add a libcrypt warning
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
CommitLineData
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1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#include <stdio.h>
16#include <stdlib.h>
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
47c15995 263static void update_texture_cache_region_(psx_gpu_struct *psx_gpu,
264 u32 x1, u32 y1, u32 x2, u32 y2)
05740673 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
47c15995 316void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
317 u32 x2, u32 y2)
318{
319 s32 w = x2 - x1;
320 do
321 {
322 x2 = x1 + w;
323 if (x2 > 1023)
324 x2 = 1023;
325 update_texture_cache_region_(psx_gpu, x1, y1, x2, y2);
326 w -= x2 - x1;
327 x1 = 0;
328 }
329 while (unlikely(w > 0));
330}
331
2bbbb7af 332#ifndef NEON_BUILD
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333
334void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
335{
336 u32 current_texture_page = psx_gpu->current_texture_page;
3867c6ef 337 u8 *texture_page_ptr = psx_gpu->texture_page_base;
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338 u16 *vram_ptr = psx_gpu->vram_ptr;
339
340 u32 texel_block;
341 u32 tile_x, tile_y;
342 u32 sub_x, sub_y;
343
344 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
345 vram_ptr += (current_texture_page & 0xF) * 64;
346
347 texture_cache_loads++;
348
349 tile_y = 16;
350 tile_x = 16;
351 sub_x = 4;
352 sub_y = 16;
353
354 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
355
356 while(tile_y)
357 {
358 while(tile_x)
359 {
360 while(sub_y)
361 {
362 while(sub_x)
363 {
364 texel_block = *vram_ptr;
b7ed0632 365
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366 texture_page_ptr[0] = texel_block & 0xF;
367 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
368 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
369 texture_page_ptr[3] = texel_block >> 12;
370
371 vram_ptr++;
372 texture_page_ptr += 4;
373
374 sub_x--;
375 }
376
377 vram_ptr -= 4;
378 sub_x = 4;
379
380 sub_y--;
381 vram_ptr += 1024;
382 }
383
384 sub_y = 16;
385
386 vram_ptr -= (1024 * 16) - 4;
387 tile_x--;
388 }
389
390 tile_x = 16;
391
392 vram_ptr += (16 * 1024) - (4 * 16);
393 tile_y--;
394 }
395}
396
397void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
398 u32 texture_page)
399{
3867c6ef 400 u16 *texture_page_ptr = psx_gpu->texture_page_base;
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401 u16 *vram_ptr = psx_gpu->vram_ptr;
402
403 u32 tile_x, tile_y;
404 u32 sub_y;
405
406 vec_8x16u texels;
407
408 texture_cache_loads++;
409
410 vram_ptr += (texture_page >> 4) * 256 * 1024;
411 vram_ptr += (texture_page & 0xF) * 64;
412
413 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
414 texture_page_ptr += (8 * 16) * 8;
415
416 tile_x = 8;
417 tile_y = 16;
418
419 sub_y = 16;
420
421 while(tile_y)
422 {
423 while(tile_x)
424 {
425 while(sub_y)
426 {
427 load_128b(texels, vram_ptr);
428 store_128b(texels, texture_page_ptr);
429
430 texture_page_ptr += 8;
431 vram_ptr += 1024;
432
433 sub_y--;
434 }
435
436 sub_y = 16;
437
438 vram_ptr -= (1024 * 16);
439 vram_ptr += 8;
440
441 tile_x--;
442 }
443
444 tile_x = 8;
445
446 vram_ptr -= (8 * 8);
447 vram_ptr += (16 * 1024);
448
449 texture_page_ptr += (8 * 16) * 8;
450 tile_y--;
451 }
452}
453
454#endif
455
456
457void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
458{
459 u32 current_texture_page = psx_gpu->current_texture_page;
460 u32 update_textures =
461 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
462
463 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
464
465 if(update_textures & (1 << current_texture_page))
466 {
467 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
468 update_textures &= ~(1 << current_texture_page);
469 }
470
471 if(update_textures)
472 {
473 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
474 (current_texture_page & 0x10);
475
476 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
477 }
478}
479
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480void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
481{
f1359c57 482 if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
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483 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
484 {
485 u32 num_blocks_dest = 0;
486 block_struct *block_src = psx_gpu->blocks;
487 block_struct *block_dest = psx_gpu->blocks;
488
489 u16 *vram_ptr = psx_gpu->vram_ptr;
490 u32 i;
491
f1359c57 492 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
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493 {
494 for(i = 0; i < psx_gpu->num_blocks; i++)
495 {
496 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
497 if(fb_offset & (1 << 11))
498 {
499 *block_dest = *block_src;
500 num_blocks_dest++;
501 block_dest++;
502 }
503 block_src++;
504 }
505 }
506 else
507 {
508 for(i = 0; i < psx_gpu->num_blocks; i++)
509 {
510 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
511 if((fb_offset & (1 << 11)) == 0)
512 {
513 *block_dest = *block_src;
514 num_blocks_dest++;
515 block_dest++;
516 }
517 block_src++;
518 }
519 }
520
521 psx_gpu->num_blocks = num_blocks_dest;
522 }
523
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524 if(psx_gpu->num_blocks)
525 {
526 render_block_handler_struct *render_block_handler =
527 psx_gpu->render_block_handler;
528
529 render_block_handler->texture_blocks(psx_gpu);
530 render_block_handler->shade_blocks(psx_gpu);
531 render_block_handler->blend_blocks(psx_gpu);
532
3867c6ef 533#ifdef PROFILE
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534 span_pixel_blocks += psx_gpu->num_blocks;
535 render_buffer_flushes++;
3867c6ef 536#endif
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537
538 psx_gpu->num_blocks = 0;
539 }
540}
541
542
2bbbb7af 543#ifndef NEON_BUILD
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544
545#define setup_gradient_calculation_input(set, vertex) \
546 /* First type is: uvrg bxxx xxxx */\
547 /* Second type is: yyyy ybyy uvrg */\
548 /* Since x_a and y_c are the same the same variable is used for both. */\
549 x##set##_a_y##set##_c.e[0] = vertex->u; \
550 x##set##_a_y##set##_c.e[1] = vertex->v; \
551 x##set##_a_y##set##_c.e[2] = vertex->r; \
552 x##set##_a_y##set##_c.e[3] = vertex->g; \
553 dup_4x16b(x##set##_b, vertex->x); \
554 dup_4x16b(x##set##_c, vertex->x); \
555 dup_4x16b(y##set##_a, vertex->y); \
556 dup_4x16b(y##set##_b, vertex->y); \
557 x##set##_b.e[0] = vertex->b; \
558 y##set##_b.e[1] = vertex->b \
559
560
561void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
562 vertex_struct *b, vertex_struct *c)
563{
564 u32 triangle_area = psx_gpu->triangle_area;
565 u32 winding_mask_scalar;
566
567 u32 triangle_area_shift;
568 u64 triangle_area_reciprocal =
569 fixed_reciprocal(triangle_area, &triangle_area_shift);
570 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
571
572 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
573 // ( d0 * d1 ) - ( d2 * d3 ) =
574 // ( m0 ) - ( m1 ) = gradient
575
576 // This is split to do 12 elements at a time over three sets: a, b, and c.
577 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
578 // two of the slots are unused.
579
580 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
581 // is g.
582
583 vec_4x16s x0_a_y0_c, x0_b, x0_c;
584 vec_4x16s y0_a, y0_b;
585 vec_4x16s x1_a_y1_c, x1_b, x1_c;
586 vec_4x16s y1_a, y1_b;
587 vec_4x16s x2_a_y2_c, x2_b, x2_c;
588 vec_4x16s y2_a, y2_b;
589
590 vec_4x32u uvrg_base;
591 vec_4x32u b_base;
c6063f89 592 vec_4x32u uvrgb_phase;
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593
594 vec_4x16s d0_a_d3_c, d0_b, d0_c;
595 vec_4x16s d1_a, d1_b, d1_c_d2_a;
596 vec_4x16s d2_b, d2_c;
597 vec_4x16s d3_a, d3_b;
598
599 vec_4x32s m0_a, m0_b, m0_c;
600 vec_4x32s m1_a, m1_b, m1_c;
601
602 vec_4x32u gradient_area_a, gradient_area_c;
603 vec_2x32u gradient_area_b;
604
605 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
606 vec_2x32u gradient_area_sign_b;
607 vec_4x32u winding_mask;
608
609 vec_2x64u gradient_wide_a0, gradient_wide_a1;
610 vec_2x64u gradient_wide_c0, gradient_wide_c1;
611 vec_2x64u gradient_wide_b;
612
613 vec_4x32u gradient_a, gradient_c;
614 vec_2x32u gradient_b;
615 vec_16x8s gradient_shift;
616
617 setup_gradient_calculation_input(0, a);
618 setup_gradient_calculation_input(1, b);
619 setup_gradient_calculation_input(2, c);
620
c6063f89 621 dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
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622 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
623 shl_long_4x16b(b_base, x0_b, 16);
624
c6063f89 625 add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
626 add_4x32b(b_base, b_base, uvrgb_phase);
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627
628 // Can probably pair these, but it'll require careful register allocation
629 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
630 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
631
632 sub_4x16b(d0_b, x1_b, x0_b);
633 sub_4x16b(d0_c, x1_c, x0_c);
634
635 sub_4x16b(d1_a, y2_a, y1_a);
636 sub_4x16b(d1_b, y2_b, y1_b);
637
638 sub_4x16b(d2_b, x2_b, x1_b);
639 sub_4x16b(d2_c, x2_c, x1_c);
640
641 sub_4x16b(d3_a, y1_a, y0_a);
642 sub_4x16b(d3_b, y1_b, y0_b);
643
644 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
645 mul_long_4x16b(m0_b, d0_b, d1_b);
646 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
647
648 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
649 mul_long_4x16b(m1_b, d2_b, d3_b);
650 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
651
652 sub_4x32b(gradient_area_a, m0_a, m1_a);
653 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
654 sub_4x32b(gradient_area_c, m0_c, m1_c);
655
656 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
657 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
658 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
659
660 abs_4x32b(gradient_area_a, gradient_area_a);
661 abs_2x32b(gradient_area_b, gradient_area_b);
662 abs_4x32b(gradient_area_c, gradient_area_c);
663
664 winding_mask_scalar = -psx_gpu->triangle_winding;
665
666 dup_4x32b(winding_mask, winding_mask_scalar);
667 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
668 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
669 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
670
671 mul_scalar_long_2x32b(gradient_wide_a0,
672 vector_cast(vec_2x32s, gradient_area_a.low),
673 (s64)triangle_area_reciprocal);
674 mul_scalar_long_2x32b(gradient_wide_a1,
675 vector_cast(vec_2x32s, gradient_area_a.high),
676 (s64)triangle_area_reciprocal);
677 mul_scalar_long_2x32b(gradient_wide_b,
678 vector_cast(vec_2x32s, gradient_area_b),
679 (s64)triangle_area_reciprocal);
680 mul_scalar_long_2x32b(gradient_wide_c0,
681 vector_cast(vec_2x32s, gradient_area_c.low),
682 (s64)triangle_area_reciprocal);
683 mul_scalar_long_2x32b(gradient_wide_c1,
684 vector_cast(vec_2x32s, gradient_area_c.high),
685 (s64)triangle_area_reciprocal);
686
687 dup_16x8b(gradient_shift, triangle_area_shift);
688 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
689 vector_cast(vec_2x64u, gradient_shift));
690 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
691 vector_cast(vec_2x64u, gradient_shift));
692 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
693 vector_cast(vec_2x64u, gradient_shift));
694 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
695 vector_cast(vec_2x64u, gradient_shift));
696 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
697 vector_cast(vec_2x64u, gradient_shift));
698
699 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
700 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
701 mov_narrow_2x64b(gradient_b, gradient_wide_b);
702 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
703 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
704
705 shl_4x32b(gradient_a, gradient_a, 4);
706 shl_2x32b(gradient_b, gradient_b, 4);
707 shl_4x32b(gradient_c, gradient_c, 4);
708
709 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
710 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
711 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
712
713 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
714 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
715 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
716
717 u32 left_adjust = a->x;
718 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
719 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
720
721 vec_4x32u uvrg_dx2;
722 vec_2x32u b_dx2;
723
724 vec_4x32u uvrg_dx3;
725 vec_2x32u b_dx3;
726
727 vec_4x32u zero;
728
729 eor_4x32b(zero, zero, zero);
730 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
731 add_2x32b(b_dx2, gradient_b, gradient_b);
732 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
733 add_2x32b(b_dx3, gradient_b, b_dx2);
734
735 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
736 // lined up properly
737 psx_gpu->u_block_span.e[0] = zero.e[0];
738 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
739 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
740 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
741
742 psx_gpu->v_block_span.e[0] = zero.e[1];
743 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
744 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
745 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
746
747 psx_gpu->r_block_span.e[0] = zero.e[2];
748 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
749 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
750 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
751
752 psx_gpu->g_block_span.e[0] = zero.e[3];
753 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
754 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
755 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
756
757 psx_gpu->b_block_span.e[0] = zero.e[0];
758 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
759 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
760 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
761
762 psx_gpu->uvrg = uvrg_base;
763 psx_gpu->b = b_base.e[0];
764
765 psx_gpu->uvrg_dx = gradient_a;
766 psx_gpu->uvrg_dy = gradient_c;
767 psx_gpu->b_dy = gradient_b.e[1];
768}
769#endif
770
771#define vector_check(_a, _b) \
772 if(memcmp(&_a, &_b, sizeof(_b))) \
773 { \
774 if(sizeof(_b) == 8) \
775 { \
776 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
777 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
778 } \
779 else \
780 { \
781 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
782 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
783 _b.e[2], _b.e[3]); \
784 } \
785 } \
786
787#define scalar_check(_a, _b) \
788 if(_a != _b) \
789 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
790
791
2d658c89 792#if !defined(NEON_BUILD) && !defined(NDEBUG)
793static void setup_spans_debug_check(psx_gpu_struct *psx_gpu,
794 edge_data_struct *span_edge_data_element)
795{
796 u32 _num_spans = span_edge_data_element - psx_gpu->span_edge_data;
797 if (_num_spans > MAX_SPANS)
798 *(volatile int *)0 = 1;
799 if (_num_spans < psx_gpu->num_spans)
800 {
801 if(span_edge_data_element->num_blocks > MAX_BLOCKS_PER_ROW)
802 *(volatile int *)0 = 2;
803 if(span_edge_data_element->y >= 2048)
804 *(volatile int *)0 = 3;
805 }
806}
c111e8f8 807#else
2d658c89 808#define setup_spans_debug_check(psx_gpu, span_edge_data_element)
c111e8f8 809#endif
810
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811#define setup_spans_prologue_alternate_yes() \
812 vec_2x64s alternate_x; \
813 vec_2x64s alternate_dx_dy; \
814 vec_4x32s alternate_x_32; \
aafce833 815 vec_4x16u alternate_x_16; \
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816 \
817 vec_4x16u alternate_select; \
818 vec_4x16s y_mid_point; \
819 \
820 s32 y_b = v_b->y; \
821 s64 edge_alt; \
822 s32 edge_dx_dy_alt; \
823 u32 edge_shift_alt \
824
825#define setup_spans_prologue_alternate_no() \
826
827#define setup_spans_prologue(alternate_active) \
828 edge_data_struct *span_edge_data; \
829 vec_4x32u *span_uvrg_offset; \
830 u32 *span_b_offset; \
831 \
832 s32 clip; \
833 \
834 vec_2x64s edges_xy; \
835 vec_2x32s edges_dx_dy; \
836 vec_2x32u edge_shifts; \
837 \
838 vec_2x64s left_x, right_x; \
839 vec_2x64s left_dx_dy, right_dx_dy; \
840 vec_4x32s left_x_32, right_x_32; \
841 vec_8x16s left_right_x_16; \
842 vec_4x16s y_x4; \
843 vec_8x16s left_edge; \
844 vec_8x16s right_edge; \
845 vec_4x16u span_shift; \
846 \
847 vec_2x32u c_0x01; \
848 vec_4x16u c_0x04; \
849 vec_4x16u c_0xFFFE; \
850 vec_4x16u c_0x07; \
851 \
852 vec_2x32s x_starts; \
853 vec_2x32s x_ends; \
854 \
855 s32 x_a = v_a->x; \
856 s32 x_b = v_b->x; \
857 s32 x_c = v_c->x; \
858 s32 y_a = v_a->y; \
859 s32 y_c = v_c->y; \
860 \
861 vec_4x32u uvrg = psx_gpu->uvrg; \
862 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
863 u32 b = psx_gpu->b; \
864 u32 b_dy = psx_gpu->b_dy; \
865 \
866 dup_2x32b(c_0x01, 0x01); \
867 setup_spans_prologue_alternate_##alternate_active() \
868
869#define setup_spans_prologue_b() \
870 span_edge_data = psx_gpu->span_edge_data; \
871 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
872 span_b_offset = psx_gpu->span_b_offset; \
873 \
874 vec_8x16u c_0x0001; \
2d658c89 875 vec_4x16u c_max_blocks_per_row; \
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876 \
877 dup_8x16b(c_0x0001, 0x0001); \
878 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
879 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
880 add_8x16b(right_edge, right_edge, c_0x0001); \
881 dup_4x16b(c_0x04, 0x04); \
882 dup_4x16b(c_0x07, 0x07); \
883 dup_4x16b(c_0xFFFE, 0xFFFE); \
2d658c89 884 dup_4x16b(c_max_blocks_per_row, MAX_BLOCKS_PER_ROW); \
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885
886
887#define compute_edge_delta_x2() \
888{ \
889 vec_2x32s heights; \
890 vec_2x32s height_reciprocals; \
891 vec_2x32s heights_b; \
892 vec_4x32u widths; \
893 \
894 u32 edge_shift = reciprocal_table[height]; \
895 \
896 dup_2x32b(heights, height); \
897 sub_2x32b(widths, x_ends, x_starts); \
898 \
899 dup_2x32b(edge_shifts, edge_shift); \
900 sub_2x32b(heights_b, heights, c_0x01); \
7d5140f5 901 shr_2x32b(height_reciprocals, edge_shifts, 10); \
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902 \
903 mla_2x32b(heights_b, x_starts, heights); \
904 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
905 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
906 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
907} \
908
909#define compute_edge_delta_x3(start_c, height_a, height_b) \
910{ \
911 vec_2x32s heights; \
912 vec_2x32s height_reciprocals; \
913 vec_2x32s heights_b; \
914 vec_2x32u widths; \
915 \
916 u32 width_alt; \
917 s32 height_b_alt; \
918 u32 height_reciprocal_alt; \
919 \
920 heights.e[0] = height_a; \
921 heights.e[1] = height_b; \
922 \
923 edge_shifts.e[0] = reciprocal_table[height_a]; \
924 edge_shifts.e[1] = reciprocal_table[height_b]; \
925 edge_shift_alt = reciprocal_table[height_minor_b]; \
926 \
927 sub_2x32b(widths, x_ends, x_starts); \
928 width_alt = x_c - start_c; \
929 \
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930 shr_2x32b(height_reciprocals, edge_shifts, 10); \
931 height_reciprocal_alt = edge_shift_alt >> 10; \
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932 \
933 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
934 edge_shift_alt &= 0x1F; \
935 \
936 sub_2x32b(heights_b, heights, c_0x01); \
937 height_b_alt = height_minor_b - 1; \
938 \
939 mla_2x32b(heights_b, x_starts, heights); \
940 height_b_alt += height_minor_b * start_c; \
941 \
942 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
943 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
944 \
945 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
946 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
947} \
948
949
950#define setup_spans_adjust_y_up() \
951 sub_4x32b(y_x4, y_x4, c_0x04) \
952
953#define setup_spans_adjust_y_down() \
954 add_4x32b(y_x4, y_x4, c_0x04) \
955
956#define setup_spans_adjust_interpolants_up() \
957 sub_4x32b(uvrg, uvrg, uvrg_dy); \
958 b -= b_dy \
959
960#define setup_spans_adjust_interpolants_down() \
961 add_4x32b(uvrg, uvrg, uvrg_dy); \
962 b += b_dy \
963
964
965#define setup_spans_clip_interpolants_increment() \
966 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
967 b += b_dy * clip \
968
969#define setup_spans_clip_interpolants_decrement() \
970 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
971 b -= b_dy * clip \
972
973#define setup_spans_clip_alternate_yes() \
974 edge_alt += edge_dx_dy_alt * (s64)(clip) \
975
976#define setup_spans_clip_alternate_no() \
977
978#define setup_spans_clip(direction, alternate_active) \
979{ \
980 clipped_triangles++; \
981 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
982 setup_spans_clip_alternate_##alternate_active(); \
983 setup_spans_clip_interpolants_##direction(); \
984} \
985
986
987#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
988{ \
989 vec_2x64u edge_shifts_64; \
990 vec_2x64s edges_dx_dy_64; \
991 \
992 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
993 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
994 \
995 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
996 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
997 \
998 left_x.e[0] = edges_xy.e[left_index]; \
999 right_x.e[0] = edges_xy.e[right_index]; \
1000 \
1001 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
1002 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
1003 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
1004 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
1005 \
1006 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
1007 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
1008 \
1009 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
1010 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
1011} \
1012
1013#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
1014{ \
1015 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
1016 s64 edge_dx_dy_alt_64; \
1017 \
1018 dup_4x16b(y_mid_point, y_b); \
1019 \
1020 edge_alt <<= edge_shift_alt; \
1021 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
1022 \
1023 alternate_x.e[0] = edge_alt; \
1024 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
1025 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
1026 \
1027 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
1028 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
1029} \
1030
1031
1032#define setup_spans_y_select_up() \
1033 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
1034
1035#define setup_spans_y_select_down() \
1036 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
1037
1038#define setup_spans_y_select_alternate_yes(direction) \
1039 setup_spans_y_select_##direction() \
1040
1041#define setup_spans_y_select_alternate_no(direction) \
1042
1043#define setup_spans_alternate_select_left() \
1044 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
1045
1046#define setup_spans_alternate_select_right() \
1047 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
1048
1049#define setup_spans_alternate_select_none() \
1050
1051#define setup_spans_increment_alternate_yes() \
1052 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
1053 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1054 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
1055 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1056 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
1057
1058#define setup_spans_increment_alternate_no() \
1059
1060#define setup_spans_set_x4(alternate, direction, alternate_active) \
1061{ \
1062 span_uvrg_offset[0] = uvrg; \
1063 span_b_offset[0] = b; \
1064 setup_spans_adjust_interpolants_##direction(); \
1065 \
1066 span_uvrg_offset[1] = uvrg; \
1067 span_b_offset[1] = b; \
1068 setup_spans_adjust_interpolants_##direction(); \
1069 \
1070 span_uvrg_offset[2] = uvrg; \
1071 span_b_offset[2] = b; \
1072 setup_spans_adjust_interpolants_##direction(); \
1073 \
1074 span_uvrg_offset[3] = uvrg; \
1075 span_b_offset[3] = b; \
1076 setup_spans_adjust_interpolants_##direction(); \
1077 \
1078 span_uvrg_offset += 4; \
1079 span_b_offset += 4; \
1080 \
1081 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
1082 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
1083 \
1084 add_2x64b(left_x, left_x, left_dx_dy); \
1085 add_2x64b(right_x, right_x, right_dx_dy); \
1086 \
1087 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
1088 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
1089 \
1090 add_2x64b(left_x, left_x, left_dx_dy); \
1091 add_2x64b(right_x, right_x, right_dx_dy); \
1092 \
1093 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
1094 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
1095 \
1096 setup_spans_increment_alternate_##alternate_active(); \
1097 setup_spans_y_select_alternate_##alternate_active(direction); \
1098 setup_spans_alternate_select_##alternate(); \
1099 \
1100 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
1101 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
1102 \
1103 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
1104 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
1105 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
1106 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
1107 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
2d658c89 1108 min_4x16b(left_right_x_16.high, left_right_x_16.high, c_max_blocks_per_row); \
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1109 \
1110 u32 i; \
1111 for(i = 0; i < 4; i++) \
1112 { \
1113 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
1114 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
1115 span_edge_data[i].right_mask = span_shift.e[i]; \
1116 span_edge_data[i].y = y_x4.e[i]; \
2d658c89 1117 setup_spans_debug_check(psx_gpu, &span_edge_data[i]); \
75e28f62
E
1118 } \
1119 \
1120 span_edge_data += 4; \
1121 \
1122 setup_spans_adjust_y_##direction(); \
1123} \
1124
1125
1126#define setup_spans_alternate_adjust_yes() \
1127 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1128
1129#define setup_spans_alternate_adjust_no() \
1130
1131
1132#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1133 setup_spans_alternate_adjust_##alternate_active(); \
1134 if(y_c > psx_gpu->viewport_end_y) \
1135 height -= y_c - psx_gpu->viewport_end_y - 1; \
1136 \
1137 clip = psx_gpu->viewport_start_y - y_a; \
1138 if(clip > 0) \
1139 { \
1140 height -= clip; \
1141 y_a += clip; \
1142 setup_spans_clip(increment, alternate_active); \
1143 } \
1144 \
1145 setup_spans_prologue_b(); \
1146 \
2d658c89 1147 if (height > 512) \
1148 height = 512; \
1149 if (height > 0) \
75e28f62
E
1150 { \
1151 y_x4.e[0] = y_a; \
1152 y_x4.e[1] = y_a + 1; \
1153 y_x4.e[2] = y_a + 2; \
1154 y_x4.e[3] = y_a + 3; \
1155 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1156 right_index); \
1157 \
1158 psx_gpu->num_spans = height; \
1159 do \
1160 { \
1161 setup_spans_set_x4(alternate, down, alternate_active); \
1162 height -= 4; \
1163 } while(height > 0); \
1164 } \
1165
1166
1167#define setup_spans_alternate_pre_increment_yes() \
1168 edge_alt += edge_dx_dy_alt \
1169
1170#define setup_spans_alternate_pre_increment_no() \
1171
1172#define setup_spans_up_decrement_height_yes() \
1173 height-- \
1174
1175#define setup_spans_up_decrement_height_no() \
1176 {} \
1177
1178#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1179 setup_spans_alternate_adjust_##alternate_active(); \
1180 y_a--; \
1181 \
1182 if(y_c < psx_gpu->viewport_start_y) \
1183 height -= psx_gpu->viewport_start_y - y_c; \
1184 else \
1185 setup_spans_up_decrement_height_##alternate_active(); \
1186 \
1187 clip = y_a - psx_gpu->viewport_end_y; \
1188 if(clip > 0) \
1189 { \
1190 height -= clip; \
1191 y_a -= clip; \
1192 setup_spans_clip(decrement, alternate_active); \
1193 } \
1194 \
1195 setup_spans_prologue_b(); \
1196 \
2d658c89 1197 if (height > 512) \
1198 height = 512; \
1199 if (height > 0) \
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E
1200 { \
1201 y_x4.e[0] = y_a; \
1202 y_x4.e[1] = y_a - 1; \
1203 y_x4.e[2] = y_a - 2; \
1204 y_x4.e[3] = y_a - 3; \
1205 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1206 setup_spans_alternate_pre_increment_##alternate_active(); \
1207 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1208 right_index); \
1209 setup_spans_adjust_interpolants_up(); \
1210 \
1211 psx_gpu->num_spans = height; \
1212 while(height > 0) \
1213 { \
1214 setup_spans_set_x4(alternate, up, alternate_active); \
1215 height -= 4; \
1216 } \
1217 } \
1218
1219#define index_left 0
1220#define index_right 1
1221
1222#define setup_spans_up_up(minor, major) \
1223 setup_spans_prologue(yes); \
1224 s32 height_minor_a = y_a - y_b; \
1225 s32 height_minor_b = y_b - y_c; \
1226 s32 height = y_a - y_c; \
1227 \
1228 dup_2x32b(x_starts, x_a); \
1229 x_ends.e[0] = x_c; \
1230 x_ends.e[1] = x_b; \
1231 \
1232 compute_edge_delta_x3(x_b, height, height_minor_a); \
1233 setup_spans_up(index_##major, index_##minor, minor, yes) \
1234
1235
2bbbb7af 1236#ifndef NEON_BUILD
75e28f62
E
1237
1238void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1239 vertex_struct *v_b, vertex_struct *v_c)
1240{
1241 setup_spans_up_up(left, right);
1242}
1243
1244void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1245 vertex_struct *v_b, vertex_struct *v_c)
1246{
1247 setup_spans_up_up(right, left);
1248}
1249
1250#define setup_spans_down_down(minor, major) \
1251 setup_spans_prologue(yes); \
1252 s32 height_minor_a = y_b - y_a; \
1253 s32 height_minor_b = y_c - y_b; \
1254 s32 height = y_c - y_a; \
1255 \
1256 dup_2x32b(x_starts, x_a); \
1257 x_ends.e[0] = x_c; \
1258 x_ends.e[1] = x_b; \
1259 \
1260 compute_edge_delta_x3(x_b, height, height_minor_a); \
1261 setup_spans_down(index_##major, index_##minor, minor, yes) \
1262
1263void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1264 vertex_struct *v_b, vertex_struct *v_c)
1265{
1266 setup_spans_down_down(left, right);
1267}
1268
1269void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1270 vertex_struct *v_b, vertex_struct *v_c)
1271{
1272 setup_spans_down_down(right, left);
1273}
1274
1275#define setup_spans_up_flat() \
1276 s32 height = y_a - y_c; \
1277 \
1278 flat_triangles++; \
1279 compute_edge_delta_x2(); \
1280 setup_spans_up(index_left, index_right, none, no) \
1281
1282void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1283 vertex_struct *v_b, vertex_struct *v_c)
1284{
1285 setup_spans_prologue(no);
1286 x_starts.e[0] = x_a;
1287 x_starts.e[1] = x_b;
1288 dup_2x32b(x_ends, x_c);
1289
1290 setup_spans_up_flat();
1291}
1292
1293void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1294 vertex_struct *v_b, vertex_struct *v_c)
1295{
1296 setup_spans_prologue(no);
1297 dup_2x32b(x_starts, x_a);
1298 x_ends.e[0] = x_b;
1299 x_ends.e[1] = x_c;
1300
1301 setup_spans_up_flat();
1302}
1303
1304#define setup_spans_down_flat() \
1305 s32 height = y_c - y_a; \
1306 \
1307 flat_triangles++; \
1308 compute_edge_delta_x2(); \
1309 setup_spans_down(index_left, index_right, none, no) \
1310
1311void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1312 vertex_struct *v_b, vertex_struct *v_c)
1313{
1314 setup_spans_prologue(no);
1315 x_starts.e[0] = x_a;
1316 x_starts.e[1] = x_b;
1317 dup_2x32b(x_ends, x_c);
1318
1319 setup_spans_down_flat();
1320}
1321
1322void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1323 vertex_struct *v_b, vertex_struct *v_c)
1324{
1325 setup_spans_prologue(no);
1326 dup_2x32b(x_starts, x_a);
1327 x_ends.e[0] = x_b;
1328 x_ends.e[1] = x_c;
1329
1330 setup_spans_down_flat();
1331}
1332
1333void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1334 vertex_struct *v_b, vertex_struct *v_c)
1335{
1336 setup_spans_prologue(no);
1337
1338 s32 y_b = v_b->y;
1339 s64 edge_alt;
1340 s32 edge_dx_dy_alt;
1341 u32 edge_shift_alt;
1342
1343 s32 middle_y = y_a;
1344 s32 height_minor_a = y_a - y_b;
1345 s32 height_minor_b = y_c - y_a;
1346 s32 height_major = y_c - y_b;
1347
1348 vec_2x64s edges_xy_b;
1349 vec_2x32s edges_dx_dy_b;
1350 vec_2x32u edge_shifts_b;
1351
1352 vec_2x32s height_increment;
1353
1354 x_starts.e[0] = x_a;
1355 x_starts.e[1] = x_c;
1356 dup_2x32b(x_ends, x_b);
1357
1358 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1359
1360 height_increment.e[0] = 0;
1361 height_increment.e[1] = height_minor_b;
1362
1363 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1364
1365 edges_xy_b.e[0] = edge_alt;
1366 edges_xy_b.e[1] = edges_xy.e[1];
1367
1368 edge_shifts_b = edge_shifts;
1369 edge_shifts_b.e[0] = edge_shift_alt;
1370
1371 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1372 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1373
1374 y_a--;
1375
1376 if(y_b < psx_gpu->viewport_start_y)
1377 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1378
1379 clip = y_a - psx_gpu->viewport_end_y;
1380 if(clip > 0)
1381 {
1382 height_minor_a -= clip;
1383 y_a -= clip;
1384 setup_spans_clip(decrement, no);
1385 }
1386
1387 setup_spans_prologue_b();
1388
2d658c89 1389 if (height_minor_a > 512)
1390 height_minor_a = 512;
1391 if (height_minor_a > 0)
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E
1392 {
1393 y_x4.e[0] = y_a;
1394 y_x4.e[1] = y_a - 1;
1395 y_x4.e[2] = y_a - 2;
1396 y_x4.e[3] = y_a - 3;
1397 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1398 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1399 setup_spans_adjust_interpolants_up();
1400
1401 psx_gpu->num_spans = height_minor_a;
1402 while(height_minor_a > 0)
1403 {
1404 setup_spans_set_x4(none, up, no);
1405 height_minor_a -= 4;
1406 }
1407
1408 span_edge_data += height_minor_a;
1409 span_uvrg_offset += height_minor_a;
1410 span_b_offset += height_minor_a;
1411 }
1412
1413 edges_xy = edges_xy_b;
1414 edges_dx_dy = edges_dx_dy_b;
1415 edge_shifts = edge_shifts_b;
1416
1417 uvrg = psx_gpu->uvrg;
1418 b = psx_gpu->b;
1419
1420 y_a = middle_y;
1421
1422 if(y_c > psx_gpu->viewport_end_y)
1423 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1424
1425 clip = psx_gpu->viewport_start_y - y_a;
1426 if(clip > 0)
1427 {
1428 height_minor_b -= clip;
1429 y_a += clip;
1430 setup_spans_clip(increment, no);
1431 }
1432
2d658c89 1433 if (height_minor_b > 512)
1434 height_minor_b = 512;
1435 if (height_minor_b > 0)
75e28f62
E
1436 {
1437 y_x4.e[0] = y_a;
1438 y_x4.e[1] = y_a + 1;
1439 y_x4.e[2] = y_a + 2;
1440 y_x4.e[3] = y_a + 3;
1441 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1442
b7569147 1443 // FIXME: overflow corner case
1444 if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1445 height_minor_b &= ~3;
1446
75e28f62 1447 psx_gpu->num_spans += height_minor_b;
b7569147 1448 while(height_minor_b > 0)
75e28f62
E
1449 {
1450 setup_spans_set_x4(none, down, no);
1451 height_minor_b -= 4;
b7569147 1452 }
75e28f62
E
1453 }
1454
1455 left_split_triangles++;
1456}
1457
1458#endif
1459
1460
1461#define dither_table_entry_normal(value) \
1462 (value) \
1463
1464
1465#define setup_blocks_load_msb_mask_indirect() \
1466
1467#define setup_blocks_load_msb_mask_direct() \
1468 vec_8x16u msb_mask; \
1469 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1470
1471
1472#define setup_blocks_variables_shaded_textured(target) \
1473 vec_4x32u u_block; \
1474 vec_4x32u v_block; \
1475 vec_4x32u r_block; \
1476 vec_4x32u g_block; \
1477 vec_4x32u b_block; \
1478 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1479 vec_4x32u uvrg_dx4; \
1480 vec_4x32u uvrg_dx8; \
1481 vec_4x32u uvrg; \
1482 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1483 u32 b_dx4 = b_dx << 2; \
1484 u32 b_dx8 = b_dx << 3; \
1485 u32 b; \
1486 \
1487 vec_16x8u texture_mask; \
1488 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1489 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1490 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1491 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1492
1493#define setup_blocks_variables_shaded_untextured(target) \
1494 vec_4x32u r_block; \
1495 vec_4x32u g_block; \
1496 vec_4x32u b_block; \
1497 vec_4x32u rgb_dx; \
1498 vec_4x32u rgb_dx4; \
1499 vec_4x32u rgb_dx8; \
1500 vec_4x32u rgb; \
1501 \
1502 vec_8x8u d64_0x07; \
1503 vec_8x8u d64_1; \
1504 vec_8x8u d64_4; \
1505 vec_8x8u d64_128; \
1506 \
1507 dup_8x8b(d64_0x07, 0x07); \
1508 dup_8x8b(d64_1, 1); \
1509 dup_8x8b(d64_4, 4); \
1510 dup_8x8b(d64_128, 128); \
1511 \
1512 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1513 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1514 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1515 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1516
1517#define setup_blocks_variables_unshaded_textured(target) \
1518 vec_4x32u u_block; \
1519 vec_4x32u v_block; \
1520 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1521 vec_2x32u uv_dx4; \
1522 vec_2x32u uv_dx8; \
1523 vec_2x32u uv = psx_gpu->uvrg.low; \
1524 \
1525 vec_16x8u texture_mask; \
1526 shl_2x32b(uv_dx4, uv_dx, 2); \
1527 shl_2x32b(uv_dx8, uv_dx, 3); \
1528 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1529 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1530
1531
1532#define setup_blocks_variables_unshaded_untextured_direct() \
1533 or_8x16b(colors, colors, msb_mask) \
1534
1535#define setup_blocks_variables_unshaded_untextured_indirect() \
1536
1537#define setup_blocks_variables_unshaded_untextured(target) \
1538 u32 color = psx_gpu->triangle_color; \
1539 vec_8x16u colors; \
1540 \
1541 u32 color_r = color & 0xFF; \
1542 u32 color_g = (color >> 8) & 0xFF; \
1543 u32 color_b = (color >> 16) & 0xFF; \
1544 \
1545 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1546 ((color_b >> 3) << 10); \
1547 dup_8x16b(colors, color); \
1548 setup_blocks_variables_unshaded_untextured_##target() \
1549
1550#define setup_blocks_span_initialize_dithered_textured() \
1551 vec_8x16u dither_offsets; \
1552 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1553
1554#define setup_blocks_span_initialize_dithered_untextured() \
1555 vec_8x8u dither_offsets; \
1556 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1557
1558#define setup_blocks_span_initialize_dithered(texturing) \
1559 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1560 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1561 vec_8x8s dither_offsets_short; \
1562 \
1563 dither_row = \
1564 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1565 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1566 setup_blocks_span_initialize_dithered_##texturing() \
1567
1568#define setup_blocks_span_initialize_undithered(texturing) \
1569
1570
1571#define setup_blocks_span_initialize_shaded_textured() \
1572{ \
1573 vec_4x32u block_span; \
1574 u32 offset = span_edge_data->left_x; \
1575 \
1576 uvrg = *span_uvrg_offset; \
1577 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1578 b = *span_b_offset; \
1579 b += b_dx * offset; \
1580 \
1581 dup_4x32b(u_block, uvrg.e[0]); \
1582 dup_4x32b(v_block, uvrg.e[1]); \
1583 dup_4x32b(r_block, uvrg.e[2]); \
1584 dup_4x32b(g_block, uvrg.e[3]); \
1585 dup_4x32b(b_block, b); \
1586 \
1587 block_span = psx_gpu->u_block_span; \
1588 add_4x32b(u_block, u_block, block_span); \
1589 block_span = psx_gpu->v_block_span; \
1590 add_4x32b(v_block, v_block, block_span); \
1591 block_span = psx_gpu->r_block_span; \
1592 add_4x32b(r_block, r_block, block_span); \
1593 block_span = psx_gpu->g_block_span; \
1594 add_4x32b(g_block, g_block, block_span); \
1595 block_span = psx_gpu->b_block_span; \
1596 add_4x32b(b_block, b_block, block_span); \
1597}
1598
1599#define setup_blocks_span_initialize_shaded_untextured() \
1600{ \
1601 vec_4x32u block_span; \
1602 u32 offset = span_edge_data->left_x; \
1603 \
1604 rgb.low = span_uvrg_offset->high; \
1605 rgb.high.e[0] = *span_b_offset; \
1606 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1607 \
1608 dup_4x32b(r_block, rgb.e[0]); \
1609 dup_4x32b(g_block, rgb.e[1]); \
1610 dup_4x32b(b_block, rgb.e[2]); \
1611 \
1612 block_span = psx_gpu->r_block_span; \
1613 add_4x32b(r_block, r_block, block_span); \
1614 block_span = psx_gpu->g_block_span; \
1615 add_4x32b(g_block, g_block, block_span); \
1616 block_span = psx_gpu->b_block_span; \
1617 add_4x32b(b_block, b_block, block_span); \
1618} \
1619
1620#define setup_blocks_span_initialize_unshaded_textured() \
1621{ \
1622 vec_4x32u block_span; \
1623 u32 offset = span_edge_data->left_x; \
1624 \
1625 uv = span_uvrg_offset->low; \
1626 mla_scalar_2x32b(uv, uv_dx, offset); \
1627 \
1628 dup_4x32b(u_block, uv.e[0]); \
1629 dup_4x32b(v_block, uv.e[1]); \
1630 \
1631 block_span = psx_gpu->u_block_span; \
1632 add_4x32b(u_block, u_block, block_span); \
1633 block_span = psx_gpu->v_block_span; \
1634 add_4x32b(v_block, v_block, block_span); \
1635} \
1636
1637#define setup_blocks_span_initialize_unshaded_untextured() \
1638
1639
1640#define setup_blocks_texture_swizzled() \
1641{ \
1642 vec_8x8u u_saved = u; \
1643 sli_8x8b(u, v, 4); \
1644 sri_8x8b(v, u_saved, 4); \
1645} \
1646
1647#define setup_blocks_texture_unswizzled() \
1648
1649#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1650 edge_type) \
1651{ \
1652 vec_8x16u u_whole; \
1653 vec_8x16u v_whole; \
1654 vec_8x16u r_whole; \
1655 vec_8x16u g_whole; \
1656 vec_8x16u b_whole; \
1657 \
1658 vec_8x8u u; \
1659 vec_8x8u v; \
1660 vec_8x8u r; \
1661 vec_8x8u g; \
1662 vec_8x8u b; \
1663 vec_8x16u uv; \
1664 \
1665 vec_4x32u dx4; \
1666 vec_4x32u dx8; \
1667 \
1668 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1669 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1670 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1671 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1672 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1673 \
1674 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1675 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1676 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1677 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1678 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1679 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1680 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1681 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1682 dup_4x32b(dx4, b_dx4); \
1683 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1684 \
1685 mov_narrow_8x16b(u, u_whole); \
1686 mov_narrow_8x16b(v, v_whole); \
1687 mov_narrow_8x16b(r, r_whole); \
1688 mov_narrow_8x16b(g, g_whole); \
1689 mov_narrow_8x16b(b, b_whole); \
1690 \
1691 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1692 add_4x32b(u_block, u_block, dx8); \
1693 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1694 add_4x32b(v_block, v_block, dx8); \
1695 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1696 add_4x32b(r_block, r_block, dx8); \
1697 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1698 add_4x32b(g_block, g_block, dx8); \
1699 dup_4x32b(dx8, b_dx8); \
1700 add_4x32b(b_block, b_block, dx8); \
1701 \
1702 and_8x8b(u, u, texture_mask.low); \
1703 and_8x8b(v, v, texture_mask.high); \
1704 setup_blocks_texture_##swizzling(); \
1705 \
1706 zip_8x16b(uv, u, v); \
1707 block->uv = uv; \
1708 block->r = r; \
1709 block->g = g; \
1710 block->b = b; \
1711 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1712 block->fb_ptr = fb_ptr; \
1713} \
1714
1715#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1716 edge_type) \
1717{ \
1718 vec_8x16u u_whole; \
1719 vec_8x16u v_whole; \
1720 \
1721 vec_8x8u u; \
1722 vec_8x8u v; \
1723 vec_8x16u uv; \
1724 \
1725 vec_4x32u dx4; \
1726 vec_4x32u dx8; \
1727 \
1728 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1729 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1730 \
1731 dup_4x32b(dx4, uv_dx4.e[0]); \
1732 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1733 dup_4x32b(dx4, uv_dx4.e[1]); \
1734 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1735 \
1736 mov_narrow_8x16b(u, u_whole); \
1737 mov_narrow_8x16b(v, v_whole); \
1738 \
1739 dup_4x32b(dx8, uv_dx8.e[0]); \
1740 add_4x32b(u_block, u_block, dx8); \
1741 dup_4x32b(dx8, uv_dx8.e[1]); \
1742 add_4x32b(v_block, v_block, dx8); \
1743 \
1744 and_8x8b(u, u, texture_mask.low); \
1745 and_8x8b(v, v, texture_mask.high); \
1746 setup_blocks_texture_##swizzling(); \
1747 \
1748 zip_8x16b(uv, u, v); \
1749 block->uv = uv; \
1750 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1751 block->fb_ptr = fb_ptr; \
1752} \
1753
1754#define setup_blocks_store_shaded_untextured_dithered() \
1755 addq_8x8b(r, r, dither_offsets); \
1756 addq_8x8b(g, g, dither_offsets); \
1757 addq_8x8b(b, b, dither_offsets); \
1758 \
1759 subq_8x8b(r, r, d64_4); \
1760 subq_8x8b(g, g, d64_4); \
1761 subq_8x8b(b, b, d64_4) \
1762
1763#define setup_blocks_store_shaded_untextured_undithered() \
1764
1765
1766#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1767 block->pixels = _pixels; \
1768 block->fb_ptr = fb_ptr \
1769
1770#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1771 block->pixels = _pixels; \
1772 block->fb_ptr = fb_ptr \
1773
1774#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1775 mul_long_8x8b(pixels, r, d64_1) \
1776
1777
1778#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1779 store_8x16b(_pixels, fb_ptr) \
1780
1781#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1782{ \
1783 vec_8x16u fb_pixels; \
1784 vec_8x16u draw_mask; \
1785 vec_8x16u test_mask = psx_gpu->test_mask; \
1786 \
1787 load_8x16b(fb_pixels, fb_ptr); \
1788 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1789 tst_8x16b(draw_mask, draw_mask, test_mask); \
1790 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1791 store_8x16b(fb_pixels, fb_ptr); \
1792} \
1793
1794#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1795 pixels = msb_mask; \
1796 mla_long_8x8b(pixels, r, d64_1) \
1797
1798
1799#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1800 edge_type) \
1801{ \
1802 vec_8x16u r_whole; \
1803 vec_8x16u g_whole; \
1804 vec_8x16u b_whole; \
1805 \
1806 vec_8x8u r; \
1807 vec_8x8u g; \
1808 vec_8x8u b; \
1809 \
1810 vec_4x32u dx4; \
1811 vec_4x32u dx8; \
1812 \
1813 vec_8x16u pixels; \
1814 \
1815 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1816 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1817 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1818 \
1819 dup_4x32b(dx4, rgb_dx4.e[0]); \
1820 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1821 dup_4x32b(dx4, rgb_dx4.e[1]); \
1822 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1823 dup_4x32b(dx4, rgb_dx4.e[2]); \
1824 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1825 \
1826 mov_narrow_8x16b(r, r_whole); \
1827 mov_narrow_8x16b(g, g_whole); \
1828 mov_narrow_8x16b(b, b_whole); \
1829 \
1830 dup_4x32b(dx8, rgb_dx8.e[0]); \
1831 add_4x32b(r_block, r_block, dx8); \
1832 dup_4x32b(dx8, rgb_dx8.e[1]); \
1833 add_4x32b(g_block, g_block, dx8); \
1834 dup_4x32b(dx8, rgb_dx8.e[2]); \
1835 add_4x32b(b_block, b_block, dx8); \
1836 \
1837 setup_blocks_store_shaded_untextured_##dithering(); \
1838 \
1839 shr_8x8b(r, r, 3); \
1840 bic_8x8b(g, g, d64_0x07); \
1841 bic_8x8b(b, b, d64_0x07); \
1842 \
1843 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1844 mla_long_8x8b(pixels, g, d64_4); \
1845 mla_long_8x8b(pixels, b, d64_128) \
1846 \
1847 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1848} \
1849
1850#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1851 edge_type) \
1852 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1853
1854
1855#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1856 (_block)->draw_mask_bits = bits \
1857
1858#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1859{ \
1860 vec_8x16u bits_mask; \
1861 vec_8x16u test_mask = psx_gpu->test_mask; \
1862 dup_8x16b(bits_mask, bits); \
1863 tst_8x16b(bits_mask, bits_mask, test_mask); \
1864 (_block)->draw_mask = bits_mask; \
1865} \
1866
1867#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1868
1869
1870#define setup_blocks_add_blocks_indirect() \
1871 num_blocks += span_num_blocks; \
1872 \
1873 if(num_blocks > MAX_BLOCKS) \
1874 { \
1875 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1876 flush_render_block_buffer(psx_gpu); \
1877 num_blocks = span_num_blocks; \
1878 block = psx_gpu->blocks; \
1879 } \
1880
1881#define setup_blocks_add_blocks_direct() \
a2cb152a 1882 stats_add(texel_blocks_untextured, span_num_blocks); \
3867c6ef 1883 span_pixel_blocks += span_num_blocks \
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1884
1885
1886#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1887void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1888 psx_gpu_struct *psx_gpu) \
1889{ \
1890 setup_blocks_load_msb_mask_##target(); \
1891 setup_blocks_variables_##shading##_##texturing(target); \
1892 \
1893 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1894 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1895 u32 *span_b_offset = psx_gpu->span_b_offset; \
1896 \
1897 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1898 \
1899 u32 num_spans = psx_gpu->num_spans; \
1900 \
1901 u16 *fb_ptr; \
1902 u32 y; \
1903 \
1904 u32 num_blocks = psx_gpu->num_blocks; \
1905 u32 span_num_blocks; \
1906 \
1907 while(num_spans) \
1908 { \
1909 span_num_blocks = span_edge_data->num_blocks; \
1910 if(span_num_blocks) \
1911 { \
1912 y = span_edge_data->y; \
c1817bd9 1913 fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024); \
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1914 \
1915 setup_blocks_span_initialize_##shading##_##texturing(); \
1916 setup_blocks_span_initialize_##dithering(texturing); \
1917 \
1918 setup_blocks_add_blocks_##target(); \
1919 \
1920 s32 pixel_span = span_num_blocks * 8; \
1921 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1922 span_pixels += pixel_span; \
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1923 \
1924 span_num_blocks--; \
1925 while(span_num_blocks) \
1926 { \
1927 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1928 full); \
1929 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1930 \
1931 fb_ptr += 8; \
1932 block++; \
1933 span_num_blocks--; \
1934 } \
1935 \
1936 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1937 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1938 span_edge_data->right_mask); \
1939 \
1940 block++; \
1941 } \
1942 else \
1943 { \
1944 zero_block_spans++; \
1945 } \
1946 \
1947 num_spans--; \
1948 span_edge_data++; \
1949 span_uvrg_offset++; \
1950 span_b_offset++; \
1951 } \
1952 \
1953 psx_gpu->num_blocks = num_blocks; \
1954} \
1955
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1956
1957//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1958
2bbbb7af 1959#ifndef NEON_BUILD
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1960
1961setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1962setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1963
1964setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1965setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1966
1967setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1968setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1969setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1970setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1971
1972setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1973setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1974
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1975void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1976{
1977 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
a2cb152a 1978 stats_add(texel_blocks_untextured, psx_gpu->num_blocks);
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1979}
1980
1981void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1982{
1983 block_struct *block = psx_gpu->blocks;
1984 u32 num_blocks = psx_gpu->num_blocks;
a2cb152a 1985 stats_add(texel_blocks_4bpp, num_blocks);
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1986
1987 vec_8x8u texels_low;
1988 vec_8x8u texels_high;
1989 vec_8x8u texels;
1990 vec_8x16u pixels;
1991
1992 vec_8x16u clut_a;
1993 vec_8x16u clut_b;
1994 vec_16x8u clut_low;
1995 vec_16x8u clut_high;
1996
1997 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1998 u16 *clut_ptr = psx_gpu->clut_ptr;
1999
2000 // Can be done with one deinterleaving load on NEON
2001 load_8x16b(clut_a, clut_ptr);
2002 load_8x16b(clut_b, clut_ptr + 8);
2003 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
2004
2005 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
2006 update_texture_4bpp_cache(psx_gpu);
2007
2008 while(num_blocks)
2009 {
2010 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
2011 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
2012 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
2013 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
2014 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
2015 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
2016 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
2017 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
2018
2019 tbl_16(texels_low, texels, clut_low);
2020 tbl_16(texels_high, texels, clut_high);
2021
2022 // Can be done with an interleaving store on NEON
2023 zip_8x16b(pixels, texels_low, texels_high);
2024
2025 block->texels = pixels;
2026
2027 num_blocks--;
2028 block++;
2029 }
2030}
2031
2032void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2033{
2034 block_struct *block = psx_gpu->blocks;
2035 u32 num_blocks = psx_gpu->num_blocks;
2036
a2cb152a 2037 stats_add(texel_blocks_8bpp, num_blocks);
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2038
2039 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2040 update_texture_8bpp_cache(psx_gpu);
2041
2042 vec_8x16u texels;
2043 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2044
2045 u32 texel;
2046 u32 offset;
2047 u32 i;
2048
2049 while(num_blocks)
2050 {
2051 for(i = 0; i < 8; i++)
2052 {
2053 offset = block->uv.e[i];
2054
2055 texel = texture_ptr_8bpp[offset];
2056 texels.e[i] = psx_gpu->clut_ptr[texel];
2057 }
2058
2059 block->texels = texels;
2060
2061 num_blocks--;
2062 block++;
2063 }
2064}
2065
2066void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2067{
2068 block_struct *block = psx_gpu->blocks;
2069 u32 num_blocks = psx_gpu->num_blocks;
2070
a2cb152a 2071 stats_add(texel_blocks_16bpp, num_blocks);
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E
2072
2073 vec_8x16u texels;
2074
2075 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2076 u32 offset;
2077 u32 i;
2078
2079 while(num_blocks)
2080 {
2081 for(i = 0; i < 8; i++)
2082 {
2083 offset = block->uv.e[i];
2084 offset += ((offset & 0xFF00) * 3);
2085
2086 texels.e[i] = texture_ptr_16bpp[offset];
2087 }
2088
2089 block->texels = texels;
2090
2091 num_blocks--;
2092 block++;
2093 }
2094}
2095
2096#endif
2097
2098
2099#define shade_blocks_load_msb_mask_indirect() \
2100
2101#define shade_blocks_load_msb_mask_direct() \
2102 vec_8x16u msb_mask; \
2103 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2104
2105#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2106 block->draw_mask = _draw_mask; \
2107 block->pixels = _pixels \
2108
2109#define shade_blocks_store_direct(_draw_mask, _pixels) \
2110{ \
2111 vec_8x16u fb_pixels; \
2112 or_8x16b(_pixels, _pixels, msb_mask); \
2113 load_8x16b(fb_pixels, block->fb_ptr); \
2114 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2115 store_8x16b(fb_pixels, block->fb_ptr); \
2116} \
2117
2118
3867c6ef 2119#define shade_blocks_textured_false_modulated_check_dithered(target) \
b7ed0632
E
2120 if(psx_gpu->triangle_color == 0x808080) \
2121 { \
2122 false_modulated_blocks += num_blocks; \
2123 } \
3867c6ef
E
2124
2125#define shade_blocks_textured_false_modulated_check_undithered(target) \
2126 if(psx_gpu->triangle_color == 0x808080) \
2127 { \
2128 \
2129 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2130 false_modulated_blocks += num_blocks; \
2131 return; \
2132 } \
2133
2134
2135#define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2136 target) \
75e28f62 2137
3867c6ef
E
2138#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2139 target) \
75e28f62
E
2140{ \
2141 u32 color = psx_gpu->triangle_color; \
2142 dup_8x8b(colors_r, color); \
2143 dup_8x8b(colors_g, color >> 8); \
2144 dup_8x8b(colors_b, color >> 16); \
3867c6ef 2145 shade_blocks_textured_false_modulated_check_##dithering(target); \
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E
2146} \
2147
2148#define shade_blocks_textured_modulated_shaded_block_load() \
2149 colors_r = block->r; \
2150 colors_g = block->g; \
2151 colors_b = block->b \
2152
2153#define shade_blocks_textured_modulated_unshaded_block_load() \
2154
2155#define shade_blocks_textured_modulate_dithered(component) \
2156 pixels_##component = block->dither_offsets; \
2157 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2158
2159#define shade_blocks_textured_modulate_undithered(component) \
2160 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2161
2162#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2163void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2164 psx_gpu_struct *psx_gpu) \
2165{ \
2166 block_struct *block = psx_gpu->blocks; \
2167 u32 num_blocks = psx_gpu->num_blocks; \
2168 vec_8x16u texels; \
2169 \
2170 vec_8x8u texels_r; \
2171 vec_8x8u texels_g; \
2172 vec_8x8u texels_b; \
2173 \
2174 vec_8x8u colors_r; \
2175 vec_8x8u colors_g; \
2176 vec_8x8u colors_b; \
2177 \
2178 vec_8x8u pixels_r_low; \
2179 vec_8x8u pixels_g_low; \
2180 vec_8x8u pixels_b_low; \
2181 vec_8x16u pixels; \
2182 \
2183 vec_8x16u pixels_r; \
2184 vec_8x16u pixels_g; \
2185 vec_8x16u pixels_b; \
2186 \
2187 vec_8x16u draw_mask; \
2188 vec_8x16u zero_mask; \
2189 \
2190 vec_8x8u d64_0x07; \
2191 vec_8x8u d64_0x1F; \
2192 vec_8x8u d64_1; \
2193 vec_8x8u d64_4; \
2194 vec_8x8u d64_128; \
2195 \
2196 vec_8x16u d128_0x8000; \
2197 \
2198 vec_8x16u test_mask = psx_gpu->test_mask; \
2199 u32 draw_mask_bits; \
2200 shade_blocks_load_msb_mask_##target(); \
2201 \
2202 dup_8x8b(d64_0x07, 0x07); \
2203 dup_8x8b(d64_0x1F, 0x1F); \
2204 dup_8x8b(d64_1, 1); \
2205 dup_8x8b(d64_4, 4); \
2206 dup_8x8b(d64_128, 128); \
2207 \
2208 dup_8x16b(d128_0x8000, 0x8000); \
2209 \
3867c6ef
E
2210 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2211 target); \
75e28f62
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2212 \
2213 while(num_blocks) \
2214 { \
2215 draw_mask_bits = block->draw_mask_bits; \
2216 dup_8x16b(draw_mask, draw_mask_bits); \
2217 tst_8x16b(draw_mask, draw_mask, test_mask); \
2218 \
2219 shade_blocks_textured_modulated_##shading##_block_load(); \
2220 \
2221 texels = block->texels; \
2222 \
2223 mov_narrow_8x16b(texels_r, texels); \
2224 shr_narrow_8x16b(texels_g, texels, 5); \
2225 shr_narrow_8x16b(texels_b, texels, 7); \
2226 \
2227 and_8x8b(texels_r, texels_r, d64_0x1F); \
2228 and_8x8b(texels_g, texels_g, d64_0x1F); \
2229 shr_8x8b(texels_b, texels_b, 3); \
2230 \
2231 shade_blocks_textured_modulate_##dithering(r); \
2232 shade_blocks_textured_modulate_##dithering(g); \
2233 shade_blocks_textured_modulate_##dithering(b); \
2234 \
2235 cmpeqz_8x16b(zero_mask, texels); \
2236 and_8x16b(pixels, texels, d128_0x8000); \
2237 \
2238 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2239 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2240 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2241 \
2242 or_8x16b(zero_mask, draw_mask, zero_mask); \
2243 \
2244 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2245 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2246 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2247 \
2248 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2249 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2250 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2251 \
2252 shade_blocks_store_##target(zero_mask, pixels); \
2253 \
2254 num_blocks--; \
2255 block++; \
2256 } \
2257} \
2258
2bbbb7af 2259#ifndef NEON_BUILD
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2260
2261shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2262shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2263shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2264shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2265
2266shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2267shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2268shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2269shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2270
2271#endif
2272
2273
2274#define shade_blocks_textured_unmodulated_builder(target) \
2275void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2276{ \
2277 block_struct *block = psx_gpu->blocks; \
2278 u32 num_blocks = psx_gpu->num_blocks; \
2279 vec_8x16u draw_mask; \
2280 vec_8x16u test_mask = psx_gpu->test_mask; \
2281 u32 draw_mask_bits; \
2282 \
2283 vec_8x16u pixels; \
2284 shade_blocks_load_msb_mask_##target(); \
2285 \
2286 while(num_blocks) \
2287 { \
2288 vec_8x16u zero_mask; \
2289 \
2290 draw_mask_bits = block->draw_mask_bits; \
2291 dup_8x16b(draw_mask, draw_mask_bits); \
2292 tst_8x16b(draw_mask, draw_mask, test_mask); \
2293 \
2294 pixels = block->texels; \
2295 \
2296 cmpeqz_8x16b(zero_mask, pixels); \
2297 or_8x16b(zero_mask, draw_mask, zero_mask); \
2298 \
2299 shade_blocks_store_##target(zero_mask, pixels); \
2300 \
2301 num_blocks--; \
2302 block++; \
2303 } \
2304} \
2305
3867c6ef
E
2306#define shade_blocks_textured_unmodulated_dithered_builder(target) \
2307void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2308 *psx_gpu) \
2309{ \
2310 block_struct *block = psx_gpu->blocks; \
2311 u32 num_blocks = psx_gpu->num_blocks; \
2312 vec_8x16u draw_mask; \
2313 vec_8x16u test_mask = psx_gpu->test_mask; \
2314 u32 draw_mask_bits; \
2315 \
2316 vec_8x16u pixels; \
2317 shade_blocks_load_msb_mask_##target(); \
2318 \
2319 while(num_blocks) \
2320 { \
2321 vec_8x16u zero_mask; \
2322 \
2323 draw_mask_bits = block->draw_mask_bits; \
2324 dup_8x16b(draw_mask, draw_mask_bits); \
2325 tst_8x16b(draw_mask, draw_mask, test_mask); \
2326 \
2327 pixels = block->texels; \
2328 \
2329 cmpeqz_8x16b(zero_mask, pixels); \
2330 or_8x16b(zero_mask, draw_mask, zero_mask); \
2331 \
2332 shade_blocks_store_##target(zero_mask, pixels); \
2333 \
2334 num_blocks--; \
2335 block++; \
2336 } \
2337} \
75e28f62 2338
2bbbb7af 2339#ifndef NEON_BUILD
75e28f62
E
2340
2341shade_blocks_textured_unmodulated_builder(indirect)
2342shade_blocks_textured_unmodulated_builder(direct)
2343
75e28f62
E
2344void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2345{
2346}
2347
2348void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2349{
2350 block_struct *block = psx_gpu->blocks;
2351 u32 num_blocks = psx_gpu->num_blocks;
2352
2353 vec_8x16u pixels = block->pixels;
2354 shade_blocks_load_msb_mask_direct();
2355
2356 while(num_blocks)
2357 {
2358 shade_blocks_store_direct(block->draw_mask, pixels);
2359
2360 num_blocks--;
2361 block++;
2362 }
2363}
2364
2365#endif
2366
2367void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2368{
2369}
2370
2371
2372#define blend_blocks_mask_evaluate_on() \
2373 vec_8x16u mask_pixels; \
2374 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2375 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2376
2377#define blend_blocks_mask_evaluate_off() \
2378
2379#define blend_blocks_average() \
2380{ \
2381 vec_8x16u pixels_no_msb; \
2382 vec_8x16u fb_pixels_no_msb; \
2383 \
2384 vec_8x16u d128_0x0421; \
2385 vec_8x16u d128_0x8000; \
2386 \
2387 dup_8x16b(d128_0x0421, 0x0421); \
2388 dup_8x16b(d128_0x8000, 0x8000); \
2389 \
2390 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2391 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2392 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2393 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2394 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2395 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2396} \
2397
2398#define blend_blocks_add() \
2399{ \
2400 vec_8x16u pixels_rb, pixels_g; \
2401 vec_8x16u fb_rb, fb_g; \
2402 \
2403 vec_8x16u d128_0x7C1F; \
2404 vec_8x16u d128_0x03E0; \
2405 \
2406 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2407 dup_8x16b(d128_0x03E0, 0x03E0); \
2408 \
2409 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2410 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2411 \
2412 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2413 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2414 \
2415 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2416 add_8x16b(fb_g, fb_g, pixels_g); \
2417 \
2418 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2419 vector_cast(vec_16x8u, d128_0x7C1F)); \
2420 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2421 \
2422 or_8x16b(blend_pixels, fb_rb, fb_g); \
2423} \
2424
2425#define blend_blocks_subtract() \
2426{ \
2427 vec_8x16u pixels_rb, pixels_g; \
2428 vec_8x16u fb_rb, fb_g; \
2429 \
2430 vec_8x16u d128_0x7C1F; \
2431 vec_8x16u d128_0x03E0; \
2432 \
2433 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2434 dup_8x16b(d128_0x03E0, 0x03E0); \
2435 \
2436 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2437 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2438 \
2439 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2440 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2441 \
2442 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2443 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2444 subs_8x16b(fb_g, fb_g, pixels_g); \
2445 \
2446 or_8x16b(blend_pixels, fb_rb, fb_g); \
2447} \
2448
2449#define blend_blocks_add_fourth() \
2450{ \
2451 vec_8x16u pixels_rb, pixels_g; \
2452 vec_8x16u pixels_fourth; \
2453 vec_8x16u fb_rb, fb_g; \
2454 \
2455 vec_8x16u d128_0x7C1F; \
2456 vec_8x16u d128_0x1C07; \
2457 vec_8x16u d128_0x03E0; \
2458 vec_8x16u d128_0x00E0; \
2459 \
2460 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2461 dup_8x16b(d128_0x1C07, 0x1C07); \
2462 dup_8x16b(d128_0x03E0, 0x03E0); \
2463 dup_8x16b(d128_0x00E0, 0x00E0); \
2464 \
2465 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2466 \
2467 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2468 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2469 \
2470 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2471 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2472 \
2473 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2474 add_8x16b(fb_g, fb_g, pixels_g); \
2475 \
2476 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2477 vector_cast(vec_16x8u, d128_0x7C1F)); \
2478 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2479 \
2480 or_8x16b(blend_pixels, fb_rb, fb_g); \
2481} \
2482
2483#define blend_blocks_blended_combine_textured() \
2484{ \
2485 vec_8x16u blend_mask; \
2486 cmpltz_8x16b(blend_mask, pixels); \
2487 \
2488 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2489 bif_8x16b(blend_pixels, pixels, blend_mask); \
2490} \
2491
2492#define blend_blocks_blended_combine_untextured() \
2493
2494
2495#define blend_blocks_body_blend(blend_mode, texturing) \
2496{ \
2497 blend_blocks_##blend_mode(); \
2498 blend_blocks_blended_combine_##texturing(); \
2499} \
2500
2501#define blend_blocks_body_average(texturing) \
2502 blend_blocks_body_blend(average, texturing) \
2503
2504#define blend_blocks_body_add(texturing) \
2505 blend_blocks_body_blend(add, texturing) \
2506
2507#define blend_blocks_body_subtract(texturing) \
2508 blend_blocks_body_blend(subtract, texturing) \
2509
2510#define blend_blocks_body_add_fourth(texturing) \
2511 blend_blocks_body_blend(add_fourth, texturing) \
2512
2513#define blend_blocks_body_unblended(texturing) \
2514 blend_pixels = pixels \
2515
2516
2517#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2518void \
2519 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2520 *psx_gpu) \
2521{ \
2522 block_struct *block = psx_gpu->blocks; \
2523 u32 num_blocks = psx_gpu->num_blocks; \
2524 vec_8x16u draw_mask; \
2525 vec_8x16u pixels; \
2526 vec_8x16u blend_pixels; \
2527 vec_8x16u framebuffer_pixels; \
2528 vec_8x16u msb_mask; \
2529 \
2530 u16 *fb_ptr; \
2531 \
2532 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2533 \
2534 while(num_blocks) \
2535 { \
2536 pixels = block->pixels; \
2537 draw_mask = block->draw_mask; \
2538 fb_ptr = block->fb_ptr; \
2539 \
2540 load_8x16b(framebuffer_pixels, fb_ptr); \
2541 \
2542 blend_blocks_mask_evaluate_##mask_evaluate(); \
2543 blend_blocks_body_##blend_mode(texturing); \
2544 \
2545 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2546 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2547 store_8x16b(framebuffer_pixels, fb_ptr); \
2548 \
2549 blend_blocks++; \
2550 num_blocks--; \
2551 block++; \
2552 } \
2553} \
2554
2bbbb7af 2555#ifndef NEON_BUILD
75e28f62
E
2556
2557void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2558{
2559}
2560
2561blend_blocks_builder(textured, average, off);
2562blend_blocks_builder(textured, average, on);
2563blend_blocks_builder(textured, add, off);
2564blend_blocks_builder(textured, add, on);
2565blend_blocks_builder(textured, subtract, off);
2566blend_blocks_builder(textured, subtract, on);
2567blend_blocks_builder(textured, add_fourth, off);
2568blend_blocks_builder(textured, add_fourth, on);
2569
2570blend_blocks_builder(untextured, average, off);
2571blend_blocks_builder(untextured, average, on);
2572blend_blocks_builder(untextured, add, off);
2573blend_blocks_builder(untextured, add, on);
2574blend_blocks_builder(untextured, subtract, off);
2575blend_blocks_builder(untextured, subtract, on);
2576blend_blocks_builder(untextured, add_fourth, off);
2577blend_blocks_builder(untextured, add_fourth, on);
2578
2579blend_blocks_builder(textured, unblended, on);
2580
2581#endif
2582
2583
2584#define vertex_swap(_a, _b) \
2585{ \
2586 vertex_struct *temp_vertex = _a; \
2587 _a = _b; \
2588 _b = temp_vertex; \
2589 triangle_winding ^= 1; \
2590} \
2591
2592
2593// Setup blocks parametric-variables:
2594// SHADE TEXTURE_MAP SWIZZLING
2595// 0 0 x
2596// 0 1 0
2597// 0 1 1
2598// 1 0 x
2599// 1 1 0
2600// 1 1 1
2601// 8 inputs, 6 combinations
2602
2603#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2604 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2605
2606#define setup_blocks_switch_untextured_shaded(dithering, target) \
2607 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2608
2609#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2610 target) \
2611 setup_blocks_switch_untextured_##shading(dithering, target) \
2612
2613#define setup_blocks_switch_texture_mode_4bpp(shading) \
2614 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2615
2616#define setup_blocks_switch_texture_mode_8bpp(shading) \
2617 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2618
2619#define setup_blocks_switch_texture_mode_16bpp(shading) \
2620 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2621
2622#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2623 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2624
2625#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2626 dithering, mask_evaluate) \
2627 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2628
2629#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2630 dithering) \
2631 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2632
2633#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2634 dithering) \
2635 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2636
2637#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2638 dithering, mask_evaluate) \
2639 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2640 texture_mode, dithering) \
2641
2642#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2643 blending, mask_evaluate) \
2644 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2645 dithering, mask_evaluate) \
2646
2647
2648// Texture blocks:
2649
2650#define texture_blocks_switch_untextured(texture_mode) \
2651 texture_blocks_untextured \
2652
2653#define texture_blocks_switch_textured(texture_mode) \
2654 texture_blocks_##texture_mode \
2655
2656#define texture_blocks_switch(texturing, texture_mode) \
2657 texture_blocks_switch_##texturing(texture_mode) \
2658
2659
2660// Shade blocks parametric-variables:
2661// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2662// 0 0 x x
2663// 0 1 0 0
2664// 0 1 0 1
2665// x 1 1 x
2666// 1 0 x 0
2667// 1 0 x 1
2668// 1 1 0 0
2669// 1 1 0 1
2670// 16 inputs, 8 combinations
2671
2672#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2673 shade_blocks_unshaded_untextured_##target \
2674
2675#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2676 shade_blocks_textured_unmodulated_##target \
2677
2678#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2679 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2680
2681#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2682 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2683
2684#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2685 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2686
2687#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2688 shade_blocks_shaded_untextured \
2689
2690#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2691 shade_blocks_textured_unmodulated_##target \
2692
2693#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2694 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2695
2696#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2697 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2698
2699#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2700 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2701
2702#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2703 dithering) \
2704 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2705
2706#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2707 dithering) \
2708 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2709
2710#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2711 mask_evaluate) \
2712 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2713
2714#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2715 dithering, mask_evaluate) \
2716 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2717 dithering) \
2718
2719#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2720 blending, mask_evaluate) \
2721 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2722 mask_evaluate) \
2723
2724
2725// Blend blocks parametric-variables:
2726// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2727// x 0 x x 0
2728// x 0 x x 1
2729// 0 1 0 0 0
2730// 0 1 0 0 1
2731// 0 1 0 1 0
2732// 0 1 0 1 1
2733// 0 1 1 0 0
2734// 0 1 1 0 1
2735// 0 1 1 1 0
2736// 0 1 1 1 1
2737// 1 1 0 0 0
2738// 1 1 0 0 1
2739// 1 1 0 1 0
2740// 1 1 0 1 1
2741// 1 1 1 0 0
2742// 1 1 1 0 1
2743// 1 1 1 1 0
2744// 1 1 1 1 1
2745// 32 inputs, 18 combinations
2746
2747#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2748 blend_blocks_textured_unblended_##mask_evaluate \
2749
2750#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2751 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2752
2753#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2754 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2755
2756
2757#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2758 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2759{ \
2760 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2761 mask_evaluate), \
2762 texture_blocks_switch(texturing, texture_mode), \
2763 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2764 mask_evaluate), \
2765 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2766} \
2767
2768#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2769 mask_evaluate, shading, dithering, texturing, blending) \
2770 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2771 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2772 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2773 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2774
2775#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2776 mask_evaluate, shading, dithering, texturing) \
2777 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2778 mask_evaluate, shading, dithering, texturing, unblended), \
2779 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2780 mask_evaluate, shading, dithering, texturing, blended) \
2781
2782#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2783 mask_evaluate, shading, dithering) \
2784 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2785 mask_evaluate, shading, dithering, untextured), \
2786 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2787 mask_evaluate, shading, dithering, textured) \
2788
2789#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2790 mask_evaluate, shading) \
2791 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2792 mask_evaluate, shading, undithered), \
2793 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2794 mask_evaluate, shading, dithered) \
2795
2796#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2797 mask_evaluate) \
2798 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2799 unshaded), \
2800 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2801 shaded) \
2802
2803#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2804 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2805 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2806
2807#define render_blocks_switch_block_texture_mode(texture_mode) \
2808 render_blocks_switch_block_blend_mode(texture_mode, average), \
2809 render_blocks_switch_block_blend_mode(texture_mode, add), \
2810 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2811 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2812
2813#define render_blocks_switch_block() \
2814 render_blocks_switch_block_texture_mode(4bpp), \
2815 render_blocks_switch_block_texture_mode(8bpp), \
2816 render_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 2817 render_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
2818
2819
2820render_block_handler_struct render_triangle_block_handlers[] =
2821{
2822 render_blocks_switch_block()
2823};
2824
2825#undef render_blocks_switch_block_modulation
2826
2827#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2828 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2829 "render flags:\n" \
2830 "texture mode: " #texture_mode "\n" \
2831 "blend mode: " #blend_mode "\n" \
2832 "mask evaluation: " #mask_evaluate "\n" \
2833 #shading "\n" \
2834 #dithering "\n" \
2835 #texturing "\n" \
2836 #blending "\n" \
2837 #modulation "\n" \
2838
2839char *render_block_flag_strings[] =
2840{
2841 render_blocks_switch_block()
2842};
2843
2844
2845#define triangle_y_direction_up 1
2846#define triangle_y_direction_flat 2
2847#define triangle_y_direction_down 0
2848
2849#define triangle_winding_positive 0
2850#define triangle_winding_negative 1
2851
2852#define triangle_set_direction(direction_variable, value) \
2853 u32 direction_variable = (u32)(value) >> 31; \
2854 if(value == 0) \
2855 direction_variable = 2 \
2856
2857#define triangle_case(direction_a, direction_b, direction_c, winding) \
2858 case (triangle_y_direction_##direction_a | \
2859 (triangle_y_direction_##direction_b << 2) | \
2860 (triangle_y_direction_##direction_c << 4) | \
2861 (triangle_winding_##winding << 6)) \
2862
c1817bd9 2863static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2864 vertex_struct *vertexes_out[3])
75e28f62
E
2865{
2866 s32 y_top, y_bottom;
2867 s32 triangle_area;
2868 u32 triangle_winding = 0;
2869
2870 vertex_struct *a = &(vertexes[0]);
2871 vertex_struct *b = &(vertexes[1]);
2872 vertex_struct *c = &(vertexes[2]);
2873
2874 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2875
3867c6ef 2876#ifdef PROFILE
75e28f62 2877 triangles++;
3867c6ef 2878#endif
75e28f62
E
2879
2880 if(triangle_area == 0)
2881 {
3867c6ef 2882#ifdef PROFILE
75e28f62 2883 trivial_rejects++;
3867c6ef 2884#endif
c1817bd9 2885 return 0;
75e28f62
E
2886 }
2887
2888 if(b->y < a->y)
2889 vertex_swap(a, b);
2890
2891 if(c->y < b->y)
2892 {
2893 vertex_swap(b, c);
2894
2895 if(b->y < a->y)
2896 vertex_swap(a, b);
2897 }
2898
2899 y_bottom = c->y;
2900 y_top = a->y;
2901
2902 if((y_bottom - y_top) >= 512)
2903 {
3867c6ef 2904#ifdef PROFILE
75e28f62 2905 trivial_rejects++;
3867c6ef 2906#endif
c1817bd9 2907 return 0;
75e28f62
E
2908 }
2909
2910 if(triangle_area < 0)
2911 {
2912 triangle_area = -triangle_area;
2913 triangle_winding ^= 1;
2914 vertex_swap(a, c);
2915 }
2916
2917 if(b->x < a->x)
2918 vertex_swap(a, b);
2919
2920 if(c->x < b->x)
2921 {
2922 vertex_swap(b, c);
2923
2924 if(b->x < a->x)
2925 vertex_swap(a, b);
2926 }
2927
af044cbf 2928 if((c->x - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024)
75e28f62 2929 {
3867c6ef 2930#ifdef PROFILE
75e28f62 2931 trivial_rejects++;
3867c6ef 2932#endif
c1817bd9 2933 return 0;
75e28f62
E
2934 }
2935
2936 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2937 y_bottom) == 0)
2938 {
3867c6ef 2939#ifdef PROFILE
75e28f62 2940 trivial_rejects++;
3867c6ef 2941#endif
c1817bd9 2942 return 0;
75e28f62
E
2943 }
2944
75e28f62
E
2945 psx_gpu->triangle_area = triangle_area;
2946 psx_gpu->triangle_winding = triangle_winding;
2947
c1817bd9 2948 vertexes_out[0] = a;
2949 vertexes_out[1] = b;
2950 vertexes_out[2] = c;
2951
2952 return 1;
2953}
2954
2955static void render_triangle_p(psx_gpu_struct *psx_gpu,
2956 vertex_struct *vertex_ptrs[3], u32 flags)
2957{
2958 psx_gpu->num_spans = 0;
2959
2960 vertex_struct *a = vertex_ptrs[0];
2961 vertex_struct *b = vertex_ptrs[1];
2962 vertex_struct *c = vertex_ptrs[2];
2963
75e28f62
E
2964 s32 y_delta_a = b->y - a->y;
2965 s32 y_delta_b = c->y - b->y;
2966 s32 y_delta_c = c->y - a->y;
2967
2968 triangle_set_direction(y_direction_a, y_delta_a);
2969 triangle_set_direction(y_direction_b, y_delta_b);
2970 triangle_set_direction(y_direction_c, y_delta_c);
2971
2972 compute_all_gradients(psx_gpu, a, b, c);
2973
2974 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
c1817bd9 2975 (psx_gpu->triangle_winding << 6))
75e28f62
E
2976 {
2977 triangle_case(up, up, up, negative):
2978 triangle_case(up, up, flat, negative):
2979 triangle_case(up, up, down, negative):
2980 setup_spans_up_right(psx_gpu, a, b, c);
2981 break;
2982
2983 triangle_case(flat, up, up, negative):
2984 triangle_case(flat, up, flat, negative):
2985 triangle_case(flat, up, down, negative):
2986 setup_spans_up_a(psx_gpu, a, b, c);
2987 break;
2988
2989 triangle_case(down, up, up, negative):
2990 setup_spans_up_down(psx_gpu, a, c, b);
2991 break;
2992
2993 triangle_case(down, up, flat, negative):
2994 setup_spans_down_a(psx_gpu, a, c, b);
2995 break;
2996
2997 triangle_case(down, up, down, negative):
2998 setup_spans_down_right(psx_gpu, a, c, b);
2999 break;
3000
3001 triangle_case(down, flat, up, negative):
3002 triangle_case(down, flat, flat, negative):
3003 triangle_case(down, flat, down, negative):
3004 setup_spans_down_b(psx_gpu, a, b, c);
3005 break;
3006
3007 triangle_case(down, down, up, negative):
3008 triangle_case(down, down, flat, negative):
3009 triangle_case(down, down, down, negative):
3010 setup_spans_down_left(psx_gpu, a, b, c);
3011 break;
3012
3013 triangle_case(up, up, up, positive):
3014 triangle_case(up, up, flat, positive):
3015 triangle_case(up, up, down, positive):
3016 setup_spans_up_left(psx_gpu, a, b, c);
3017 break;
3018
3019 triangle_case(up, flat, up, positive):
3020 triangle_case(up, flat, flat, positive):
3021 triangle_case(up, flat, down, positive):
3022 setup_spans_up_b(psx_gpu, a, b, c);
3023 break;
3024
3025 triangle_case(up, down, up, positive):
3026 setup_spans_up_right(psx_gpu, a, c, b);
3027 break;
3028
3029 triangle_case(up, down, flat, positive):
3030 setup_spans_up_a(psx_gpu, a, c, b);
3031 break;
3032
3033 triangle_case(up, down, down, positive):
3034 setup_spans_up_down(psx_gpu, a, b, c);
3035 break;
3036
3037 triangle_case(flat, down, up, positive):
3038 triangle_case(flat, down, flat, positive):
3039 triangle_case(flat, down, down, positive):
3040 setup_spans_down_a(psx_gpu, a, b, c);
3041 break;
3042
3043 triangle_case(down, down, up, positive):
3044 triangle_case(down, down, flat, positive):
3045 triangle_case(down, down, down, positive):
3046 setup_spans_down_right(psx_gpu, a, b, c);
3047 break;
3048 }
3049
3867c6ef 3050#ifdef PROFILE
75e28f62 3051 spans += psx_gpu->num_spans;
3867c6ef 3052#endif
75e28f62 3053
f1359c57 3054 if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
69b09c0d
E
3055 {
3056 u32 i;
3057
f1359c57 3058 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
69b09c0d
E
3059 {
3060 for(i = 0; i < psx_gpu->num_spans; i++)
3061 {
3062 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3063 psx_gpu->span_edge_data[i].num_blocks = 0;
3064 }
3065 }
3066 else
3067 {
3068 for(i = 0; i < psx_gpu->num_spans; i++)
3069 {
3070 if(psx_gpu->span_edge_data[i].y & 1)
3071 psx_gpu->span_edge_data[i].num_blocks = 0;
3072 }
3073 }
3074 }
2d658c89 3075 assert(psx_gpu->span_edge_data[0].y < 1024u);
69b09c0d 3076
75e28f62
E
3077 u32 render_state = flags &
3078 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3079 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3080 render_state |= psx_gpu->render_state_base;
3081
3082 if((psx_gpu->render_state != render_state) ||
3083 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3084 {
3085 psx_gpu->render_state = render_state;
3086 flush_render_block_buffer(psx_gpu);
3867c6ef 3087#ifdef PROFILE
75e28f62 3088 state_changes++;
3867c6ef 3089#endif
75e28f62
E
3090 }
3091
3092 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3093
3094 psx_gpu->render_block_handler =
3095 &(render_triangle_block_handlers[render_state]);
3096 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3097 (psx_gpu);
3098}
3099
c1817bd9 3100void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3101 u32 flags)
3102{
3103 vertex_struct *vertex_ptrs[3];
3104 if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs))
3105 render_triangle_p(psx_gpu, vertex_ptrs, flags);
3106}
3107
a2cb152a 3108#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
75e28f62
E
3109
3110void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3111{
3112 block_struct *block = psx_gpu->blocks;
3113 u32 num_blocks = psx_gpu->num_blocks;
3114
3115 vec_8x16u texels;
3116 vec_8x8u texel_indexes;
3117
3118 u16 *clut_ptr = psx_gpu->clut_ptr;
3119 u32 i;
3120
3121 while(num_blocks)
3122 {
3123 texel_indexes = block->r;
3124
3125 for(i = 0; i < 8; i++)
3126 {
3127 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3128 }
3129
3130 block->texels = texels;
3131
3132 num_blocks--;
3133 block++;
3134 }
3135}
3136
3137#endif
3138
3139
59d15d23 3140#define setup_sprite_tiled_initialize_4bpp_clut() \
75e28f62
E
3141 u16 *clut_ptr = psx_gpu->clut_ptr; \
3142 vec_8x16u clut_a, clut_b; \
3143 vec_16x8u clut_low, clut_high; \
3144 \
3145 load_8x16b(clut_a, clut_ptr); \
3146 load_8x16b(clut_b, clut_ptr + 8); \
59d15d23 3147 unzip_16x8b(clut_low, clut_high, clut_a, clut_b) \
3148
3149#define setup_sprite_tiled_initialize_4bpp() \
3150 setup_sprite_tiled_initialize_4bpp_clut(); \
75e28f62
E
3151 \
3152 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3153 update_texture_4bpp_cache(psx_gpu) \
3154
3155#define setup_sprite_tiled_initialize_8bpp() \
3156 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3157 update_texture_8bpp_cache(psx_gpu) \
3158
3159
3160#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
df740cdc 3161 texture_block_ptr = (u8 *)psx_gpu->texture_page_ptr + \
75e28f62
E
3162 ((texture_offset + offset) & texture_mask); \
3163 \
3164 load_64b(texels, texture_block_ptr) \
3165
3166
75e28f62
E
3167#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3168 num_blocks += tile_num_blocks; \
3169 sprite_blocks += tile_num_blocks; \
3170 \
3171 if(num_blocks > MAX_BLOCKS) \
3172 { \
3173 flush_render_block_buffer(psx_gpu); \
3174 num_blocks = tile_num_blocks; \
3175 block = psx_gpu->blocks; \
3176 } \
3177
3178#define setup_sprite_tile_full_4bpp(edge) \
3179{ \
3180 vec_8x8u texels_low, texels_high; \
3181 vec_8x16u pixels; \
3182 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3183 \
3184 while(sub_tile_height) \
3185 { \
3186 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3187 tbl_16(texels_low, texels, clut_low); \
3188 tbl_16(texels_high, texels, clut_high); \
3189 zip_8x16b(pixels, texels_low, texels_high); \
3190 \
3191 block->texels = pixels; \
3192 block->draw_mask_bits = left_mask_bits; \
3193 block->fb_ptr = fb_ptr; \
3194 block++; \
3195 \
3196 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3197 tbl_16(texels_low, texels, clut_low); \
3198 tbl_16(texels_high, texels, clut_high); \
3199 zip_8x16b(pixels, texels_low, texels_high); \
3200 \
3201 block->texels = pixels; \
3202 block->draw_mask_bits = right_mask_bits; \
3203 block->fb_ptr = fb_ptr + 8; \
3204 block++; \
3205 \
3206 fb_ptr += 1024; \
3207 texture_offset += 0x10; \
3208 sub_tile_height--; \
3209 } \
3210 texture_offset += 0xF00; \
3211 psx_gpu->num_blocks = num_blocks; \
3212} \
3213
3214#define setup_sprite_tile_half_4bpp(edge) \
3215{ \
3216 vec_8x8u texels_low, texels_high; \
3217 vec_8x16u pixels; \
3218 setup_sprite_tile_add_blocks(sub_tile_height); \
3219 \
3220 while(sub_tile_height) \
3221 { \
3222 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3223 tbl_16(texels_low, texels, clut_low); \
3224 tbl_16(texels_high, texels, clut_high); \
3225 zip_8x16b(pixels, texels_low, texels_high); \
3226 \
3227 block->texels = pixels; \
3228 block->draw_mask_bits = edge##_mask_bits; \
3229 block->fb_ptr = fb_ptr; \
3230 block++; \
3231 \
3232 fb_ptr += 1024; \
3233 texture_offset += 0x10; \
3234 sub_tile_height--; \
3235 } \
3236 texture_offset += 0xF00; \
3237 psx_gpu->num_blocks = num_blocks; \
3238} \
3239
3240
3241#define setup_sprite_tile_full_8bpp(edge) \
3242{ \
3243 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3244 \
3245 while(sub_tile_height) \
3246 { \
3247 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3248 block->r = texels; \
3249 block->draw_mask_bits = left_mask_bits; \
3250 block->fb_ptr = fb_ptr; \
3251 block++; \
3252 \
3253 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3254 block->r = texels; \
3255 block->draw_mask_bits = right_mask_bits; \
3256 block->fb_ptr = fb_ptr + 8; \
3257 block++; \
3258 \
3259 fb_ptr += 1024; \
3260 texture_offset += 0x10; \
3261 sub_tile_height--; \
3262 } \
3263 texture_offset += 0xF00; \
3264 psx_gpu->num_blocks = num_blocks; \
3265} \
3266
3267#define setup_sprite_tile_half_8bpp(edge) \
3268{ \
df740cdc 3269 setup_sprite_tile_add_blocks(sub_tile_height); \
75e28f62
E
3270 \
3271 while(sub_tile_height) \
3272 { \
3273 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3274 block->r = texels; \
3275 block->draw_mask_bits = edge##_mask_bits; \
3276 block->fb_ptr = fb_ptr; \
3277 block++; \
3278 \
3279 fb_ptr += 1024; \
3280 texture_offset += 0x10; \
3281 sub_tile_height--; \
3282 } \
3283 texture_offset += 0xF00; \
3284 psx_gpu->num_blocks = num_blocks; \
3285} \
3286
3287
3288#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3289 texture_offset = texture_offset_base + 8; \
3290 fb_ptr += 8 \
3291
3292#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3293 texture_offset = texture_offset_base \
3294
3295#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3296 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3297
3298#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3299 texture_offset = texture_offset_base \
3300
3301#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3302 fb_ptr -= 8 \
3303
3304#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3305
3306#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3307 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3308
3309#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3310
3311
59d15d23 3312#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode, \
3313 x4mode) \
75e28f62
E
3314do \
3315{ \
3316 sub_tile_height = column_data; \
59d15d23 3317 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3318 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3319 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3320} while(0) \
3321
59d15d23 3322#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode, \
3323 x4mode) \
75e28f62
E
3324do \
3325{ \
3326 u32 tiles_remaining = column_data >> 16; \
3327 sub_tile_height = column_data & 0xFF; \
59d15d23 3328 setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge); \
3329 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3330 tiles_remaining -= 1; \
3331 \
3332 while(tiles_remaining) \
3333 { \
3334 sub_tile_height = 16; \
59d15d23 3335 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
75e28f62
E
3336 tiles_remaining--; \
3337 } \
3338 \
3339 sub_tile_height = (column_data >> 8) & 0xFF; \
59d15d23 3340 setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge); \
3341 setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge); \
75e28f62
E
3342} while(0) \
3343
3344
3345#define setup_sprite_column_data_single() \
3346 column_data = height \
3347
3348#define setup_sprite_column_data_multi() \
3349 column_data = 16 - offset_v; \
3350 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3351 column_data |= (tile_height - 1) << 16 \
3352
3353
59d15d23 3354#define RIGHT_MASK_BIT_SHIFT 8
3355#define RIGHT_MASK_BIT_SHIFT_4x 16
3356
75e28f62 3357#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
59d15d23 3358 edge_mode, edge, x4mode) \
75e28f62
E
3359{ \
3360 setup_sprite_column_data_##multi_height(); \
3361 left_mask_bits = left_block_mask | right_block_mask; \
59d15d23 3362 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3363 \
3364 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
59d15d23 3365 texture_mode, x4mode); \
75e28f62
E
3366} \
3367
3368#define setup_sprite_tiled_advance_column() \
3369 texture_offset_base += 0x100; \
3370 if((texture_offset_base & 0xF00) == 0) \
3371 texture_offset_base -= (0x100 + 0xF00) \
3372
59d15d23 3373#define FB_PTR_MULTIPLIER 1
3374#define FB_PTR_MULTIPLIER_4x 2
3375
75e28f62 3376#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
59d15d23 3377 left_mode, right_mode, x4mode) \
75e28f62
E
3378{ \
3379 setup_sprite_column_data_##multi_height(); \
59d15d23 3380 s32 fb_ptr_advance_column = (16 - (1024 * height)) \
3381 * FB_PTR_MULTIPLIER##x4mode; \
75e28f62
E
3382 \
3383 tile_width -= 2; \
3384 left_mask_bits = left_block_mask; \
59d15d23 3385 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3386 \
3387 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
59d15d23 3388 texture_mode, x4mode); \
75e28f62
E
3389 fb_ptr += fb_ptr_advance_column; \
3390 \
3391 left_mask_bits = 0x00; \
3392 right_mask_bits = 0x00; \
3393 \
3394 while(tile_width) \
3395 { \
3396 setup_sprite_tiled_advance_column(); \
59d15d23 3397 setup_sprite_tile_column_height_##multi_height(full, none, \
3398 texture_mode, x4mode); \
75e28f62
E
3399 fb_ptr += fb_ptr_advance_column; \
3400 tile_width--; \
3401 } \
3402 \
3403 left_mask_bits = right_block_mask; \
59d15d23 3404 right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode; \
75e28f62
E
3405 \
3406 setup_sprite_tiled_advance_column(); \
3407 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
59d15d23 3408 texture_mode, x4mode); \
3409} \
3410
3411
3412/* 4x stuff */
3413#define setup_sprite_tiled_initialize_4bpp_4x() \
3414 setup_sprite_tiled_initialize_4bpp_clut() \
3415
3416#define setup_sprite_tiled_initialize_8bpp_4x() \
3417
3418
3419#define setup_sprite_tile_full_4bpp_4x(edge) \
3420{ \
3421 vec_8x8u texels_low, texels_high; \
3422 vec_8x16u pixels, pixels_wide; \
3423 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3424 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3425 u32 left_mask_bits_b = left_mask_bits >> 8; \
3426 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3427 u32 right_mask_bits_b = right_mask_bits >> 8; \
3428 \
3429 while(sub_tile_height) \
3430 { \
3431 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3432 tbl_16(texels_low, texels, clut_low); \
3433 tbl_16(texels_high, texels, clut_high); \
3434 zip_8x16b(pixels, texels_low, texels_high); \
3435 \
3436 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3437 block->texels = pixels_wide; \
3438 block->draw_mask_bits = left_mask_bits_a; \
3439 block->fb_ptr = fb_ptr; \
3440 block++; \
3441 \
3442 block->texels = pixels_wide; \
3443 block->draw_mask_bits = left_mask_bits_a; \
3444 block->fb_ptr = fb_ptr + 1024; \
3445 block++; \
3446 \
3447 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3448 block->texels = pixels_wide; \
3449 block->draw_mask_bits = left_mask_bits_b; \
3450 block->fb_ptr = fb_ptr + 8; \
3451 block++; \
3452 \
3453 block->texels = pixels_wide; \
3454 block->draw_mask_bits = left_mask_bits_b; \
3455 block->fb_ptr = fb_ptr + 1024 + 8; \
3456 block++; \
3457 \
3458 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3459 tbl_16(texels_low, texels, clut_low); \
3460 tbl_16(texels_high, texels, clut_high); \
3461 zip_8x16b(pixels, texels_low, texels_high); \
3462 \
3463 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3464 block->texels = pixels_wide; \
3465 block->draw_mask_bits = right_mask_bits_a; \
3466 block->fb_ptr = fb_ptr + 16; \
3467 block++; \
3468 \
3469 block->texels = pixels_wide; \
3470 block->draw_mask_bits = right_mask_bits_a; \
3471 block->fb_ptr = fb_ptr + 1024 + 16; \
3472 block++; \
3473 \
3474 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3475 block->texels = pixels_wide; \
3476 block->draw_mask_bits = right_mask_bits_b; \
3477 block->fb_ptr = fb_ptr + 24; \
3478 block++; \
3479 \
3480 block->texels = pixels_wide; \
3481 block->draw_mask_bits = right_mask_bits_b; \
3482 block->fb_ptr = fb_ptr + 1024 + 24; \
3483 block++; \
3484 \
3485 fb_ptr += 2048; \
3486 texture_offset += 0x10; \
3487 sub_tile_height--; \
3488 } \
3489 texture_offset += 0xF00; \
3490 psx_gpu->num_blocks = num_blocks; \
75e28f62
E
3491} \
3492
59d15d23 3493#define setup_sprite_tile_half_4bpp_4x(edge) \
3494{ \
3495 vec_8x8u texels_low, texels_high; \
3496 vec_8x16u pixels, pixels_wide; \
3497 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3498 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3499 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3500 \
3501 while(sub_tile_height) \
3502 { \
3503 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3504 tbl_16(texels_low, texels, clut_low); \
3505 tbl_16(texels_high, texels, clut_high); \
3506 zip_8x16b(pixels, texels_low, texels_high); \
3507 \
3508 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low); \
3509 block->texels = pixels_wide; \
3510 block->draw_mask_bits = edge##_mask_bits_a; \
3511 block->fb_ptr = fb_ptr; \
3512 block++; \
3513 \
3514 block->texels = pixels_wide; \
3515 block->draw_mask_bits = edge##_mask_bits_a; \
3516 block->fb_ptr = fb_ptr + 1024; \
3517 block++; \
3518 \
3519 zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high); \
3520 block->texels = pixels_wide; \
3521 block->draw_mask_bits = edge##_mask_bits_b; \
3522 block->fb_ptr = fb_ptr + 8; \
3523 block++; \
3524 \
3525 block->texels = pixels_wide; \
3526 block->draw_mask_bits = edge##_mask_bits_b; \
3527 block->fb_ptr = fb_ptr + 1024 + 8; \
3528 block++; \
3529 \
3530 fb_ptr += 2048; \
3531 texture_offset += 0x10; \
3532 sub_tile_height--; \
3533 } \
3534 texture_offset += 0xF00; \
3535 psx_gpu->num_blocks = num_blocks; \
3536} \
75e28f62 3537
59d15d23 3538
3539#define setup_sprite_tile_full_8bpp_4x(edge) \
3540{ \
3541 setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4); \
3542 vec_16x8u texels_wide; \
3543 u32 left_mask_bits_a = left_mask_bits & 0xFF; \
3544 u32 left_mask_bits_b = left_mask_bits >> 8; \
3545 u32 right_mask_bits_a = right_mask_bits & 0xFF; \
3546 u32 right_mask_bits_b = right_mask_bits >> 8; \
3547 \
3548 while(sub_tile_height) \
3549 { \
3550 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3551 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3552 block->r = texels_wide.low; \
3553 block->draw_mask_bits = left_mask_bits_a; \
3554 block->fb_ptr = fb_ptr; \
3555 block++; \
3556 \
3557 block->r = texels_wide.low; \
3558 block->draw_mask_bits = left_mask_bits_a; \
3559 block->fb_ptr = fb_ptr + 1024; \
3560 block++; \
3561 \
3562 block->r = texels_wide.high; \
3563 block->draw_mask_bits = left_mask_bits_b; \
3564 block->fb_ptr = fb_ptr + 8; \
3565 block++; \
3566 \
3567 block->r = texels_wide.high; \
3568 block->draw_mask_bits = left_mask_bits_b; \
3569 block->fb_ptr = fb_ptr + 1024 + 8; \
3570 block++; \
3571 \
3572 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3573 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3574 block->r = texels_wide.low; \
3575 block->draw_mask_bits = right_mask_bits_a; \
3576 block->fb_ptr = fb_ptr + 16; \
3577 block++; \
3578 \
3579 block->r = texels_wide.low; \
3580 block->draw_mask_bits = right_mask_bits_a; \
3581 block->fb_ptr = fb_ptr + 1024 + 16; \
3582 block++; \
3583 \
3584 block->r = texels_wide.high; \
3585 block->draw_mask_bits = right_mask_bits_b; \
3586 block->fb_ptr = fb_ptr + 24; \
3587 block++; \
3588 \
3589 block->r = texels_wide.high; \
3590 block->draw_mask_bits = right_mask_bits_b; \
3591 block->fb_ptr = fb_ptr + 24 + 1024; \
3592 block++; \
3593 \
3594 fb_ptr += 2048; \
3595 texture_offset += 0x10; \
3596 sub_tile_height--; \
3597 } \
3598 texture_offset += 0xF00; \
3599 psx_gpu->num_blocks = num_blocks; \
3600} \
3601
3602#define setup_sprite_tile_half_8bpp_4x(edge) \
3603{ \
3604 setup_sprite_tile_add_blocks(sub_tile_height * 4); \
3605 vec_16x8u texels_wide; \
3606 u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF; \
3607 u32 edge##_mask_bits_b = edge##_mask_bits >> 8; \
3608 \
3609 while(sub_tile_height) \
3610 { \
3611 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3612 zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels); \
3613 block->r = texels_wide.low; \
3614 block->draw_mask_bits = edge##_mask_bits_a; \
3615 block->fb_ptr = fb_ptr; \
3616 block++; \
3617 \
3618 block->r = texels_wide.low; \
3619 block->draw_mask_bits = edge##_mask_bits_a; \
3620 block->fb_ptr = fb_ptr + 1024; \
3621 block++; \
3622 \
3623 block->r = texels_wide.high; \
3624 block->draw_mask_bits = edge##_mask_bits_b; \
3625 block->fb_ptr = fb_ptr + 8; \
3626 block++; \
3627 \
3628 block->r = texels_wide.high; \
3629 block->draw_mask_bits = edge##_mask_bits_b; \
3630 block->fb_ptr = fb_ptr + 8 + 1024; \
3631 block++; \
3632 \
3633 fb_ptr += 2048; \
3634 texture_offset += 0x10; \
3635 sub_tile_height--; \
3636 } \
3637 texture_offset += 0xF00; \
3638 psx_gpu->num_blocks = num_blocks; \
3639} \
3640
3641
3642#define setup_sprite_tile_column_edge_pre_adjust_half_right_4x() \
3643 texture_offset = texture_offset_base + 8; \
3644 fb_ptr += 16 \
3645
3646#define setup_sprite_tile_column_edge_pre_adjust_half_left_4x() \
3647 texture_offset = texture_offset_base \
3648
3649#define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge) \
3650 setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x() \
3651
3652#define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge) \
3653 texture_offset = texture_offset_base \
3654
3655#define setup_sprite_tile_column_edge_post_adjust_half_right_4x() \
3656 fb_ptr -= 16 \
3657
3658#define setup_sprite_tile_column_edge_post_adjust_half_left_4x() \
3659
3660#define setup_sprite_tile_column_edge_post_adjust_half_4x(edge) \
3661 setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x() \
3662
3663#define setup_sprite_tile_column_edge_post_adjust_full_4x(edge) \
3664
3665
3666#define setup_sprite_offset_u_adjust() \
3667
3668#define setup_sprite_comapre_left_block_mask() \
3669 ((left_block_mask & 0xFF) == 0xFF) \
3670
3671#define setup_sprite_comapre_right_block_mask() \
3672 (((right_block_mask >> 8) & 0xFF) == 0xFF) \
3673
3674
3675#define setup_sprite_offset_u_adjust_4x() \
3676 offset_u *= 2; \
3677 offset_u_right = offset_u_right * 2 + 1 \
3678
3679#define setup_sprite_comapre_left_block_mask_4x() \
3680 ((left_block_mask & 0xFFFF) == 0xFFFF) \
3681
3682#define setup_sprite_comapre_right_block_mask_4x() \
3683 (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) \
3684
3685
3686#define setup_sprite_tiled_builder(texture_mode, x4mode) \
3687void setup_sprite_##texture_mode##x4mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,\
75e28f62
E
3688 s32 u, s32 v, s32 width, s32 height, u32 color) \
3689{ \
3690 s32 offset_u = u & 0xF; \
3691 s32 offset_v = v & 0xF; \
3692 \
3693 s32 width_rounded = offset_u + width + 15; \
3694 s32 height_rounded = offset_v + height + 15; \
3695 s32 tile_height = height_rounded / 16; \
3696 s32 tile_width = width_rounded / 16; \
3697 u32 offset_u_right = width_rounded & 0xF; \
3698 \
59d15d23 3699 setup_sprite_offset_u_adjust##x4mode(); \
3700 \
3701 u32 left_block_mask = ~(0xFFFFFFFF << offset_u); \
3702 u32 right_block_mask = 0xFFFFFFFE << offset_u_right; \
75e28f62
E
3703 \
3704 u32 left_mask_bits; \
3705 u32 right_mask_bits; \
3706 \
3707 u32 sub_tile_height; \
3708 u32 column_data; \
3709 \
3710 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3711 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3712 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3713 ((psx_gpu->texture_mask_height >> 4) << 12); \
3714 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3715 ((v & 0xF0) << 8); \
3716 u32 texture_offset_base = texture_offset; \
3717 u32 control_mask; \
3718 \
59d15d23 3719 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u); \
75e28f62
E
3720 u32 num_blocks = psx_gpu->num_blocks; \
3721 block_struct *block = psx_gpu->blocks + num_blocks; \
3722 \
df740cdc 3723 u8 *texture_block_ptr; \
75e28f62
E
3724 vec_8x8u texels; \
3725 \
59d15d23 3726 setup_sprite_tiled_initialize_##texture_mode##x4mode(); \
75e28f62
E
3727 \
3728 control_mask = tile_width == 1; \
3729 control_mask |= (tile_height == 1) << 1; \
59d15d23 3730 control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2; \
3731 control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3; \
75e28f62
E
3732 \
3733 sprites_##texture_mode++; \
3734 \
3735 switch(control_mask) \
3736 { \
3737 default: \
3738 case 0x0: \
59d15d23 3739 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full, \
3740 x4mode); \
75e28f62
E
3741 break; \
3742 \
3743 case 0x1: \
59d15d23 3744 setup_sprite_tile_column_width_single(texture_mode, multi, full, none, \
3745 x4mode); \
75e28f62
E
3746 break; \
3747 \
3748 case 0x2: \
59d15d23 3749 setup_sprite_tile_column_width_multi(texture_mode, single, full, full, \
3750 x4mode); \
75e28f62
E
3751 break; \
3752 \
3753 case 0x3: \
59d15d23 3754 setup_sprite_tile_column_width_single(texture_mode, single, full, none, \
3755 x4mode); \
75e28f62
E
3756 break; \
3757 \
3758 case 0x4: \
59d15d23 3759 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full, \
3760 x4mode); \
75e28f62
E
3761 break; \
3762 \
3763 case 0x5: \
59d15d23 3764 setup_sprite_tile_column_width_single(texture_mode, multi, half, right, \
3765 x4mode); \
75e28f62
E
3766 break; \
3767 \
3768 case 0x6: \
59d15d23 3769 setup_sprite_tile_column_width_multi(texture_mode, single, half, full, \
3770 x4mode); \
75e28f62
E
3771 break; \
3772 \
3773 case 0x7: \
59d15d23 3774 setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3775 x4mode); \
75e28f62
E
3776 break; \
3777 \
3778 case 0x8: \
59d15d23 3779 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half, \
3780 x4mode); \
75e28f62
E
3781 break; \
3782 \
3783 case 0x9: \
59d15d23 3784 setup_sprite_tile_column_width_single(texture_mode, multi, half, left, \
3785 x4mode); \
75e28f62
E
3786 break; \
3787 \
3788 case 0xA: \
59d15d23 3789 setup_sprite_tile_column_width_multi(texture_mode, single, full, half, \
3790 x4mode); \
75e28f62
E
3791 break; \
3792 \
3793 case 0xB: \
59d15d23 3794 setup_sprite_tile_column_width_single(texture_mode, single, half, left, \
3795 x4mode); \
75e28f62
E
3796 break; \
3797 \
3798 case 0xC: \
59d15d23 3799 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half, \
3800 x4mode); \
75e28f62
E
3801 break; \
3802 \
3803 case 0xE: \
59d15d23 3804 setup_sprite_tile_column_width_multi(texture_mode, single, half, half, \
3805 x4mode); \
75e28f62
E
3806 break; \
3807 } \
3808} \
3809
2bbbb7af 3810#ifndef NEON_BUILD
59d15d23 3811setup_sprite_tiled_builder(4bpp,);
3812setup_sprite_tiled_builder(8bpp,);
3813
3814setup_sprite_tiled_builder(4bpp,_4x);
3815setup_sprite_tiled_builder(8bpp,_4x);
a2cb152a 3816#endif
3817
3818#if !defined(NEON_BUILD) || defined(SIMD_BUILD)
75e28f62
E
3819
3820void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3821 s32 v, s32 width, s32 height, u32 color)
3822{
3823 u32 left_offset = u & 0x7;
3824 u32 width_rounded = width + left_offset + 7;
3825
fc6cef7d 3826 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset);
75e28f62
E
3827 u32 right_width = width_rounded & 0x7;
3828 u32 block_width = width_rounded / 8;
3829 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3830
3831 u32 left_mask_bits = ~(0xFF << left_offset);
3832 u32 right_mask_bits = 0xFE << right_width;
3833
3834 u32 texture_offset_base = u + (v * 1024);
3835 u32 texture_mask =
3836 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3837
3838 u32 blocks_remaining;
3839 u32 num_blocks = psx_gpu->num_blocks;
3840 block_struct *block = psx_gpu->blocks + num_blocks;
3841
3842 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3843 u16 *texture_block_ptr;
3844
3845 texture_offset_base &= ~0x7;
3846
a2cb152a 3847 stats_add(sprites_16bpp, 1);
75e28f62
E
3848
3849 if(block_width == 1)
3850 {
3851 u32 mask_bits = left_mask_bits | right_mask_bits;
3852
3853 while(height)
3854 {
3855 num_blocks++;
3856 sprite_blocks++;
3857
3858 if(num_blocks > MAX_BLOCKS)
3859 {
3860 flush_render_block_buffer(psx_gpu);
3861 num_blocks = 1;
3862 block = psx_gpu->blocks;
3863 }
3864
3865 texture_block_ptr =
3866 texture_page_ptr + (texture_offset_base & texture_mask);
3867
a2cb152a 3868 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3869 block->draw_mask_bits = mask_bits;
3870 block->fb_ptr = fb_ptr;
3871
3872 block++;
3873
3874 texture_offset_base += 1024;
3875 fb_ptr += 1024;
3876
3877 height--;
3878 psx_gpu->num_blocks = num_blocks;
3879 }
3880 }
3881 else
3882 {
3883 u32 texture_offset;
3884
3885 while(height)
3886 {
3887 blocks_remaining = block_width - 2;
3888 num_blocks += block_width;
3889 sprite_blocks += block_width;
3890
3891 if(num_blocks > MAX_BLOCKS)
3892 {
3893 flush_render_block_buffer(psx_gpu);
3894 num_blocks = block_width;
3895 block = psx_gpu->blocks;
3896 }
3897
3898 texture_offset = texture_offset_base;
3899 texture_offset_base += 1024;
3900
3901 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3902 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3903
3904 block->draw_mask_bits = left_mask_bits;
3905 block->fb_ptr = fb_ptr;
3906
3907 texture_offset += 8;
3908 fb_ptr += 8;
3909 block++;
3910
3911 while(blocks_remaining)
3912 {
3913 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3914 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3915
3916 block->draw_mask_bits = 0;
3917 block->fb_ptr = fb_ptr;
3918
3919 texture_offset += 8;
3920 fb_ptr += 8;
3921 block++;
3922
3923 blocks_remaining--;
3924 }
3925
3926 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
a2cb152a 3927 block->texels = *(vec_8x16u *)texture_block_ptr;
75e28f62
E
3928
3929 block->draw_mask_bits = right_mask_bits;
3930 block->fb_ptr = fb_ptr;
3931
3932 fb_ptr += fb_ptr_pitch;
3933 block++;
3934
3935 height--;
3936 psx_gpu->num_blocks = num_blocks;
3937 }
3938 }
3939}
3940
a2cb152a 3941#endif
3942
3943#ifndef NEON_BUILD
3944
2d658c89 3945void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
75e28f62
E
3946 s32 v, s32 width, s32 height, u32 color)
3947{
3948 u32 right_width = ((width - 1) & 0x7) + 1;
3949 u32 right_mask_bits = (0xFF << right_width);
fc6cef7d 3950 u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
75e28f62
E
3951 u32 block_width = (width + 7) / 8;
3952 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3953 u32 blocks_remaining;
3954 u32 num_blocks = psx_gpu->num_blocks;
3955 block_struct *block = psx_gpu->blocks + num_blocks;
3956
3957 u32 color_r = color & 0xFF;
3958 u32 color_g = (color >> 8) & 0xFF;
3959 u32 color_b = (color >> 16) & 0xFF;
3960 vec_8x16u colors;
3961 vec_8x16u right_mask;
3962 vec_8x16u test_mask = psx_gpu->test_mask;
3963 vec_8x16u zero_mask;
3964
3965 sprites_untextured++;
3966
3967 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3968
3969 dup_8x16b(colors, color);
3970 dup_8x16b(zero_mask, 0x00);
3971 dup_8x16b(right_mask, right_mask_bits);
3972 tst_8x16b(right_mask, right_mask, test_mask);
3973
3974 while(height)
3975 {
3976 blocks_remaining = block_width - 1;
3977 num_blocks += block_width;
3867c6ef
E
3978
3979#ifdef PROFILE
75e28f62 3980 sprite_blocks += block_width;
3867c6ef 3981#endif
75e28f62
E
3982
3983 if(num_blocks > MAX_BLOCKS)
3984 {
3985 flush_render_block_buffer(psx_gpu);
3986 num_blocks = block_width;
3987 block = psx_gpu->blocks;
3988 }
3989
3990 while(blocks_remaining)
3991 {
3992 block->pixels = colors;
3993 block->draw_mask = zero_mask;
3994 block->fb_ptr = fb_ptr;
3995
3996 fb_ptr += 8;
3997 block++;
3998 blocks_remaining--;
3999 }
4000
4001 block->pixels = colors;
4002 block->draw_mask = right_mask;
4003 block->fb_ptr = fb_ptr;
4004
4005 block++;
4006 fb_ptr += fb_ptr_pitch;
4007
4008 height--;
4009 psx_gpu->num_blocks = num_blocks;
4010 }
4011}
4012
f0931e56 4013#endif
4014
2d658c89 4015static void __attribute__((noinline))
4016setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4017 s32 v, s32 width, s32 height, u32 color)
f0931e56 4018{
4019 u32 r = color & 0xFF;
4020 u32 g = (color >> 8) & 0xFF;
4021 u32 b = (color >> 16) & 0xFF;
4022 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4023 psx_gpu->mask_msb;
4024 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4025
4026 u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
4027 u32 *vram_ptr;
4028
4029 u32 num_width;
4030
2d658c89 4031 if(psx_gpu->num_blocks)
f0931e56 4032 {
4033 flush_render_block_buffer(psx_gpu);
4034 }
4035
4036 while(height)
4037 {
4038 num_width = width;
4039
4040 vram_ptr = (void *)vram_ptr16;
77e1e479 4041 if((uintptr_t)vram_ptr16 & 2)
f0931e56 4042 {
4043 *vram_ptr16 = color_32bpp;
4044 vram_ptr = (void *)(vram_ptr16 + 1);
4045 num_width--;
4046 }
4047
4048 while(num_width >= 4 * 2)
4049 {
4050 vram_ptr[0] = color_32bpp;
4051 vram_ptr[1] = color_32bpp;
4052 vram_ptr[2] = color_32bpp;
4053 vram_ptr[3] = color_32bpp;
4054
4055 vram_ptr += 4;
4056 num_width -= 4 * 2;
4057 }
4058
4059 while(num_width >= 2)
4060 {
4061 *vram_ptr++ = color_32bpp;
4062 num_width -= 2;
4063 }
4064
4065 if(num_width > 0)
4066 {
4067 *(u16 *)vram_ptr = color_32bpp;
4068 }
4069
4070 vram_ptr16 += 1024;
4071 height--;
4072 }
2d658c89 4073}
4074
4075void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4076 s32 v, s32 width, s32 height, u32 color);
4077
4078void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4079 s32 v, s32 width, s32 height, u32 color)
4080{
4081 if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
4082 RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
4083 (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
4084 {
4085 setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
4086 return;
4087 }
4088
4089 while (width > 0)
4090 {
4091 s32 w1 = width > 512 ? 512 : width;
4092 setup_sprite_untextured_512(psx_gpu, x, y, 0, 0, w1, height, color);
4093 x += 512;
4094 width -= 512;
4095 }
f0931e56 4096}
75e28f62
E
4097
4098
4099#define setup_sprite_blocks_switch_textured(texture_mode) \
4100 setup_sprite_##texture_mode \
4101
4102#define setup_sprite_blocks_switch_untextured(texture_mode) \
4103 setup_sprite_untextured \
4104
4105#define setup_sprite_blocks_switch(texturing, texture_mode) \
4106 setup_sprite_blocks_switch_##texturing(texture_mode) \
4107
4108
4109#define texture_sprite_blocks_switch_4bpp() \
4110 texture_blocks_untextured \
4111
4112#define texture_sprite_blocks_switch_8bpp() \
4113 texture_sprite_blocks_8bpp \
4114
4115#define texture_sprite_blocks_switch_16bpp() \
4116 texture_blocks_untextured \
4117
4118#define texture_sprite_blocks_switch_untextured(texture_mode) \
4119 texture_blocks_untextured \
4120
4121#define texture_sprite_blocks_switch_textured(texture_mode) \
4122 texture_sprite_blocks_switch_##texture_mode() \
4123
4124#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4125 mask_evaluate, shading, dithering, texturing, blending, modulation) \
4126{ \
4127 setup_sprite_blocks_switch(texturing, texture_mode), \
4128 texture_sprite_blocks_switch_##texturing(texture_mode), \
4129 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
4130 mask_evaluate), \
4131 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
4132} \
4133
4134#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4135 mask_evaluate, shading, dithering, texturing, blending) \
4136 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4137 mask_evaluate, shading, dithering, texturing, blending, modulated), \
4138 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4139 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
4140
4141#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4142 mask_evaluate, shading, dithering, texturing) \
4143 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4144 mask_evaluate, shading, dithering, texturing, unblended), \
4145 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
4146 mask_evaluate, shading, dithering, texturing, blended) \
4147
4148#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4149 mask_evaluate, shading, dithering) \
4150 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4151 mask_evaluate, shading, dithering, untextured), \
4152 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
4153 mask_evaluate, shading, dithering, textured) \
4154
4155#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4156 mask_evaluate, shading) \
4157 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4158 mask_evaluate, shading, undithered), \
4159 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
4160 mask_evaluate, shading, dithered) \
4161
4162#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
4163 blend_mode, mask_evaluate) \
4164 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4165 mask_evaluate, unshaded), \
4166 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
4167 mask_evaluate, shaded) \
4168
4169#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
4170 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4171 off), \
4172 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
4173 on) \
4174
4175#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
4176 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
4177 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
4178 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
4179 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
4180
4181#define render_sprite_blocks_switch_block() \
4182 render_sprite_blocks_switch_block_texture_mode(4bpp), \
4183 render_sprite_blocks_switch_block_texture_mode(8bpp), \
4184 render_sprite_blocks_switch_block_texture_mode(16bpp), \
b7f5c059 4185 render_sprite_blocks_switch_block_texture_mode(16bpp) \
75e28f62
E
4186
4187
4188render_block_handler_struct render_sprite_block_handlers[] =
4189{
4190 render_sprite_blocks_switch_block()
4191};
4192
4193
4194void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
4195 s32 width, s32 height, u32 flags, u32 color)
4196{
4197 s32 x_right = x + width - 1;
4198 s32 y_bottom = y + height - 1;
4199
3867c6ef
E
4200#ifdef PROFILE
4201 sprites++;
4202#endif
4203
75e28f62
E
4204 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4205 y_bottom) == 0)
4206 {
4207 return;
4208 }
4209
4210 if(x < psx_gpu->viewport_start_x)
4211 {
4212 u32 clip = psx_gpu->viewport_start_x - x;
4213 x += clip;
4214 u += clip;
4215 width -= clip;
4216 }
4217
4218 if(y < psx_gpu->viewport_start_y)
4219 {
4220 s32 clip = psx_gpu->viewport_start_y - y;
4221 y += clip;
4222 v += clip;
4223 height -= clip;
4224 }
4225
4226 if(x_right > psx_gpu->viewport_end_x)
4227 width -= x_right - psx_gpu->viewport_end_x;
4228
4229 if(y_bottom > psx_gpu->viewport_end_y)
4230 height -= y_bottom - psx_gpu->viewport_end_y;
4231
4232 if((width <= 0) || (height <= 0))
4233 return;
4234
3867c6ef 4235#ifdef PROFILE
75e28f62
E
4236 span_pixels += width * height;
4237 spans += height;
3867c6ef 4238#endif
75e28f62
E
4239
4240 u32 render_state = flags &
4241 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4242 RENDER_FLAGS_TEXTURE_MAP);
4243 render_state |=
4244 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
1f88961f 4245
75e28f62
E
4246 if((psx_gpu->render_state != render_state) ||
4247 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4248 {
4249 psx_gpu->render_state = render_state;
4250 flush_render_block_buffer(psx_gpu);
3867c6ef 4251#ifdef PROFILE
75e28f62 4252 state_changes++;
3867c6ef 4253#endif
75e28f62
E
4254 }
4255
4256 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4257
4258 color &= 0xFFFFFF;
4259
4260 if(psx_gpu->triangle_color != color)
4261 {
4262 flush_render_block_buffer(psx_gpu);
4263 psx_gpu->triangle_color = color;
4264 }
4265
4266 if(color == 0x808080)
4267 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4268
4269 render_block_handler_struct *render_block_handler =
4270 &(render_sprite_block_handlers[render_state]);
4271 psx_gpu->render_block_handler = render_block_handler;
4272
4273 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
4274 (psx_gpu, x, y, u, v, width, height, color);
4275}
4276
4277#define draw_pixel_line_mask_evaluate_yes() \
2177c1ea 4278 if((*vram_ptr & 0x8000) == 0) \
75e28f62
E
4279
4280#define draw_pixel_line_mask_evaluate_no() \
4281
4282
4283#define draw_pixel_line_shaded() \
4284{ \
4285 color_r = fixed_to_int(current_r); \
4286 color_g = fixed_to_int(current_g); \
4287 color_b = fixed_to_int(current_b); \
4288 \
4289 current_r += gradient_r; \
4290 current_g += gradient_g; \
4291 current_b += gradient_b; \
4292} \
4293
4294#define draw_pixel_line_unshaded() \
4295{ \
4296 color_r = color & 0xFF; \
4297 color_g = (color >> 8) & 0xFF; \
4298 color_b = (color >> 16) & 0xFF; \
4299} \
4300
4301
4302#define draw_pixel_line_dithered(_x, _y) \
4303{ \
4304 u32 dither_xor = _x ^ _y; \
4305 s32 dither_offset = (dither_xor >> 1) & 0x1; \
4306 dither_offset |= (_y & 0x1) << 1; \
4307 dither_offset |= (dither_xor & 0x1) << 2; \
4308 dither_offset -= 4; \
4309 \
4310 color_r += dither_offset; \
4311 color_g += dither_offset; \
4312 color_b += dither_offset; \
4313 \
4314 if(color_r < 0) \
4315 color_r = 0; \
4316 \
4317 if(color_g < 0) \
4318 color_g = 0; \
4319 \
4320 if(color_b < 0) \
4321 color_b = 0; \
4322 \
4323 if(color_r > 255) \
4324 color_r = 255; \
4325 \
4326 if(color_g > 255) \
4327 color_g = 255; \
4328 \
4329 if(color_b > 255) \
4330 color_b = 255; \
4331} \
4332
4333#define draw_pixel_line_undithered(_x, _y) \
4334
4335
4336#define draw_pixel_line_average() \
4337 color_r = (color_r + fb_r) / 2; \
4338 color_g = (color_g + fb_g) / 2; \
4339 color_b = (color_b + fb_b) / 2 \
4340
4341#define draw_pixel_line_add() \
4342 color_r += fb_r; \
4343 color_g += fb_g; \
4344 color_b += fb_b; \
4345 \
4346 if(color_r > 31) \
4347 color_r = 31; \
4348 \
4349 if(color_g > 31) \
4350 color_g = 31; \
4351 \
4352 if(color_b > 31) \
4353 color_b = 31 \
4354 \
4355
4356#define draw_pixel_line_subtract() \
4357 color_r = fb_r - color_r; \
4358 color_g = fb_g - color_g; \
4359 color_b = fb_b - color_b; \
4360 \
4361 if(color_r < 0) \
4362 color_r = 0; \
4363 \
4364 if(color_g < 0) \
4365 color_g = 0; \
4366 \
4367 if(color_b < 0) \
4368 color_b = 0 \
4369
4370#define draw_pixel_line_add_fourth() \
4371 color_r = fb_r + (color_r / 4); \
4372 color_g = fb_g + (color_g / 4); \
4373 color_b = fb_b + (color_b / 4); \
4374 \
4375 if(color_r > 31) \
4376 color_r = 31; \
4377 \
4378 if(color_g > 31) \
4379 color_g = 31; \
4380 \
4381 if(color_b > 31) \
4382 color_b = 31 \
4383
4384
4385#define draw_pixel_line_blended(blend_mode) \
4386 s32 fb_pixel = *vram_ptr; \
4387 s32 fb_r = fb_pixel & 0x1F; \
4388 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
4389 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
4390 \
4391 draw_pixel_line_##blend_mode() \
4392
4393#define draw_pixel_line_unblended(blend_mode) \
4394
4395
4396#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
4397 blend_mode) \
4398 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4399 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
4400 { \
4401 draw_pixel_line_mask_evaluate_##mask_evaluate() \
4402 { \
4403 draw_pixel_line_##shading(); \
4404 draw_pixel_line_##dithering(_x, _y); \
4405 \
4406 color_r >>= 3; \
4407 color_g >>= 3; \
4408 color_b >>= 3; \
4409 \
4410 draw_pixel_line_##blending(blend_mode); \
4411 \
4412 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4413 psx_gpu->mask_msb; \
4414 } \
4415 } \
4416
4417#define update_increment(value) \
4418 value++ \
4419
4420#define update_decrement(value) \
4421 value-- \
4422
4423#define update_vram_row_increment(value) \
4424 vram_ptr += 1024 \
4425
4426#define update_vram_row_decrement(value) \
4427 vram_ptr -= 1024 \
4428
4429#define compare_increment(a, b) \
4430 (a <= b) \
4431
4432#define compare_decrement(a, b) \
4433 (a >= b) \
4434
4435#define set_line_gradients(minor) \
4436{ \
4437 s32 gradient_divisor = delta_##minor; \
e86b6fec
E
4438 if(gradient_divisor != 0) \
4439 { \
4440 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
4441 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
4442 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
4443 } \
4444 else \
4445 { \
4446 gradient_r = 0; \
4447 gradient_g = 0; \
4448 gradient_b = 0; \
4449 } \
75e28f62
E
4450 current_r = fixed_center(vertex_a->r); \
4451 current_g = fixed_center(vertex_a->g); \
4452 current_b = fixed_center(vertex_a->b); \
4453}
4454
4455#define draw_line_span_horizontal(direction, shading, blending, dithering, \
4456 mask_evaluate, blend_mode) \
4457do \
4458{ \
4459 error_step = delta_y * 2; \
4460 error_wrap = delta_x * 2; \
4461 error = delta_x; \
4462 \
4463 current_y = y_a; \
4464 set_line_gradients(x); \
4465 \
4466 for(current_x = x_a; current_x <= x_b; current_x++) \
4467 { \
4468 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4469 mask_evaluate, blend_mode); \
4470 error += error_step; \
4471 vram_ptr++; \
4472 \
4473 if(error >= error_wrap) \
4474 { \
4475 update_##direction(current_y); \
4476 update_vram_row_##direction(); \
4477 error -= error_wrap; \
4478 } \
4479 } \
4480} while(0) \
4481
4482#define draw_line_span_vertical(direction, shading, blending, dithering, \
4483 mask_evaluate, blend_mode) \
4484do \
4485{ \
4486 error_step = delta_x * 2; \
4487 error_wrap = delta_y * 2; \
4488 error = delta_y; \
4489 \
4490 current_x = x_a; \
4491 set_line_gradients(y); \
4492 \
4493 for(current_y = y_a; compare_##direction(current_y, y_b); \
4494 update_##direction(current_y)) \
4495 { \
4496 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4497 mask_evaluate, blend_mode); \
4498 error += error_step; \
4499 update_vram_row_##direction(); \
4500 \
4501 if(error > error_wrap) \
4502 { \
4503 vram_ptr++; \
4504 current_x++; \
4505 error -= error_wrap; \
4506 } \
4507 } \
4508} while(0) \
4509
4510
4511#define render_line_body(shading, blending, dithering, mask_evaluate, \
4512 blend_mode) \
4513 if(delta_y < 0) \
4514 { \
4515 delta_y *= -1; \
4516 \
75e28f62
E
4517 if(delta_x > delta_y) \
4518 { \
4519 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4520 mask_evaluate, blend_mode); \
4521 } \
4522 else \
4523 { \
4524 draw_line_span_vertical(decrement, shading, blending, dithering, \
4525 mask_evaluate, blend_mode); \
4526 } \
4527 } \
4528 else \
4529 { \
75e28f62
E
4530 if(delta_x > delta_y) \
4531 { \
4532 draw_line_span_horizontal(increment, shading, blending, dithering, \
4533 mask_evaluate, blend_mode); \
4534 } \
4535 else \
4536 { \
4537 draw_line_span_vertical(increment, shading, blending, dithering, \
4538 mask_evaluate, blend_mode); \
4539 } \
4540 } \
4541
4542
4543void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
3b3dee71 4544 u32 color, int double_resolution)
75e28f62
E
4545{
4546 s32 color_r, color_g, color_b;
4547 u32 triangle_winding = 0;
4548
4549 fixed_type gradient_r = 0;
4550 fixed_type gradient_g = 0;
4551 fixed_type gradient_b = 0;
4552 fixed_type current_r = 0;
4553 fixed_type current_g = 0;
4554 fixed_type current_b = 0;
4555
4556 s32 y_a, y_b;
4557 s32 x_a, x_b;
4558
4559 s32 delta_x, delta_y;
4560
4561 s32 current_x;
4562 s32 current_y;
4563
4564 u32 error_step;
4565 u32 error;
4566 u32 error_wrap;
4567
4568 u16 *vram_ptr;
4569
4570 flush_render_block_buffer(psx_gpu);
4571 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4572
4573 vertex_struct *vertex_a = &(vertexes[0]);
4574 vertex_struct *vertex_b = &(vertexes[1]);
4575
4576 u32 control_mask;
4577
3867c6ef 4578#ifdef PROFILE
75e28f62 4579 lines++;
3867c6ef 4580#endif
75e28f62
E
4581
4582 if(vertex_a->x >= vertex_b->x)
4583 {
4584 vertex_swap(vertex_a, vertex_b);
c57af5e6 4585 (void)triangle_winding;
75e28f62
E
4586 }
4587
4588 x_a = vertex_a->x;
4589 x_b = vertex_b->x;
4590
4591 y_a = vertex_a->y;
4592 y_b = vertex_b->y;
4593
4594 delta_x = x_b - x_a;
4595 delta_y = y_b - y_a;
4596
3b3dee71 4597 if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
75e28f62
E
4598 return;
4599
3b3dee71 4600 if(double_resolution)
4601 {
4602 x_a *= 2;
4603 x_b *= 2;
4604 y_a *= 2;
4605 y_b *= 2;
4606 delta_x *= 2;
4607 delta_y *= 2;
4608 }
4609
75e28f62
E
4610 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4611
c1817bd9 4612 vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
75e28f62
E
4613
4614 control_mask = 0x0;
4615
4616 if(flags & RENDER_FLAGS_SHADE)
4617 control_mask |= 0x1;
4618
4619 if(flags & RENDER_FLAGS_BLEND)
4620 {
4621 control_mask |= 0x2;
4622 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4623 }
4624
4625 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4626 control_mask |= 0x4;
4627
4628 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4629 control_mask |= 0x8;
4630
4631 switch(control_mask)
4632 {
4633 case 0x0:
4634 render_line_body(unshaded, unblended, undithered, no, none);
4635 break;
4636
4637 case 0x1:
4638 render_line_body(shaded, unblended, undithered, no, none);
4639 break;
4640
4641 case 0x2:
4642 render_line_body(unshaded, blended, undithered, no, average);
4643 break;
4644
4645 case 0x3:
4646 render_line_body(shaded, blended, undithered, no, average);
4647 break;
4648
4649 case 0x4:
4650 render_line_body(unshaded, unblended, dithered, no, none);
4651 break;
4652
4653 case 0x5:
4654 render_line_body(shaded, unblended, dithered, no, none);
4655 break;
4656
4657 case 0x6:
4658 render_line_body(unshaded, blended, dithered, no, average);
4659 break;
4660
4661 case 0x7:
4662 render_line_body(shaded, blended, dithered, no, average);
4663 break;
4664
4665 case 0x8:
4666 render_line_body(unshaded, unblended, undithered, yes, none);
4667 break;
4668
4669 case 0x9:
4670 render_line_body(shaded, unblended, undithered, yes, none);
4671 break;
4672
4673 case 0xA:
4674 render_line_body(unshaded, blended, undithered, yes, average);
4675 break;
4676
4677 case 0xB:
4678 render_line_body(shaded, blended, undithered, yes, average);
4679 break;
4680
4681 case 0xC:
4682 render_line_body(unshaded, unblended, dithered, yes, none);
4683 break;
4684
4685 case 0xD:
4686 render_line_body(shaded, unblended, dithered, yes, none);
4687 break;
4688
4689 case 0xE:
4690 render_line_body(unshaded, blended, dithered, yes, average);
4691 break;
4692
4693 case 0xF:
4694 render_line_body(shaded, blended, dithered, yes, average);
4695 break;
4696
4697 case 0x12:
4698 render_line_body(unshaded, blended, undithered, no, add);
4699 break;
4700
4701 case 0x13:
4702 render_line_body(shaded, blended, undithered, no, add);
4703 break;
4704
4705 case 0x16:
4706 render_line_body(unshaded, blended, dithered, no, add);
4707 break;
4708
4709 case 0x17:
4710 render_line_body(shaded, blended, dithered, no, add);
4711 break;
4712
4713 case 0x1A:
4714 render_line_body(unshaded, blended, undithered, yes, add);
4715 break;
4716
4717 case 0x1B:
4718 render_line_body(shaded, blended, undithered, yes, add);
4719 break;
4720
4721 case 0x1E:
4722 render_line_body(unshaded, blended, dithered, yes, add);
4723 break;
4724
4725 case 0x1F:
4726 render_line_body(shaded, blended, dithered, yes, add);
4727 break;
4728
4729 case 0x22:
4730 render_line_body(unshaded, blended, undithered, no, subtract);
4731 break;
4732
4733 case 0x23:
4734 render_line_body(shaded, blended, undithered, no, subtract);
4735 break;
4736
4737 case 0x26:
4738 render_line_body(unshaded, blended, dithered, no, subtract);
4739 break;
4740
4741 case 0x27:
4742 render_line_body(shaded, blended, dithered, no, subtract);
4743 break;
4744
4745 case 0x2A:
4746 render_line_body(unshaded, blended, undithered, yes, subtract);
4747 break;
4748
4749 case 0x2B:
4750 render_line_body(shaded, blended, undithered, yes, subtract);
4751 break;
4752
4753 case 0x2E:
4754 render_line_body(unshaded, blended, dithered, yes, subtract);
4755 break;
4756
4757 case 0x2F:
4758 render_line_body(shaded, blended, dithered, yes, subtract);
4759 break;
4760
4761 case 0x32:
4762 render_line_body(unshaded, blended, undithered, no, add_fourth);
4763 break;
4764
4765 case 0x33:
4766 render_line_body(shaded, blended, undithered, no, add_fourth);
4767 break;
4768
4769 case 0x36:
4770 render_line_body(unshaded, blended, dithered, no, add_fourth);
4771 break;
4772
4773 case 0x37:
4774 render_line_body(shaded, blended, dithered, no, add_fourth);
4775 break;
4776
4777 case 0x3A:
4778 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4779 break;
4780
4781 case 0x3B:
4782 render_line_body(shaded, blended, undithered, yes, add_fourth);
4783 break;
4784
4785 case 0x3E:
4786 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4787 break;
4788
4789 case 0x3F:
4790 render_line_body(shaded, blended, dithered, yes, add_fourth);
4791 break;
4792 }
4793}
4794
4795
4796void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4797 u32 width, u32 height)
4798{
1f88961f
E
4799 if((width == 0) || (height == 0))
4800 return;
4801
75e28f62
E
4802 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4803
75e28f62
E
4804 u32 r = color & 0xFF;
4805 u32 g = (color >> 8) & 0xFF;
4806 u32 b = (color >> 16) & 0xFF;
6c4a10c4
E
4807 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4808 psx_gpu->mask_msb;
4809 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4810
c1817bd9 4811 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
6c4a10c4
E
4812
4813 u32 pitch = 512 - (width / 2);
4814 u32 num_width;
75e28f62 4815
f1359c57 4816 if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
6c4a10c4
E
4817 {
4818 pitch += 512;
4819 height /= 2;
4820
f1359c57 4821 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
6c4a10c4
E
4822 vram_ptr += 512;
4823 }
75e28f62 4824
6c4a10c4 4825 while(height)
75e28f62 4826 {
6c4a10c4
E
4827 num_width = width;
4828 while(num_width)
75e28f62 4829 {
6c4a10c4
E
4830 vram_ptr[0] = color_32bpp;
4831 vram_ptr[1] = color_32bpp;
4832 vram_ptr[2] = color_32bpp;
4833 vram_ptr[3] = color_32bpp;
4834 vram_ptr[4] = color_32bpp;
4835 vram_ptr[5] = color_32bpp;
4836 vram_ptr[6] = color_32bpp;
4837 vram_ptr[7] = color_32bpp;
4838
4839 vram_ptr += 8;
4840 num_width -= 16;
75e28f62
E
4841 }
4842
6c4a10c4
E
4843 vram_ptr += pitch;
4844 height--;
75e28f62 4845 }
75e28f62
E
4846}
4847
f1359c57 4848void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4849 u32 width, u32 height)
4850{
4851 if((width == 0) || (height == 0))
4852 return;
4853
e929dec5 4854 if(width > 1024)
4855 width = 1024;
4856
f1359c57 4857 u32 r = color & 0xFF;
4858 u32 g = (color >> 8) & 0xFF;
4859 u32 b = (color >> 16) & 0xFF;
4860 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4861 psx_gpu->mask_msb;
4862 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4863
e929dec5 4864 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
f1359c57 4865
e929dec5 4866 u32 pitch = 1024 / 2 - (width / 2);
f1359c57 4867 u32 num_width;
4868
4869 while(height)
4870 {
4871 num_width = width;
4872 while(num_width)
4873 {
4874 vram_ptr[0] = color_32bpp;
4875 vram_ptr[1] = color_32bpp;
4876 vram_ptr[2] = color_32bpp;
4877 vram_ptr[3] = color_32bpp;
4878 vram_ptr[4] = color_32bpp;
4879 vram_ptr[5] = color_32bpp;
4880 vram_ptr[6] = color_32bpp;
4881 vram_ptr[7] = color_32bpp;
4882
4883 vram_ptr += 8;
4884 num_width -= 16;
4885 }
4886
4887 vram_ptr += pitch;
4888 height--;
4889 }
4890}
4891
72583812 4892#ifndef PCSX
75e28f62
E
4893void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4894 u32 width, u32 height, u32 pitch)
4895{
4896 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4897 u32 draw_x, draw_y;
87c45ad1 4898 u32 mask_msb = psx_gpu->mask_msb;
75e28f62 4899
1f88961f
E
4900 if((width == 0) || (height == 0))
4901 return;
4902
cec398c0 4903 flush_render_block_buffer(psx_gpu);
75e28f62
E
4904 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4905
75e28f62
E
4906 for(draw_y = 0; draw_y < height; draw_y++)
4907 {
4908 for(draw_x = 0; draw_x < width; draw_x++)
4909 {
24b9bacc 4910 vram_ptr[draw_x] = source[draw_x] | mask_msb;
75e28f62
E
4911 }
4912
4913 source += pitch;
4914 vram_ptr += 1024;
4915 }
4916}
4917
4918void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4919 u32 dest_x, u32 dest_y, u32 width, u32 height)
4920{
4921 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4922 dest_x, dest_y, width, height, 1024);
4923}
72583812 4924#endif
75e28f62
E
4925
4926void initialize_reciprocal_table(void)
4927{
4928 u32 height;
4929 u32 height_normalized;
4930 u32 height_reciprocal;
4931 s32 shift;
4932
c1817bd9 4933 for(height = 1; height < sizeof(reciprocal_table)
4934 / sizeof(reciprocal_table[0]); height++)
75e28f62
E
4935 {
4936 shift = __builtin_clz(height);
4937 height_normalized = height << shift;
c111e8f8 4938 height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
75e28f62
E
4939 height_normalized;
4940
c111e8f8 4941 shift = 32 - (51 - shift);
75e28f62 4942
7d5140f5 4943 reciprocal_table[height] = (height_reciprocal << 10) | shift;
75e28f62
E
4944 }
4945}
4946
4947
4948#define dither_table_row(a, b, c, d) \
4949 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4950
e8c0e0bb 4951void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
75e28f62
E
4952{
4953 vec_8x16u test_mask =
4954 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4955
4956 psx_gpu->test_mask = test_mask;
4957
75e28f62
E
4958 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4959 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4960 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4961 psx_gpu->viewport_mask = 0;
4962 psx_gpu->current_texture_page = 0;
4963 psx_gpu->current_texture_mask = 0;
4964 psx_gpu->last_8bpp_texture_page = 0;
4965
4966 psx_gpu->clut_settings = 0;
4967 psx_gpu->texture_settings = 0;
4968 psx_gpu->render_state = 0;
4969 psx_gpu->render_state_base = 0;
4970 psx_gpu->num_blocks = 0;
c6063f89 4971 psx_gpu->uvrgb_phase = 0x8000;
75e28f62 4972
e8c0e0bb 4973 psx_gpu->vram_ptr = vram;
c1817bd9 4974 psx_gpu->vram_out_ptr = vram;
75e28f62 4975
3867c6ef 4976 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
75e28f62
E
4977 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4978 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4979
5fe1a2b1 4980 psx_gpu->viewport_start_x = psx_gpu->viewport_start_y = 0;
4981 psx_gpu->viewport_end_x = psx_gpu->viewport_end_y = 0;
75e28f62
E
4982 psx_gpu->mask_msb = 0;
4983
f9248bbf
E
4984 psx_gpu->texture_window_x = 0;
4985 psx_gpu->texture_window_y = 0;
4986 psx_gpu->texture_mask_width = 0xFF;
4987 psx_gpu->texture_mask_height = 0xFF;
4988
f1359c57 4989 psx_gpu->render_mode = 0;
69b09c0d 4990
75e28f62
E
4991 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4992
4993 initialize_reciprocal_table();
ed0fd81d 4994 psx_gpu->reciprocal_table_ptr = reciprocal_table;
75e28f62
E
4995
4996 // 00 01 10 11
4997 // 00 0 4 1 5
4998 // 01 6 2 7 3
4999 // 10 1 5 0 4
5000 // 11 7 3 6 2
5001 // (minus ones(4) * 4)
5002
5003 // d0: (1 3 5 7): x1 ^ y1
5004 // d1: (2 3 6 7): y0
5005 // d2: (4 5 6 7): x0 ^ y0
5006
75e28f62
E
5007 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
5008 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
5009 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
5010 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
5011
5012 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
e929dec5 5013
0b4038f8 5014 psx_gpu->saved_hres = 256;
75e28f62
E
5015}
5016
5017u64 get_us(void)
5018{
5019 struct timeval tv;
5020 gettimeofday(&tv, NULL);
5021
5022 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
5023}
5024
37725e8c 5025#if 0 //def NEON_BUILD
75e28f62
E
5026
5027u32 get_counter()
5028{
5029 u32 counter;
5030 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
5031
5032 return counter;
5033}
5034
5035void init_counter(void)
5036{
5037 u32 value;
5038 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
5039 value |= 5; // master enable, ccnt reset
5040 value &= ~8; // ccnt divider 0
5041 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
5042 // enable cycle counter
5043 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
5044}
5045
5046void triangle_benchmark(psx_gpu_struct *psx_gpu)
5047{
5048 u32 i;
5049
5050 u32 ticks;
5051 u32 ticks_elapsed;
5052
5053 const u32 iterations = 500000;
5054
5055 psx_gpu->num_blocks = 64;
5056 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5057
5058 for(i = 0; i < 64; i++)
5059 {
5060 memset(&(psx_gpu->blocks[i].r), 0, 16);
5061 }
5062
5063 init_counter();
5064
5065 ticks = get_counter();
5066
5067 for(i = 0; i < iterations; i++)
5068 {
5069 texture_sprite_blocks_8bpp(psx_gpu);
5070 }
5071
5072 ticks_elapsed = get_counter() - ticks;
5073
5074 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5075}
5076
5077#endif
5078
fc6cef7d 5079#include "psx_gpu_4x.c"
47c15995 5080
5081// vim:ts=2:sw=2:expandtab