render_line_body(unshaded, blended, dithered, yes, average);
4674 break;
4675
4676 case 0xF:
4677 render_line_body(shaded, blended, dithered, yes, average);
4678 break;
4679
4680 case 0x12:
4681 render_line_body(unshaded, blended, undithered, no, add);
4682 break;
4683
4684 case 0x13:
4685 render_line_body(shaded, blended, undithered, no, add);
4686 break;
4687
4688 case 0x16:
4689 render_line_body(unshaded, blended, dithered, no, add);
4690 break;
4691
4692 case 0x17:
4693 render_line_body(shaded, blended, dithered, no, add);
4694 break;
4695
4696 case 0x1A:
4697 render_line_body(unshaded, blended, undithered, yes, add);
4698 break;
4699
4700 case 0x1B:
4701 render_line_body(shaded, blended, undithered, yes, add);
4702 break;
4703
4704 case 0x1E:
4705 render_line_body(unshaded, blended, dithered, yes, add);
4706 break;
4707
4708 case 0x1F:
4709 render_line_body(shaded, blended, dithered, yes, add);
4710 break;
4711
4712 case 0x22:
4713 render_line_body(unshaded, blended, undithered, no, subtract);
4714 break;
4715
4716 case 0x23:
4717 render_line_body(shaded, blended, undithered, no, subtract);
4718 break;
4719
4720 case 0x26:
4721 render_line_body(unshaded, blended, dithered, no, subtract);
4722 break;
4723
4724 case 0x27:
4725 render_line_body(shaded, blended, dithered, no, subtract);
4726 break;
4727
4728 case 0x2A:
4729 render_line_body(unshaded, blended, undithered, yes, subtract);
4730 break;
4731
4732 case 0x2B:
4733 render_line_body(shaded, blended, undithered, yes, subtract);
4734 break;
4735
4736 case 0x2E:
4737 render_line_body(unshaded, blended, dithered, yes, subtract);
4738 break;
4739
4740 case 0x2F:
4741 render_line_body(shaded, blended, dithered, yes, subtract);
4742 break;
4743
4744 case 0x32:
4745 render_line_body(unshaded, blended, undithered, no, add_fourth);
4746 break;
4747
4748 case 0x33:
4749 render_line_body(shaded, blended, undithered, no, add_fourth);
4750 break;
4751
4752 case 0x36:
4753 render_line_body(unshaded, blended, dithered, no, add_fourth);
4754 break;
4755
4756 case 0x37:
4757 render_line_body(shaded, blended, dithered, no, add_fourth);
4758 break;
4759
4760 case 0x3A:
4761 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4762 break;
4763
4764 case 0x3B:
4765 render_line_body(shaded, blended, undithered, yes, add_fourth);
4766 break;
4767
4768 case 0x3E:
4769 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4770 break;
4771
4772 case 0x3F:
4773 render_line_body(shaded, blended, dithered, yes, add_fourth);
4774 break;
4775 }
4776}
4777
4778
4779void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4780 u32 width, u32 height)
4781{
1f88961f
E
4782 if((width == 0) || (height == 0))
4783 return;
4784
75e28f62
E
4785 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4786
75e28f62
E
4787 u32 r = color & 0xFF;
4788 u32 g = (color >> 8) & 0xFF;
4789 u32 b = (color >> 16) & 0xFF;
6c4a10c4
E
4790 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4791 psx_gpu->mask_msb;
4792 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4793
c1817bd9 4794 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
6c4a10c4
E
4795
4796 u32 pitch = 512 - (width / 2);
4797 u32 num_width;
75e28f62 4798
f1359c57 4799 if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
6c4a10c4
E
4800 {
4801 pitch += 512;
4802 height /= 2;
4803
f1359c57 4804 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
6c4a10c4
E
4805 vram_ptr += 512;
4806 }
75e28f62 4807
6c4a10c4 4808 while(height)
75e28f62 4809 {
6c4a10c4
E
4810 num_width = width;
4811 while(num_width)
75e28f62 4812 {
6c4a10c4
E
4813 vram_ptr[0] = color_32bpp;
4814 vram_ptr[1] = color_32bpp;
4815 vram_ptr[2] = color_32bpp;
4816 vram_ptr[3] = color_32bpp;
4817 vram_ptr[4] = color_32bpp;
4818 vram_ptr[5] = color_32bpp;
4819 vram_ptr[6] = color_32bpp;
4820 vram_ptr[7] = color_32bpp;
4821
4822 vram_ptr += 8;
4823 num_width -= 16;
75e28f62
E
4824 }
4825
6c4a10c4
E
4826 vram_ptr += pitch;
4827 height--;
75e28f62 4828 }
75e28f62
E
4829}
4830
f1359c57 4831void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4832 u32 width, u32 height)
4833{
4834 if((width == 0) || (height == 0))
4835 return;
4836
e929dec5 4837 if(width > 1024)
4838 width = 1024;
4839
f1359c57 4840 u32 r = color & 0xFF;
4841 u32 g = (color >> 8) & 0xFF;
4842 u32 b = (color >> 16) & 0xFF;
4843 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4844 psx_gpu->mask_msb;
4845 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4846
e929dec5 4847 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
f1359c57 4848
e929dec5 4849 u32 pitch = 1024 / 2 - (width / 2);
f1359c57 4850 u32 num_width;
4851
4852 while(height)
4853 {
4854 num_width = width;
4855 while(num_width)
4856 {
4857 vram_ptr[0] = color_32bpp;
4858 vram_ptr[1] = color_32bpp;
4859 vram_ptr[2] = color_32bpp;
4860 vram_ptr[3] = color_32bpp;
4861 vram_ptr[4] = color_32bpp;
4862 vram_ptr[5] = color_32bpp;
4863 vram_ptr[6] = color_32bpp;
4864 vram_ptr[7] = color_32bpp;
4865
4866 vram_ptr += 8;
4867 num_width -= 16;
4868 }
4869
4870 vram_ptr += pitch;
4871 height--;
4872 }
4873}
4874
75e28f62
E
4875void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4876 u32 width, u32 height, u32 pitch)
4877{
4878 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4879 u32 draw_x, draw_y;
87c45ad1 4880 u32 mask_msb = psx_gpu->mask_msb;
75e28f62 4881
1f88961f
E
4882 if((width == 0) || (height == 0))
4883 return;
4884
cec398c0 4885 flush_render_block_buffer(psx_gpu);
75e28f62
E
4886 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4887
75e28f62
E
4888 for(draw_y = 0; draw_y < height; draw_y++)
4889 {
4890 for(draw_x = 0; draw_x < width; draw_x++)
4891 {
24b9bacc 4892 vram_ptr[draw_x] = source[draw_x] | mask_msb;
75e28f62
E
4893 }
4894
4895 source += pitch;
4896 vram_ptr += 1024;
4897 }
4898}
4899
4900void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4901 u32 dest_x, u32 dest_y, u32 width, u32 height)
4902{
4903 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4904 dest_x, dest_y, width, height, 1024);
4905}
4906
4907
4908void initialize_reciprocal_table(void)
4909{
4910 u32 height;
4911 u32 height_normalized;
4912 u32 height_reciprocal;
4913 s32 shift;
4914
c1817bd9 4915 for(height = 1; height < sizeof(reciprocal_table)
4916 / sizeof(reciprocal_table[0]); height++)
75e28f62
E
4917 {
4918 shift = __builtin_clz(height);
4919 height_normalized = height << shift;
c111e8f8 4920 height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
75e28f62
E
4921 height_normalized;
4922
c111e8f8 4923 shift = 32 - (51 - shift);
75e28f62 4924
7d5140f5 4925 reciprocal_table[height] = (height_reciprocal << 10) | shift;
75e28f62
E
4926 }
4927}
4928
4929
4930#define dither_table_row(a, b, c, d) \
4931 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4932
e8c0e0bb 4933void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
75e28f62
E
4934{
4935 vec_8x16u test_mask =
4936 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4937
4938 psx_gpu->test_mask = test_mask;
4939
75e28f62
E
4940 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4941 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4942 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4943 psx_gpu->viewport_mask = 0;
4944 psx_gpu->current_texture_page = 0;
4945 psx_gpu->current_texture_mask = 0;
4946 psx_gpu->last_8bpp_texture_page = 0;
4947
4948 psx_gpu->clut_settings = 0;
4949 psx_gpu->texture_settings = 0;
4950 psx_gpu->render_state = 0;
4951 psx_gpu->render_state_base = 0;
4952 psx_gpu->num_blocks = 0;
c6063f89 4953 psx_gpu->uvrgb_phase = 0x8000;
75e28f62 4954
e8c0e0bb 4955 psx_gpu->vram_ptr = vram;
c1817bd9 4956 psx_gpu->vram_out_ptr = vram;
75e28f62 4957
3867c6ef 4958 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
75e28f62
E
4959 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4960 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4961
4962 psx_gpu->mask_msb = 0;
4963
f9248bbf
E
4964 psx_gpu->texture_window_x = 0;
4965 psx_gpu->texture_window_y = 0;
4966 psx_gpu->texture_mask_width = 0xFF;
4967 psx_gpu->texture_mask_height = 0xFF;
4968
f1359c57 4969 psx_gpu->render_mode = 0;
69b09c0d 4970
75e28f62
E
4971 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4972
4973 initialize_reciprocal_table();
ed0fd81d 4974 psx_gpu->reciprocal_table_ptr = reciprocal_table;
75e28f62
E
4975
4976 // 00 01 10 11
4977 // 00 0 4 1 5
4978 // 01 6 2 7 3
4979 // 10 1 5 0 4
4980 // 11 7 3 6 2
4981 // (minus ones(4) * 4)
4982
4983 // d0: (1 3 5 7): x1 ^ y1
4984 // d1: (2 3 6 7): y0
4985 // d2: (4 5 6 7): x0 ^ y0
4986
75e28f62
E
4987 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4988 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4989 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4990 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4991
4992 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
e929dec5 4993
0b4038f8 4994 psx_gpu->saved_hres = 256;
75e28f62
E
4995}
4996
4997u64 get_us(void)
4998{
4999 struct timeval tv;
5000 gettimeofday(&tv, NULL);
5001
5002 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
5003}
5004
37725e8c 5005#if 0 //def NEON_BUILD
75e28f62
E
5006
5007u32 get_counter()
5008{
5009 u32 counter;
5010 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
5011
5012 return counter;
5013}
5014
5015void init_counter(void)
5016{
5017 u32 value;
5018 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
5019 value |= 5; // master enable, ccnt reset
5020 value &= ~8; // ccnt divider 0
5021 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
5022 // enable cycle counter
5023 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
5024}
5025
5026void triangle_benchmark(psx_gpu_struct *psx_gpu)
5027{
5028 u32 i;
5029
5030 u32 ticks;
5031 u32 ticks_elapsed;
5032
5033 const u32 iterations = 500000;
5034
5035 psx_gpu->num_blocks = 64;
5036 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5037
5038 for(i = 0; i < 64; i++)
5039 {
5040 memset(&(psx_gpu->blocks[i].r), 0, 16);
5041 }
5042
5043 init_counter();
5044
5045 ticks = get_counter();
5046
5047 for(i = 0; i < iterations; i++)
5048 {
5049 texture_sprite_blocks_8bpp(psx_gpu);
5050 }
5051
5052 ticks_elapsed = get_counter() - ticks;
5053
5054 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5055}
5056
5057#endif
5058
fc6cef7d 5059#include "psx_gpu_4x.c"