unai: Preserve MSB in light routines
[pcsx_rearmed.git] / plugins / gpu_unai / gpu_inner.h
CommitLineData
0bfe8d59 1/***************************************************************************
2* Copyright (C) 2010 PCSX4ALL Team *
3* Copyright (C) 2010 Unai *
4* Copyright (C) 2016 Senquack (dansilsby <AT> gmail <DOT> com) *
5* *
6* This program is free software; you can redistribute it and/or modify *
7* it under the terms of the GNU General Public License as published by *
8* the Free Software Foundation; either version 2 of the License, or *
9* (at your option) any later version. *
10* *
11* This program is distributed in the hope that it will be useful, *
12* but WITHOUT ANY WARRANTY; without even the implied warranty of *
13* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
14* GNU General Public License for more details. *
15* *
16* You should have received a copy of the GNU General Public License *
17* along with this program; if not, write to the *
18* Free Software Foundation, Inc., *
19* 51 Franklin Street, Fifth Floor, Boston, MA 02111-1307 USA. *
20***************************************************************************/
21
22#ifndef __GPU_UNAI_GPU_INNER_H__
23#define __GPU_UNAI_GPU_INNER_H__
24
25///////////////////////////////////////////////////////////////////////////////
26// Inner loop driver instantiation file
27
28///////////////////////////////////////////////////////////////////////////////
29// Option Masks (CF template paramter)
30#define CF_LIGHT ((CF>> 0)&1) // Lighting
31#define CF_BLEND ((CF>> 1)&1) // Blending
32#define CF_MASKCHECK ((CF>> 2)&1) // Mask bit check
33#define CF_BLENDMODE ((CF>> 3)&3) // Blend mode 0..3
34#define CF_TEXTMODE ((CF>> 5)&3) // Texture mode 1..3 (0: texturing disabled)
35#define CF_GOURAUD ((CF>> 7)&1) // Gouraud shading
36#define CF_MASKSET ((CF>> 8)&1) // Mask bit set
37#define CF_DITHER ((CF>> 9)&1) // Dithering
38#define CF_BLITMASK ((CF>>10)&1) // blit_mask check (skip rendering pixels
39 // that wouldn't end up displayed on
40 // low-res screen using simple downscaler)
41
42//#ifdef __arm__
43//#ifndef ENABLE_GPU_ARMV7
44/* ARMv5 */
45//#include "gpu_inner_blend_arm5.h"
46//#else
47/* ARMv7 optimized */
48//#include "gpu_inner_blend_arm7.h"
49//#endif
50//#else
51//#include "gpu_inner_blend.h"
52//#endif
53
54#include "gpu_inner_blend.h"
55#include "gpu_inner_quantization.h"
56#include "gpu_inner_light.h"
57
58#ifdef __arm__
59#include "gpu_inner_blend_arm.h"
60#include "gpu_inner_light_arm.h"
61#define gpuBlending gpuBlendingARM
62#define gpuLightingRGB gpuLightingRGBARM
63#define gpuLightingTXT gpuLightingTXTARM
64#define gpuLightingTXTGouraud gpuLightingTXTGouraudARM
0bfe8d59 65#else
66#define gpuBlending gpuBlendingGeneric
67#define gpuLightingRGB gpuLightingRGBGeneric
68#define gpuLightingTXT gpuLightingTXTGeneric
69#define gpuLightingTXTGouraud gpuLightingTXTGouraudGeneric
0bfe8d59 70#endif
71
846344d4
PC
72// Non-dithering lighting and blending functions preserve uSrc
73// MSB. This saves a few operations and useless load/stores.
74#define MSB_PRESERVED (!CF_DITHER)
0bfe8d59 75
76// If defined, Gouraud colors are fixed-point 5.11, otherwise they are 8.16
77// This is only for debugging/verification of low-precision colors in C.
78// Low-precision Gouraud is intended for use by SIMD-optimized inner drivers
79// which get/use Gouraud colors in SIMD registers.
80//#define GPU_GOURAUD_LOW_PRECISION
81
82// How many bits of fixed-point precision GouraudColor uses
83#ifdef GPU_GOURAUD_LOW_PRECISION
84#define GPU_GOURAUD_FIXED_BITS 11
85#else
86#define GPU_GOURAUD_FIXED_BITS 16
87#endif
88
89// Used to pass Gouraud colors to gpuPixelSpanFn() (lines)
90struct GouraudColor {
91#ifdef GPU_GOURAUD_LOW_PRECISION
92 u16 r, g, b;
93 s16 r_incr, g_incr, b_incr;
94#else
95 u32 r, g, b;
96 s32 r_incr, g_incr, b_incr;
97#endif
98};
99
100static inline u16 gpuGouraudColor15bpp(u32 r, u32 g, u32 b)
101{
102 r >>= GPU_GOURAUD_FIXED_BITS;
103 g >>= GPU_GOURAUD_FIXED_BITS;
104 b >>= GPU_GOURAUD_FIXED_BITS;
105
106#ifndef GPU_GOURAUD_LOW_PRECISION
107 // High-precision Gouraud colors are 8-bit + fractional
108 r >>= 3; g >>= 3; b >>= 3;
109#endif
110
111 return r | (g << 5) | (b << 10);
112}
113
114///////////////////////////////////////////////////////////////////////////////
115// GPU Pixel span operations generator gpuPixelSpanFn<>
116// Oct 2016: Created/adapted from old gpuPixelFn by senquack:
117// Original gpuPixelFn was used to draw lines one pixel at a time. I wrote
118// new line algorithms that draw lines using horizontal/vertical/diagonal
119// spans of pixels, necessitating new pixel-drawing function that could
120// not only render spans of pixels, but gouraud-shade them as well.
121// This speeds up line rendering and would allow tile-rendering (untextured
122// rectangles) to use the same set of functions. Since tiles are always
123// monochrome, they simply wouldn't use the extra set of 32 gouraud-shaded
124// gpuPixelSpanFn functions (TODO?).
0bfe8d59 125template<int CF>
e223fa15 126static le16_t* gpuPixelSpanFn(le16_t* pDst, uintptr_t data, ptrdiff_t incr, size_t len)
0bfe8d59 127{
128 // Blend func can save an operation if it knows uSrc MSB is
129 // unset. For untextured prims, this is always true.
130 const bool skip_uSrc_mask = true;
131
132 u16 col;
133 struct GouraudColor * gcPtr;
134 u32 r, g, b;
135 s32 r_incr, g_incr, b_incr;
136
e223fa15 137 // Caller counts in bytes, we count in pixels
138 incr /= 2;
139
0bfe8d59 140 if (CF_GOURAUD) {
141 gcPtr = (GouraudColor*)data;
142 r = gcPtr->r; r_incr = gcPtr->r_incr;
143 g = gcPtr->g; g_incr = gcPtr->g_incr;
144 b = gcPtr->b; b_incr = gcPtr->b_incr;
145 } else {
146 col = (u16)data;
147 }
148
149 do {
150 if (!CF_GOURAUD)
151 { // NO GOURAUD
152 if (!CF_MASKCHECK && !CF_BLEND) {
e223fa15 153 if (CF_MASKSET) { *pDst = u16_to_le16(col | 0x8000); }
154 else { *pDst = u16_to_le16(col); }
0bfe8d59 155 } else if (CF_MASKCHECK && !CF_BLEND) {
e223fa15 156 if (!(le16_raw(*pDst) & HTOLE16(0x8000))) {
157 if (CF_MASKSET) { *pDst = u16_to_le16(col | 0x8000); }
158 else { *pDst = u16_to_le16(col); }
0bfe8d59 159 }
160 } else {
e223fa15 161 uint_fast16_t uDst = le16_to_u16(*pDst);
0bfe8d59 162 if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
163
164 uint_fast16_t uSrc = col;
165
166 if (CF_BLEND)
167 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
168
e223fa15 169 if (CF_MASKSET) { *pDst = u16_to_le16(uSrc | 0x8000); }
170 else { *pDst = u16_to_le16(uSrc); }
0bfe8d59 171 }
172
173 } else
174 { // GOURAUD
175
176 if (!CF_MASKCHECK && !CF_BLEND) {
177 col = gpuGouraudColor15bpp(r, g, b);
e223fa15 178 if (CF_MASKSET) { *pDst = u16_to_le16(col | 0x8000); }
179 else { *pDst = u16_to_le16(col); }
0bfe8d59 180 } else if (CF_MASKCHECK && !CF_BLEND) {
181 col = gpuGouraudColor15bpp(r, g, b);
e223fa15 182 if (!(le16_raw(*pDst) & HTOLE16(0x8000))) {
183 if (CF_MASKSET) { *pDst = u16_to_le16(col | 0x8000); }
184 else { *pDst = u16_to_le16(col); }
0bfe8d59 185 }
186 } else {
e223fa15 187 uint_fast16_t uDst = le16_to_u16(*pDst);
0bfe8d59 188 if (CF_MASKCHECK) { if (uDst & 0x8000) goto endpixel; }
189 col = gpuGouraudColor15bpp(r, g, b);
190
191 uint_fast16_t uSrc = col;
192
193 // Blend func can save an operation if it knows uSrc MSB is
194 // unset. For untextured prims, this is always true.
195 const bool skip_uSrc_mask = true;
196
197 if (CF_BLEND)
198 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
199
e223fa15 200 if (CF_MASKSET) { *pDst = u16_to_le16(uSrc | 0x8000); }
201 else { *pDst = u16_to_le16(uSrc); }
0bfe8d59 202 }
203 }
204
205endpixel:
206 if (CF_GOURAUD) {
207 r += r_incr;
208 g += g_incr;
209 b += b_incr;
210 }
211 pDst += incr;
212 } while (len-- > 1);
213
214 // Note from senquack: Normally, I'd prefer to write a 'do {} while (--len)'
215 // loop, or even a for() loop, however, on MIPS platforms anything but the
216 // 'do {} while (len-- > 1)' tends to generate very unoptimal asm, with
217 // many unneeded MULs/ADDs/branches at the ends of these functions.
218 // If you change the loop structure above, be sure to compare the quality
219 // of the generated code!!
220
221 if (CF_GOURAUD) {
222 gcPtr->r = r;
223 gcPtr->g = g;
224 gcPtr->b = b;
225 }
226 return pDst;
227}
228
e223fa15 229static le16_t* PixelSpanNULL(le16_t* pDst, uintptr_t data, ptrdiff_t incr, size_t len)
0bfe8d59 230{
231 #ifdef ENABLE_GPU_LOG_SUPPORT
232 fprintf(stdout,"PixelSpanNULL()\n");
233 #endif
234 return pDst;
235}
236
237///////////////////////////////////////////////////////////////////////////////
238// PixelSpan (lines) innerloops driver
e223fa15 239typedef le16_t* (*PSD)(le16_t* dst, uintptr_t data, ptrdiff_t incr, size_t len);
0bfe8d59 240
241const PSD gpuPixelSpanDrivers[64] =
242{
243 // Array index | 'CF' template field | Field value
244 // ------------+---------------------+----------------
245 // Bit 0 | CF_BLEND | off (0), on (1)
246 // Bit 1 | CF_MASKCHECK | off (0), on (1)
247 // Bit 3:2 | CF_BLENDMODE | 0..3
248 // Bit 4 | CF_MASKSET | off (0), on (1)
249 // Bit 5 | CF_GOURAUD | off (0), on (1)
250 //
251 // NULL entries are ones for which blending is disabled and blend-mode
252 // field is non-zero, which is obviously invalid.
253
254 // Flat-shaded
255 gpuPixelSpanFn<0x00<<1>, gpuPixelSpanFn<0x01<<1>, gpuPixelSpanFn<0x02<<1>, gpuPixelSpanFn<0x03<<1>,
256 PixelSpanNULL, gpuPixelSpanFn<0x05<<1>, PixelSpanNULL, gpuPixelSpanFn<0x07<<1>,
257 PixelSpanNULL, gpuPixelSpanFn<0x09<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0B<<1>,
258 PixelSpanNULL, gpuPixelSpanFn<0x0D<<1>, PixelSpanNULL, gpuPixelSpanFn<0x0F<<1>,
259
260 // Flat-shaded + PixelMSB (CF_MASKSET)
261 gpuPixelSpanFn<(0x00<<1)|0x100>, gpuPixelSpanFn<(0x01<<1)|0x100>, gpuPixelSpanFn<(0x02<<1)|0x100>, gpuPixelSpanFn<(0x03<<1)|0x100>,
262 PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x100>,
263 PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x100>,
264 PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x100>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x100>,
265
266 // Gouraud-shaded (CF_GOURAUD)
267 gpuPixelSpanFn<(0x00<<1)|0x80>, gpuPixelSpanFn<(0x01<<1)|0x80>, gpuPixelSpanFn<(0x02<<1)|0x80>, gpuPixelSpanFn<(0x03<<1)|0x80>,
268 PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x80>,
269 PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x80>,
270 PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x80>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x80>,
271
272 // Gouraud-shaded (CF_GOURAUD) + PixelMSB (CF_MASKSET)
273 gpuPixelSpanFn<(0x00<<1)|0x180>, gpuPixelSpanFn<(0x01<<1)|0x180>, gpuPixelSpanFn<(0x02<<1)|0x180>, gpuPixelSpanFn<(0x03<<1)|0x180>,
274 PixelSpanNULL, gpuPixelSpanFn<(0x05<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x07<<1)|0x180>,
275 PixelSpanNULL, gpuPixelSpanFn<(0x09<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0B<<1)|0x180>,
276 PixelSpanNULL, gpuPixelSpanFn<(0x0D<<1)|0x180>, PixelSpanNULL, gpuPixelSpanFn<(0x0F<<1)|0x180>
277};
278
279///////////////////////////////////////////////////////////////////////////////
280// GPU Tiles innerloops generator
281
282template<int CF>
e223fa15 283static void gpuTileSpanFn(le16_t *pDst, u32 count, u16 data)
0bfe8d59 284{
e223fa15 285 le16_t ldata;
286
0bfe8d59 287 if (!CF_MASKCHECK && !CF_BLEND) {
e223fa15 288 if (CF_MASKSET)
289 ldata = u16_to_le16(data | 0x8000);
290 else
291 ldata = u16_to_le16(data);
292 do { *pDst++ = ldata; } while (--count);
0bfe8d59 293 } else if (CF_MASKCHECK && !CF_BLEND) {
e223fa15 294 if (CF_MASKSET)
295 ldata = u16_to_le16(data | 0x8000);
296 else
297 ldata = u16_to_le16(data);
298 do {
299 if (!(le16_raw(*pDst) & HTOLE16(0x8000)))
300 *pDst = ldata;
301 pDst++;
302 } while (--count);
0bfe8d59 303 } else
304 {
305 // Blend func can save an operation if it knows uSrc MSB is
306 // unset. For untextured prims, this is always true.
307 const bool skip_uSrc_mask = true;
308
309 uint_fast16_t uSrc, uDst;
310 do
311 {
e223fa15 312 if (CF_MASKCHECK || CF_BLEND) { uDst = le16_to_u16(*pDst); }
313 if (CF_MASKCHECK) if (uDst&0x8000) { goto endtile; }
0bfe8d59 314
315 uSrc = data;
316
317 if (CF_BLEND)
318 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
319
e223fa15 320 if (CF_MASKSET) { *pDst = u16_to_le16(uSrc | 0x8000); }
321 else { *pDst = u16_to_le16(uSrc); }
0bfe8d59 322
323 //senquack - Did not apply "Silent Hill" mask-bit fix to here.
324 // It is hard to tell from scarce documentation available and
325 // lack of comments in code, but I believe the tile-span
326 // functions here should not bother to preserve any source MSB,
327 // as they are not drawing from a texture.
328endtile:
329 pDst++;
330 }
331 while (--count);
332 }
333}
334
e223fa15 335static void TileNULL(le16_t *pDst, u32 count, u16 data)
0bfe8d59 336{
337 #ifdef ENABLE_GPU_LOG_SUPPORT
338 fprintf(stdout,"TileNULL()\n");
339 #endif
340}
341
342///////////////////////////////////////////////////////////////////////////////
343// Tiles innerloops driver
e223fa15 344typedef void (*PT)(le16_t *pDst, u32 count, u16 data);
0bfe8d59 345
346// Template instantiation helper macros
347#define TI(cf) gpuTileSpanFn<(cf)>
348#define TN TileNULL
349#define TIBLOCK(ub) \
350 TI((ub)|0x00), TI((ub)|0x02), TI((ub)|0x04), TI((ub)|0x06), \
351 TN, TI((ub)|0x0a), TN, TI((ub)|0x0e), \
352 TN, TI((ub)|0x12), TN, TI((ub)|0x16), \
353 TN, TI((ub)|0x1a), TN, TI((ub)|0x1e)
354
355const PT gpuTileSpanDrivers[32] = {
356 TIBLOCK(0<<8), TIBLOCK(1<<8)
357};
358
359#undef TI
360#undef TN
361#undef TIBLOCK
362
363
364///////////////////////////////////////////////////////////////////////////////
365// GPU Sprites innerloops generator
366
367template<int CF>
e223fa15 368static void gpuSpriteSpanFn(le16_t *pDst, u32 count, u8* pTxt, u32 u0)
0bfe8d59 369{
370 // Blend func can save an operation if it knows uSrc MSB is unset.
371 // Untextured prims can always skip (source color always comes with MSB=0).
372 // For textured prims, the generic lighting funcs always return it unset. (bonus!)
373 const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
374
375 uint_fast16_t uSrc, uDst, srcMSB;
376 bool should_blend;
e223fa15 377 u32 u0_mask = gpu_unai.TextureWindow[2];
0bfe8d59 378
379 u8 r5, g5, b5;
380 if (CF_LIGHT) {
e223fa15 381 r5 = gpu_unai.r5;
382 g5 = gpu_unai.g5;
383 b5 = gpu_unai.b5;
0bfe8d59 384 }
385
386 if (CF_TEXTMODE==3) {
387 // Texture is accessed byte-wise, so adjust mask if 16bpp
388 u0_mask <<= 1;
389 }
390
e223fa15 391 const le16_t *CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_unai.CBA;
0bfe8d59 392
393 do
394 {
e223fa15 395 if (CF_MASKCHECK || CF_BLEND) { uDst = le16_to_u16(*pDst); }
0bfe8d59 396 if (CF_MASKCHECK) if (uDst&0x8000) { goto endsprite; }
397
398 if (CF_TEXTMODE==1) { // 4bpp (CLUT)
399 u8 rgb = pTxt[(u0 & u0_mask)>>1];
e223fa15 400 uSrc = le16_to_u16(CBA_[(rgb>>((u0&1)<<2))&0xf]);
0bfe8d59 401 }
402 if (CF_TEXTMODE==2) { // 8bpp (CLUT)
e223fa15 403 uSrc = le16_to_u16(CBA_[pTxt[u0 & u0_mask]]);
0bfe8d59 404 }
405 if (CF_TEXTMODE==3) { // 16bpp
e223fa15 406 uSrc = le16_to_u16(*(le16_t*)(&pTxt[u0 & u0_mask]));
0bfe8d59 407 }
408
409 if (!uSrc) goto endsprite;
410
411 //senquack - save source MSB, as blending or lighting macros will not
412 // (Silent Hill gray rectangles mask bit bug)
413 if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000;
414
415 if (CF_LIGHT)
416 uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
417
418 should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB;
419
420 if (CF_BLEND && should_blend)
421 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
422
e223fa15 423 if (CF_MASKSET) { *pDst = u16_to_le16(uSrc | 0x8000); }
424 else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = u16_to_le16(uSrc | srcMSB); }
425 else { *pDst = u16_to_le16(uSrc); }
0bfe8d59 426
427endsprite:
428 u0 += (CF_TEXTMODE==3) ? 2 : 1;
429 pDst++;
430 }
431 while (--count);
432}
433
e223fa15 434static void SpriteNULL(le16_t *pDst, u32 count, u8* pTxt, u32 u0)
0bfe8d59 435{
436 #ifdef ENABLE_GPU_LOG_SUPPORT
437 fprintf(stdout,"SpriteNULL()\n");
438 #endif
439}
440
441///////////////////////////////////////////////////////////////////////////////
442
443///////////////////////////////////////////////////////////////////////////////
444// Sprite innerloops driver
e223fa15 445typedef void (*PS)(le16_t *pDst, u32 count, u8* pTxt, u32 u0);
0bfe8d59 446
447// Template instantiation helper macros
448#define TI(cf) gpuSpriteSpanFn<(cf)>
449#define TN SpriteNULL
450#define TIBLOCK(ub) \
451 TN, TN, TN, TN, TN, TN, TN, TN, \
452 TN, TN, TN, TN, TN, TN, TN, TN, \
453 TN, TN, TN, TN, TN, TN, TN, TN, \
454 TN, TN, TN, TN, TN, TN, TN, TN, \
455 TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \
456 TN, TN, TI((ub)|0x2a), TI((ub)|0x2b), TN, TN, TI((ub)|0x2e), TI((ub)|0x2f), \
457 TN, TN, TI((ub)|0x32), TI((ub)|0x33), TN, TN, TI((ub)|0x36), TI((ub)|0x37), \
458 TN, TN, TI((ub)|0x3a), TI((ub)|0x3b), TN, TN, TI((ub)|0x3e), TI((ub)|0x3f), \
459 TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \
460 TN, TN, TI((ub)|0x4a), TI((ub)|0x4b), TN, TN, TI((ub)|0x4e), TI((ub)|0x4f), \
461 TN, TN, TI((ub)|0x52), TI((ub)|0x53), TN, TN, TI((ub)|0x56), TI((ub)|0x57), \
462 TN, TN, TI((ub)|0x5a), TI((ub)|0x5b), TN, TN, TI((ub)|0x5e), TI((ub)|0x5f), \
463 TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \
464 TN, TN, TI((ub)|0x6a), TI((ub)|0x6b), TN, TN, TI((ub)|0x6e), TI((ub)|0x6f), \
465 TN, TN, TI((ub)|0x72), TI((ub)|0x73), TN, TN, TI((ub)|0x76), TI((ub)|0x77), \
466 TN, TN, TI((ub)|0x7a), TI((ub)|0x7b), TN, TN, TI((ub)|0x7e), TI((ub)|0x7f)
467
468const PS gpuSpriteSpanDrivers[256] = {
469 TIBLOCK(0<<8), TIBLOCK(1<<8)
470};
471
472#undef TI
473#undef TN
474#undef TIBLOCK
475
476///////////////////////////////////////////////////////////////////////////////
477// GPU Polygon innerloops generator
478
479//senquack - Newer version with following changes:
480// * Adapted to work with new poly routings in gpu_raster_polygon.h
481// adapted from DrHell GPU. They are less glitchy and use 22.10
482// fixed-point instead of original UNAI's 16.16.
483// * Texture coordinates are no longer packed together into one
484// unsigned int. This seems to lose too much accuracy (they each
485// end up being only 8.7 fixed-point that way) and pixel-droupouts
486// were noticeable both with original code and current DrHell
487// adaptations. An example would be the sky in NFS3. Now, they are
488// stored in separate ints, using separate masks.
489// * Function is no longer INLINE, as it was always called
490// through a function pointer.
491// * Function now ensures the mask bit of source texture is preserved
492// across calls to blending functions (Silent Hill rectangles fix)
493// * November 2016: Large refactoring of blending/lighting when
494// JohnnyF added dithering. See gpu_inner_quantization.h and
495// relevant blend/light headers.
496// (see README_senquack.txt)
497template<int CF>
e223fa15 498static void gpuPolySpanFn(const gpu_unai_t &gpu_unai, le16_t *pDst, u32 count)
0bfe8d59 499{
500 // Blend func can save an operation if it knows uSrc MSB is unset.
501 // Untextured prims can always skip this (src color MSB is always 0).
502 // For textured prims, the generic lighting funcs always return it unset. (bonus!)
503 const bool skip_uSrc_mask = MSB_PRESERVED ? (!CF_TEXTMODE) : (!CF_TEXTMODE) || CF_LIGHT;
504 bool should_blend;
505
e223fa15 506 u32 bMsk; if (CF_BLITMASK) bMsk = gpu_unai.blit_mask;
0bfe8d59 507
508 if (!CF_TEXTMODE)
509 {
510 if (!CF_GOURAUD)
511 {
512 // UNTEXTURED, NO GOURAUD
e223fa15 513 const u16 pix15 = gpu_unai.PixelData;
0bfe8d59 514 do {
515 uint_fast16_t uSrc, uDst;
516
517 // NOTE: Don't enable CF_BLITMASK pixel skipping (speed hack)
518 // on untextured polys. It seems to do more harm than good: see
519 // gravestone text at end of Medieval intro sequence. -senquack
520 //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) { goto endpolynotextnogou; } }
521
e223fa15 522 if (CF_BLEND || CF_MASKCHECK) uDst = le16_to_u16(*pDst);
0bfe8d59 523 if (CF_MASKCHECK) { if (uDst&0x8000) { goto endpolynotextnogou; } }
524
525 uSrc = pix15;
526
527 if (CF_BLEND)
528 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
529
e223fa15 530 if (CF_MASKSET) { *pDst = u16_to_le16(uSrc | 0x8000); }
531 else { *pDst = u16_to_le16(uSrc); }
0bfe8d59 532
533endpolynotextnogou:
534 pDst++;
535 } while(--count);
536 }
537 else
538 {
539 // UNTEXTURED, GOURAUD
e223fa15 540 u32 l_gCol = gpu_unai.gCol;
541 u32 l_gInc = gpu_unai.gInc;
0bfe8d59 542
543 do {
544 uint_fast16_t uDst, uSrc;
545
546 // See note in above loop regarding CF_BLITMASK
547 //if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolynotextgou; }
548
e223fa15 549 if (CF_BLEND || CF_MASKCHECK) uDst = le16_to_u16(*pDst);
0bfe8d59 550 if (CF_MASKCHECK) { if (uDst&0x8000) goto endpolynotextgou; }
551
552 if (CF_DITHER) {
553 // GOURAUD, DITHER
554
555 u32 uSrc24 = gpuLightingRGB24(l_gCol);
556 if (CF_BLEND)
557 uSrc24 = gpuBlending24<CF_BLENDMODE>(uSrc24, uDst);
558 uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
559 } else {
560 // GOURAUD, NO DITHER
561
562 uSrc = gpuLightingRGB(l_gCol);
563
564 if (CF_BLEND)
565 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
566 }
567
e223fa15 568 if (CF_MASKSET) { *pDst = u16_to_le16(uSrc | 0x8000); }
569 else { *pDst = u16_to_le16(uSrc); }
0bfe8d59 570
571endpolynotextgou:
572 pDst++;
573 l_gCol += l_gInc;
574 }
575 while (--count);
576 }
577 }
578 else
579 {
580 // TEXTURED
581
582 uint_fast16_t uDst, uSrc, srcMSB;
583
e223fa15 584 //senquack - note: original UNAI code had gpu_unai.{u4/v4} packed into
0bfe8d59 585 // one 32-bit unsigned int, but this proved to lose too much accuracy
586 // (pixel drouputs noticeable in NFS3 sky), so now are separate vars.
e223fa15 587 u32 l_u_msk = gpu_unai.u_msk; u32 l_v_msk = gpu_unai.v_msk;
588 u32 l_u = gpu_unai.u & l_u_msk; u32 l_v = gpu_unai.v & l_v_msk;
589 s32 l_u_inc = gpu_unai.u_inc; s32 l_v_inc = gpu_unai.v_inc;
0bfe8d59 590
e223fa15 591 const le16_t* TBA_ = gpu_unai.TBA;
592 const le16_t* CBA_; if (CF_TEXTMODE!=3) CBA_ = gpu_unai.CBA;
0bfe8d59 593
594 u8 r5, g5, b5;
595 u8 r8, g8, b8;
596
597 u32 l_gInc, l_gCol;
598
599 if (CF_LIGHT) {
600 if (CF_GOURAUD) {
e223fa15 601 l_gInc = gpu_unai.gInc;
602 l_gCol = gpu_unai.gCol;
0bfe8d59 603 } else {
604 if (CF_DITHER) {
e223fa15 605 r8 = gpu_unai.r8;
606 g8 = gpu_unai.g8;
607 b8 = gpu_unai.b8;
0bfe8d59 608 } else {
e223fa15 609 r5 = gpu_unai.r5;
610 g5 = gpu_unai.g5;
611 b5 = gpu_unai.b5;
0bfe8d59 612 }
613 }
614 }
615
616 do
617 {
618 if (CF_BLITMASK) { if ((bMsk>>((((uintptr_t)pDst)>>1)&7))&1) goto endpolytext; }
e223fa15 619 if (CF_MASKCHECK || CF_BLEND) { uDst = le16_to_u16(*pDst); }
0bfe8d59 620 if (CF_MASKCHECK) if (uDst&0x8000) { goto endpolytext; }
621
622 //senquack - adapted to work with new 22.10 fixed point routines:
623 // (UNAI originally used 16.16)
624 if (CF_TEXTMODE==1) { // 4bpp (CLUT)
625 u32 tu=(l_u>>10);
626 u32 tv=(l_v<<1)&(0xff<<11);
627 u8 rgb=((u8*)TBA_)[tv+(tu>>1)];
e223fa15 628 uSrc=le16_to_u16(CBA_[(rgb>>((tu&1)<<2))&0xf]);
0bfe8d59 629 if (!uSrc) goto endpolytext;
630 }
631 if (CF_TEXTMODE==2) { // 8bpp (CLUT)
e223fa15 632 uSrc = le16_to_u16(CBA_[(((u8*)TBA_)[(l_u>>10)+((l_v<<1)&(0xff<<11))])]);
0bfe8d59 633 if (!uSrc) goto endpolytext;
634 }
635 if (CF_TEXTMODE==3) { // 16bpp
e223fa15 636 uSrc = le16_to_u16(TBA_[(l_u>>10)+((l_v)&(0xff<<10))]);
0bfe8d59 637 if (!uSrc) goto endpolytext;
638 }
639
640 // Save source MSB, as blending or lighting will not (Silent Hill)
641 if (CF_BLEND || CF_LIGHT) srcMSB = uSrc & 0x8000;
642
643 // When textured, only dither when LIGHT (texture blend) is enabled
644 // LIGHT && BLEND => dither
645 // LIGHT && !BLEND => dither
646 //!LIGHT && BLEND => no dither
647 //!LIGHT && !BLEND => no dither
648
649 if (CF_DITHER && CF_LIGHT) {
650 u32 uSrc24;
651 if ( CF_GOURAUD)
652 uSrc24 = gpuLightingTXT24Gouraud(uSrc, l_gCol);
653 if (!CF_GOURAUD)
654 uSrc24 = gpuLightingTXT24(uSrc, r8, g8, b8);
655
656 if (CF_BLEND && srcMSB)
657 uSrc24 = gpuBlending24<CF_BLENDMODE>(uSrc24, uDst);
658
659 uSrc = gpuColorQuantization24<CF_DITHER>(uSrc24, pDst);
660 } else
661 {
662 if (CF_LIGHT) {
663 if ( CF_GOURAUD)
664 uSrc = gpuLightingTXTGouraud(uSrc, l_gCol);
665 if (!CF_GOURAUD)
666 uSrc = gpuLightingTXT(uSrc, r5, g5, b5);
667 }
668
669 should_blend = MSB_PRESERVED ? uSrc & 0x8000 : srcMSB;
670 if (CF_BLEND && should_blend)
671 uSrc = gpuBlending<CF_BLENDMODE, skip_uSrc_mask>(uSrc, uDst);
672 }
673
e223fa15 674 if (CF_MASKSET) { *pDst = u16_to_le16(uSrc | 0x8000); }
675 else if (!MSB_PRESERVED && (CF_BLEND || CF_LIGHT)) { *pDst = u16_to_le16(uSrc | srcMSB); }
676 else { *pDst = u16_to_le16(uSrc); }
0bfe8d59 677endpolytext:
678 pDst++;
679 l_u = (l_u + l_u_inc) & l_u_msk;
680 l_v = (l_v + l_v_inc) & l_v_msk;
681 if (CF_LIGHT && CF_GOURAUD) l_gCol += l_gInc;
682 }
683 while (--count);
684 }
685}
686
e223fa15 687static void PolyNULL(const gpu_unai_t &gpu_unai, le16_t *pDst, u32 count)
0bfe8d59 688{
689 #ifdef ENABLE_GPU_LOG_SUPPORT
690 fprintf(stdout,"PolyNULL()\n");
691 #endif
692}
693
694///////////////////////////////////////////////////////////////////////////////
695// Polygon innerloops driver
e223fa15 696typedef void (*PP)(const gpu_unai_t &gpu_unai, le16_t *pDst, u32 count);
0bfe8d59 697
698// Template instantiation helper macros
699#define TI(cf) gpuPolySpanFn<(cf)>
700#define TN PolyNULL
701#define TIBLOCK(ub) \
702 TI((ub)|0x00), TI((ub)|0x01), TI((ub)|0x02), TI((ub)|0x03), TI((ub)|0x04), TI((ub)|0x05), TI((ub)|0x06), TI((ub)|0x07), \
703 TN, TN, TI((ub)|0x0a), TI((ub)|0x0b), TN, TN, TI((ub)|0x0e), TI((ub)|0x0f), \
704 TN, TN, TI((ub)|0x12), TI((ub)|0x13), TN, TN, TI((ub)|0x16), TI((ub)|0x17), \
705 TN, TN, TI((ub)|0x1a), TI((ub)|0x1b), TN, TN, TI((ub)|0x1e), TI((ub)|0x1f), \
706 TI((ub)|0x20), TI((ub)|0x21), TI((ub)|0x22), TI((ub)|0x23), TI((ub)|0x24), TI((ub)|0x25), TI((ub)|0x26), TI((ub)|0x27), \
707 TN, TN, TI((ub)|0x2a), TI((ub)|0x2b), TN, TN, TI((ub)|0x2e), TI((ub)|0x2f), \
708 TN, TN, TI((ub)|0x32), TI((ub)|0x33), TN, TN, TI((ub)|0x36), TI((ub)|0x37), \
709 TN, TN, TI((ub)|0x3a), TI((ub)|0x3b), TN, TN, TI((ub)|0x3e), TI((ub)|0x3f), \
710 TI((ub)|0x40), TI((ub)|0x41), TI((ub)|0x42), TI((ub)|0x43), TI((ub)|0x44), TI((ub)|0x45), TI((ub)|0x46), TI((ub)|0x47), \
711 TN, TN, TI((ub)|0x4a), TI((ub)|0x4b), TN, TN, TI((ub)|0x4e), TI((ub)|0x4f), \
712 TN, TN, TI((ub)|0x52), TI((ub)|0x53), TN, TN, TI((ub)|0x56), TI((ub)|0x57), \
713 TN, TN, TI((ub)|0x5a), TI((ub)|0x5b), TN, TN, TI((ub)|0x5e), TI((ub)|0x5f), \
714 TI((ub)|0x60), TI((ub)|0x61), TI((ub)|0x62), TI((ub)|0x63), TI((ub)|0x64), TI((ub)|0x65), TI((ub)|0x66), TI((ub)|0x67), \
715 TN, TN, TI((ub)|0x6a), TI((ub)|0x6b), TN, TN, TI((ub)|0x6e), TI((ub)|0x6f), \
716 TN, TN, TI((ub)|0x72), TI((ub)|0x73), TN, TN, TI((ub)|0x76), TI((ub)|0x77), \
717 TN, TN, TI((ub)|0x7a), TI((ub)|0x7b), TN, TN, TI((ub)|0x7e), TI((ub)|0x7f), \
718 TN, TI((ub)|0x81), TN, TI((ub)|0x83), TN, TI((ub)|0x85), TN, TI((ub)|0x87), \
719 TN, TN, TN, TI((ub)|0x8b), TN, TN, TN, TI((ub)|0x8f), \
720 TN, TN, TN, TI((ub)|0x93), TN, TN, TN, TI((ub)|0x97), \
721 TN, TN, TN, TI((ub)|0x9b), TN, TN, TN, TI((ub)|0x9f), \
722 TN, TI((ub)|0xa1), TN, TI((ub)|0xa3), TN, TI((ub)|0xa5), TN, TI((ub)|0xa7), \
723 TN, TN, TN, TI((ub)|0xab), TN, TN, TN, TI((ub)|0xaf), \
724 TN, TN, TN, TI((ub)|0xb3), TN, TN, TN, TI((ub)|0xb7), \
725 TN, TN, TN, TI((ub)|0xbb), TN, TN, TN, TI((ub)|0xbf), \
726 TN, TI((ub)|0xc1), TN, TI((ub)|0xc3), TN, TI((ub)|0xc5), TN, TI((ub)|0xc7), \
727 TN, TN, TN, TI((ub)|0xcb), TN, TN, TN, TI((ub)|0xcf), \
728 TN, TN, TN, TI((ub)|0xd3), TN, TN, TN, TI((ub)|0xd7), \
729 TN, TN, TN, TI((ub)|0xdb), TN, TN, TN, TI((ub)|0xdf), \
730 TN, TI((ub)|0xe1), TN, TI((ub)|0xe3), TN, TI((ub)|0xe5), TN, TI((ub)|0xe7), \
731 TN, TN, TN, TI((ub)|0xeb), TN, TN, TN, TI((ub)|0xef), \
732 TN, TN, TN, TI((ub)|0xf3), TN, TN, TN, TI((ub)|0xf7), \
733 TN, TN, TN, TI((ub)|0xfb), TN, TN, TN, TI((ub)|0xff)
734
735const PP gpuPolySpanDrivers[2048] = {
736 TIBLOCK(0<<8), TIBLOCK(1<<8), TIBLOCK(2<<8), TIBLOCK(3<<8),
737 TIBLOCK(4<<8), TIBLOCK(5<<8), TIBLOCK(6<<8), TIBLOCK(7<<8)
738};
739
740#undef TI
741#undef TN
742#undef TIBLOCK
743
744#endif /* __GPU_UNAI_GPU_INNER_H__ */