psx_gpu: do enhanced lines
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
... / ...
CommitLineData
1/*
2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3 *
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License as
6 * published by the Free Software Foundation; either version 2 of
7 * the License, or (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
12 * General Public License for more details.
13 */
14
15#include <stdio.h>
16#include <stdlib.h>
17#include <string.h>
18
19#include "common.h"
20
21u32 span_pixels = 0;
22u32 span_pixel_blocks = 0;
23u32 spans = 0;
24u32 triangles = 0;
25u32 sprites = 0;
26u32 sprites_4bpp = 0;
27u32 sprites_8bpp = 0;
28u32 sprites_16bpp = 0;
29u32 sprite_blocks = 0;
30u32 sprites_untextured = 0;
31u32 lines = 0;
32u32 trivial_rejects = 0;
33u32 texels_4bpp = 0;
34u32 texels_8bpp = 0;
35u32 texels_16bpp = 0;
36u32 texel_blocks_4bpp = 0;
37u32 texel_blocks_8bpp = 0;
38u32 texel_blocks_16bpp = 0;
39u32 texel_blocks_untextured = 0;
40u32 blend_blocks = 0;
41u32 render_buffer_flushes = 0;
42u32 state_changes = 0;
43u32 left_split_triangles = 0;
44u32 flat_triangles = 0;
45u32 clipped_triangles = 0;
46u32 zero_block_spans = 0;
47u32 texture_cache_loads = 0;
48u32 false_modulated_blocks = 0;
49
50/* double size for enhancement */
51u32 reciprocal_table[512 * 2];
52
53
54typedef s32 fixed_type;
55
56#define EDGE_STEP_BITS 32
57#define FIXED_BITS 12
58
59#define fixed_center(value) \
60 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
61
62#define int_to_fixed(value) \
63 (((fixed_type)(value)) << FIXED_BITS) \
64
65#define fixed_to_int(value) \
66 ((value) >> FIXED_BITS) \
67
68#define fixed_to_double(value) \
69 ((value) / (double)(1 << FIXED_BITS)) \
70
71#define double_to_fixed(value) \
72 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
73
74typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
75typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
76typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
77typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
78
79typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
80 s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
81
82struct render_block_handler_struct
83{
84 void *setup_blocks;
85 texture_blocks_function_type *texture_blocks;
86 shade_blocks_function_type *shade_blocks;
87 blend_blocks_function_type *blend_blocks;
88};
89
90#ifndef NEON_BUILD
91
92u32 fixed_reciprocal(u32 denominator, u32 *_shift)
93{
94 u32 shift = __builtin_clz(denominator);
95 u32 denominator_normalized = denominator << shift;
96
97 double numerator = (1ULL << 62) + denominator_normalized;
98 double numerator_b;
99
100 double denominator_normalized_dp_b;
101 u64 denominator_normalized_dp_u64;
102
103 u32 reciprocal;
104 double reciprocal_dp;
105
106 u64 numerator_u64 = (denominator_normalized >> 10) |
107 ((u64)(62 + 1023) << 52);
108 *((u64 *)(&numerator_b)) = numerator_u64;
109
110 denominator_normalized_dp_u64 =
111 (u64)(denominator_normalized << 21) |
112 ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
113 *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
114
115 // Implement with a DP divide
116 reciprocal_dp = numerator / denominator_normalized_dp_b;
117 reciprocal = reciprocal_dp;
118
119 if(reciprocal == 0x80000001)
120 reciprocal = 0x80000000;
121
122 *_shift = 62 - shift;
123 return reciprocal;
124}
125
126double reciprocal_estimate(double a)
127{
128 int q, s;
129 double r;
130
131 q = (int)(a * 512.0);
132 /* a in units of 1/512 rounded down */
133 r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
134 s = (int)(256.0 * r + 0.5);
135
136 /* r in units of 1/256 rounded to nearest */
137
138 return (double)s / 256.0;
139}
140
141u32 reciprocal_estimate_u32(u32 value)
142{
143 u64 dp_value_u64;
144 volatile double dp_value;
145 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
146
147 if((value >> 31) == 0)
148 return 0xFFFFFFFF;
149
150 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
151
152 *dp_value_ptr = dp_value_u64;
153
154 dp_value = reciprocal_estimate(dp_value);
155 dp_value_u64 = *dp_value_ptr;
156
157 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
158}
159
160u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
161{
162 u32 shift = __builtin_clz(value);
163 u32 value_normalized = value << shift;
164
165 *_shift = 62 - shift;
166
167 value_normalized -= 2;
168
169 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
170
171 u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
172 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
173 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
174 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
175 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
176 reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
177
178 return reciprocal_normalized;
179}
180
181#endif
182
183
184s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
185{
186 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
187}
188
189u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
190{
191 s32 coverage_x, coverage_y;
192
193 u32 mask_up_left;
194 u32 mask_down_right;
195
196 coverage_x = x2 >> 6;
197 coverage_y = y2 >> 8;
198
199 if(coverage_x < 0)
200 coverage_x = 0;
201
202 if(coverage_x > 31)
203 coverage_x = 31;
204
205 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
206
207 if(coverage_y >= 1)
208 mask_down_right |= mask_down_right << 16;
209
210 coverage_x = x1 >> 6;
211
212 mask_up_left = 0xFFFF0000 << coverage_x;
213 if(coverage_x < 0)
214 mask_up_left = 0xFFFF0000;
215
216 coverage_y = y1 >> 8;
217 if(coverage_y <= 0)
218 mask_up_left |= mask_up_left >> 16;
219
220 return mask_up_left & mask_down_right;
221}
222
223u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
224 u32 x2, u32 y2)
225{
226 u32 mask = texture_region_mask(x1, y1, x2, y2);
227
228 psx_gpu->dirty_textures_4bpp_mask |= mask;
229 psx_gpu->dirty_textures_8bpp_mask |= mask;
230 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
231
232 return mask;
233}
234
235u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
236 u32 y1, u32 x2, u32 y2)
237{
238 u32 mask = texture_region_mask(x1, y1, x2, y2) &
239 psx_gpu->viewport_mask;
240
241 psx_gpu->dirty_textures_4bpp_mask |= mask;
242 psx_gpu->dirty_textures_8bpp_mask |= mask;
243 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
244
245 return mask;
246}
247
248void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
249 u32 x2, u32 y2)
250{
251 u32 mask = texture_region_mask(x1, y1, x2, y2);
252 u32 texture_page;
253 u8 *texture_page_ptr;
254 u16 *vram_ptr;
255 u32 texel_block;
256 u32 sub_x, sub_y;
257
258 psx_gpu->dirty_textures_8bpp_mask |= mask;
259 psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
260
261 if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
262 (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
263 {
264 texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
265 texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
266 texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
267 vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
268 sub_x = 4;
269 sub_y = 16;
270
271 while(sub_y)
272 {
273 while(sub_x)
274 {
275 texel_block = *vram_ptr;
276
277 texture_page_ptr[0] = texel_block & 0xF;
278 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
279 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
280 texture_page_ptr[3] = texel_block >> 12;
281
282 vram_ptr++;
283 texture_page_ptr += 4;
284
285 sub_x--;
286 }
287
288 vram_ptr -= 4;
289 sub_x = 4;
290
291 sub_y--;
292 vram_ptr += 1024;
293 }
294 }
295 else
296 {
297 psx_gpu->dirty_textures_4bpp_mask |= mask;
298 }
299}
300
301void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
302 u32 texture_page);
303
304#ifndef NEON_BUILD
305
306void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
307{
308 u32 current_texture_page = psx_gpu->current_texture_page;
309 u8 *texture_page_ptr = psx_gpu->texture_page_base;
310 u16 *vram_ptr = psx_gpu->vram_ptr;
311
312 u32 texel_block;
313 u32 tile_x, tile_y;
314 u32 sub_x, sub_y;
315
316 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
317 vram_ptr += (current_texture_page & 0xF) * 64;
318
319 texture_cache_loads++;
320
321 tile_y = 16;
322 tile_x = 16;
323 sub_x = 4;
324 sub_y = 16;
325
326 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
327
328 while(tile_y)
329 {
330 while(tile_x)
331 {
332 while(sub_y)
333 {
334 while(sub_x)
335 {
336 texel_block = *vram_ptr;
337
338 texture_page_ptr[0] = texel_block & 0xF;
339 texture_page_ptr[1] = (texel_block >> 4) & 0xF;
340 texture_page_ptr[2] = (texel_block >> 8) & 0xF;
341 texture_page_ptr[3] = texel_block >> 12;
342
343 vram_ptr++;
344 texture_page_ptr += 4;
345
346 sub_x--;
347 }
348
349 vram_ptr -= 4;
350 sub_x = 4;
351
352 sub_y--;
353 vram_ptr += 1024;
354 }
355
356 sub_y = 16;
357
358 vram_ptr -= (1024 * 16) - 4;
359 tile_x--;
360 }
361
362 tile_x = 16;
363
364 vram_ptr += (16 * 1024) - (4 * 16);
365 tile_y--;
366 }
367}
368
369void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
370 u32 texture_page)
371{
372 u16 *texture_page_ptr = psx_gpu->texture_page_base;
373 u16 *vram_ptr = psx_gpu->vram_ptr;
374
375 u32 tile_x, tile_y;
376 u32 sub_y;
377
378 vec_8x16u texels;
379
380 texture_cache_loads++;
381
382 vram_ptr += (texture_page >> 4) * 256 * 1024;
383 vram_ptr += (texture_page & 0xF) * 64;
384
385 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
386 texture_page_ptr += (8 * 16) * 8;
387
388 tile_x = 8;
389 tile_y = 16;
390
391 sub_y = 16;
392
393 while(tile_y)
394 {
395 while(tile_x)
396 {
397 while(sub_y)
398 {
399 load_128b(texels, vram_ptr);
400 store_128b(texels, texture_page_ptr);
401
402 texture_page_ptr += 8;
403 vram_ptr += 1024;
404
405 sub_y--;
406 }
407
408 sub_y = 16;
409
410 vram_ptr -= (1024 * 16);
411 vram_ptr += 8;
412
413 tile_x--;
414 }
415
416 tile_x = 8;
417
418 vram_ptr -= (8 * 8);
419 vram_ptr += (16 * 1024);
420
421 texture_page_ptr += (8 * 16) * 8;
422 tile_y--;
423 }
424}
425
426#endif
427
428
429void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
430{
431 u32 current_texture_page = psx_gpu->current_texture_page;
432 u32 update_textures =
433 psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
434
435 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
436
437 if(update_textures & (1 << current_texture_page))
438 {
439 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
440 update_textures &= ~(1 << current_texture_page);
441 }
442
443 if(update_textures)
444 {
445 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
446 (current_texture_page & 0x10);
447
448 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
449 }
450}
451
452void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
453 psx_gpu_struct *psx_gpu);
454
455void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
456{
457 if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
458 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
459 {
460 u32 num_blocks_dest = 0;
461 block_struct *block_src = psx_gpu->blocks;
462 block_struct *block_dest = psx_gpu->blocks;
463
464 u16 *vram_ptr = psx_gpu->vram_ptr;
465 u32 i;
466
467 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
468 {
469 for(i = 0; i < psx_gpu->num_blocks; i++)
470 {
471 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
472 if(fb_offset & (1 << 11))
473 {
474 *block_dest = *block_src;
475 num_blocks_dest++;
476 block_dest++;
477 }
478 block_src++;
479 }
480 }
481 else
482 {
483 for(i = 0; i < psx_gpu->num_blocks; i++)
484 {
485 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
486 if((fb_offset & (1 << 11)) == 0)
487 {
488 *block_dest = *block_src;
489 num_blocks_dest++;
490 block_dest++;
491 }
492 block_src++;
493 }
494 }
495
496 psx_gpu->num_blocks = num_blocks_dest;
497 }
498
499 if(psx_gpu->num_blocks)
500 {
501 render_block_handler_struct *render_block_handler =
502 psx_gpu->render_block_handler;
503
504 render_block_handler->texture_blocks(psx_gpu);
505 render_block_handler->shade_blocks(psx_gpu);
506 render_block_handler->blend_blocks(psx_gpu);
507
508#ifdef PROFILE
509 span_pixel_blocks += psx_gpu->num_blocks;
510 render_buffer_flushes++;
511#endif
512
513 psx_gpu->num_blocks = 0;
514 }
515}
516
517
518void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
519 vertex_struct *b, vertex_struct *c);
520
521#ifndef NEON_BUILD
522
523#define setup_gradient_calculation_input(set, vertex) \
524 /* First type is: uvrg bxxx xxxx */\
525 /* Second type is: yyyy ybyy uvrg */\
526 /* Since x_a and y_c are the same the same variable is used for both. */\
527 x##set##_a_y##set##_c.e[0] = vertex->u; \
528 x##set##_a_y##set##_c.e[1] = vertex->v; \
529 x##set##_a_y##set##_c.e[2] = vertex->r; \
530 x##set##_a_y##set##_c.e[3] = vertex->g; \
531 dup_4x16b(x##set##_b, vertex->x); \
532 dup_4x16b(x##set##_c, vertex->x); \
533 dup_4x16b(y##set##_a, vertex->y); \
534 dup_4x16b(y##set##_b, vertex->y); \
535 x##set##_b.e[0] = vertex->b; \
536 y##set##_b.e[1] = vertex->b \
537
538
539void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
540 vertex_struct *b, vertex_struct *c)
541{
542 u32 triangle_area = psx_gpu->triangle_area;
543 u32 winding_mask_scalar;
544
545 u32 triangle_area_shift;
546 u64 triangle_area_reciprocal =
547 fixed_reciprocal(triangle_area, &triangle_area_shift);
548 triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
549
550 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
551 // ( d0 * d1 ) - ( d2 * d3 ) =
552 // ( m0 ) - ( m1 ) = gradient
553
554 // This is split to do 12 elements at a time over three sets: a, b, and c.
555 // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
556 // two of the slots are unused.
557
558 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
559 // is g.
560
561 vec_4x16s x0_a_y0_c, x0_b, x0_c;
562 vec_4x16s y0_a, y0_b;
563 vec_4x16s x1_a_y1_c, x1_b, x1_c;
564 vec_4x16s y1_a, y1_b;
565 vec_4x16s x2_a_y2_c, x2_b, x2_c;
566 vec_4x16s y2_a, y2_b;
567
568 vec_4x32u uvrg_base;
569 vec_4x32u b_base;
570 vec_4x32u uvrgb_phase;
571
572 vec_4x16s d0_a_d3_c, d0_b, d0_c;
573 vec_4x16s d1_a, d1_b, d1_c_d2_a;
574 vec_4x16s d2_b, d2_c;
575 vec_4x16s d3_a, d3_b;
576
577 vec_4x32s m0_a, m0_b, m0_c;
578 vec_4x32s m1_a, m1_b, m1_c;
579
580 vec_4x32u gradient_area_a, gradient_area_c;
581 vec_2x32u gradient_area_b;
582
583 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
584 vec_2x32u gradient_area_sign_b;
585 vec_4x32u winding_mask;
586
587 vec_2x64u gradient_wide_a0, gradient_wide_a1;
588 vec_2x64u gradient_wide_c0, gradient_wide_c1;
589 vec_2x64u gradient_wide_b;
590
591 vec_4x32u gradient_a, gradient_c;
592 vec_2x32u gradient_b;
593 vec_16x8s gradient_shift;
594
595 setup_gradient_calculation_input(0, a);
596 setup_gradient_calculation_input(1, b);
597 setup_gradient_calculation_input(2, c);
598
599 dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
600 shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
601 shl_long_4x16b(b_base, x0_b, 16);
602
603 add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
604 add_4x32b(b_base, b_base, uvrgb_phase);
605
606 // Can probably pair these, but it'll require careful register allocation
607 sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
608 sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
609
610 sub_4x16b(d0_b, x1_b, x0_b);
611 sub_4x16b(d0_c, x1_c, x0_c);
612
613 sub_4x16b(d1_a, y2_a, y1_a);
614 sub_4x16b(d1_b, y2_b, y1_b);
615
616 sub_4x16b(d2_b, x2_b, x1_b);
617 sub_4x16b(d2_c, x2_c, x1_c);
618
619 sub_4x16b(d3_a, y1_a, y0_a);
620 sub_4x16b(d3_b, y1_b, y0_b);
621
622 mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
623 mul_long_4x16b(m0_b, d0_b, d1_b);
624 mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
625
626 mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
627 mul_long_4x16b(m1_b, d2_b, d3_b);
628 mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
629
630 sub_4x32b(gradient_area_a, m0_a, m1_a);
631 sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
632 sub_4x32b(gradient_area_c, m0_c, m1_c);
633
634 cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
635 cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
636 cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
637
638 abs_4x32b(gradient_area_a, gradient_area_a);
639 abs_2x32b(gradient_area_b, gradient_area_b);
640 abs_4x32b(gradient_area_c, gradient_area_c);
641
642 winding_mask_scalar = -psx_gpu->triangle_winding;
643
644 dup_4x32b(winding_mask, winding_mask_scalar);
645 eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
646 eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
647 eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
648
649 mul_scalar_long_2x32b(gradient_wide_a0,
650 vector_cast(vec_2x32s, gradient_area_a.low),
651 (s64)triangle_area_reciprocal);
652 mul_scalar_long_2x32b(gradient_wide_a1,
653 vector_cast(vec_2x32s, gradient_area_a.high),
654 (s64)triangle_area_reciprocal);
655 mul_scalar_long_2x32b(gradient_wide_b,
656 vector_cast(vec_2x32s, gradient_area_b),
657 (s64)triangle_area_reciprocal);
658 mul_scalar_long_2x32b(gradient_wide_c0,
659 vector_cast(vec_2x32s, gradient_area_c.low),
660 (s64)triangle_area_reciprocal);
661 mul_scalar_long_2x32b(gradient_wide_c1,
662 vector_cast(vec_2x32s, gradient_area_c.high),
663 (s64)triangle_area_reciprocal);
664
665 dup_16x8b(gradient_shift, triangle_area_shift);
666 shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
667 vector_cast(vec_2x64u, gradient_shift));
668 shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
669 vector_cast(vec_2x64u, gradient_shift));
670 shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
671 vector_cast(vec_2x64u, gradient_shift));
672 shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
673 vector_cast(vec_2x64u, gradient_shift));
674 shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
675 vector_cast(vec_2x64u, gradient_shift));
676
677 mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
678 mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
679 mov_narrow_2x64b(gradient_b, gradient_wide_b);
680 mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
681 mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
682
683 shl_4x32b(gradient_a, gradient_a, 4);
684 shl_2x32b(gradient_b, gradient_b, 4);
685 shl_4x32b(gradient_c, gradient_c, 4);
686
687 eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
688 eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
689 eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
690
691 sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
692 sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
693 sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
694
695 u32 left_adjust = a->x;
696 mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
697 mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
698
699 vec_4x32u uvrg_dx2;
700 vec_2x32u b_dx2;
701
702 vec_4x32u uvrg_dx3;
703 vec_2x32u b_dx3;
704
705 vec_4x32u zero;
706
707 eor_4x32b(zero, zero, zero);
708 add_4x32b(uvrg_dx2, gradient_a, gradient_a);
709 add_2x32b(b_dx2, gradient_b, gradient_b);
710 add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
711 add_2x32b(b_dx3, gradient_b, b_dx2);
712
713 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
714 // lined up properly
715 psx_gpu->u_block_span.e[0] = zero.e[0];
716 psx_gpu->u_block_span.e[1] = gradient_a.e[0];
717 psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
718 psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
719
720 psx_gpu->v_block_span.e[0] = zero.e[1];
721 psx_gpu->v_block_span.e[1] = gradient_a.e[1];
722 psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
723 psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
724
725 psx_gpu->r_block_span.e[0] = zero.e[2];
726 psx_gpu->r_block_span.e[1] = gradient_a.e[2];
727 psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
728 psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
729
730 psx_gpu->g_block_span.e[0] = zero.e[3];
731 psx_gpu->g_block_span.e[1] = gradient_a.e[3];
732 psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
733 psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
734
735 psx_gpu->b_block_span.e[0] = zero.e[0];
736 psx_gpu->b_block_span.e[1] = gradient_b.e[0];
737 psx_gpu->b_block_span.e[2] = b_dx2.e[0];
738 psx_gpu->b_block_span.e[3] = b_dx3.e[0];
739
740 psx_gpu->uvrg = uvrg_base;
741 psx_gpu->b = b_base.e[0];
742
743 psx_gpu->uvrg_dx = gradient_a;
744 psx_gpu->uvrg_dy = gradient_c;
745 psx_gpu->b_dy = gradient_b.e[1];
746}
747#endif
748
749#define vector_check(_a, _b) \
750 if(memcmp(&_a, &_b, sizeof(_b))) \
751 { \
752 if(sizeof(_b) == 8) \
753 { \
754 printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n", \
755 #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]); \
756 } \
757 else \
758 { \
759 printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n", \
760 #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1], \
761 _b.e[2], _b.e[3]); \
762 } \
763 } \
764
765#define scalar_check(_a, _b) \
766 if(_a != _b) \
767 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
768
769
770#define setup_spans_prologue_alternate_yes() \
771 vec_2x64s alternate_x; \
772 vec_2x64s alternate_dx_dy; \
773 vec_4x32s alternate_x_32; \
774 vec_2x32s alternate_x_16; \
775 \
776 vec_4x16u alternate_select; \
777 vec_4x16s y_mid_point; \
778 \
779 s32 y_b = v_b->y; \
780 s64 edge_alt; \
781 s32 edge_dx_dy_alt; \
782 u32 edge_shift_alt \
783
784#define setup_spans_prologue_alternate_no() \
785
786#define setup_spans_prologue(alternate_active) \
787 edge_data_struct *span_edge_data; \
788 vec_4x32u *span_uvrg_offset; \
789 u32 *span_b_offset; \
790 \
791 s32 clip; \
792 \
793 vec_2x64s edges_xy; \
794 vec_2x32s edges_dx_dy; \
795 vec_2x32u edge_shifts; \
796 \
797 vec_2x64s left_x, right_x; \
798 vec_2x64s left_dx_dy, right_dx_dy; \
799 vec_4x32s left_x_32, right_x_32; \
800 vec_8x16s left_right_x_16; \
801 vec_4x16s y_x4; \
802 vec_8x16s left_edge; \
803 vec_8x16s right_edge; \
804 vec_4x16u span_shift; \
805 \
806 vec_2x32u c_0x01; \
807 vec_4x16u c_0x04; \
808 vec_4x16u c_0xFFFE; \
809 vec_4x16u c_0x07; \
810 \
811 vec_2x32s x_starts; \
812 vec_2x32s x_ends; \
813 \
814 s32 x_a = v_a->x; \
815 s32 x_b = v_b->x; \
816 s32 x_c = v_c->x; \
817 s32 y_a = v_a->y; \
818 s32 y_c = v_c->y; \
819 \
820 vec_4x32u uvrg = psx_gpu->uvrg; \
821 vec_4x32u uvrg_dy = psx_gpu->uvrg_dy; \
822 u32 b = psx_gpu->b; \
823 u32 b_dy = psx_gpu->b_dy; \
824 \
825 dup_2x32b(c_0x01, 0x01); \
826 setup_spans_prologue_alternate_##alternate_active() \
827
828#define setup_spans_prologue_b() \
829 span_edge_data = psx_gpu->span_edge_data; \
830 span_uvrg_offset = psx_gpu->span_uvrg_offset; \
831 span_b_offset = psx_gpu->span_b_offset; \
832 \
833 vec_8x16u c_0x0001; \
834 \
835 dup_8x16b(c_0x0001, 0x0001); \
836 dup_8x16b(left_edge, psx_gpu->viewport_start_x); \
837 dup_8x16b(right_edge, psx_gpu->viewport_end_x); \
838 add_8x16b(right_edge, right_edge, c_0x0001); \
839 dup_4x16b(c_0x04, 0x04); \
840 dup_4x16b(c_0x07, 0x07); \
841 dup_4x16b(c_0xFFFE, 0xFFFE); \
842
843
844#define compute_edge_delta_x2() \
845{ \
846 vec_2x32s heights; \
847 vec_2x32s height_reciprocals; \
848 vec_2x32s heights_b; \
849 vec_4x32u widths; \
850 \
851 u32 edge_shift = reciprocal_table[height]; \
852 \
853 dup_2x32b(heights, height); \
854 sub_2x32b(widths, x_ends, x_starts); \
855 \
856 dup_2x32b(edge_shifts, edge_shift); \
857 sub_2x32b(heights_b, heights, c_0x01); \
858 shr_2x32b(height_reciprocals, edge_shifts, 10); \
859 \
860 mla_2x32b(heights_b, x_starts, heights); \
861 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
862 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
863 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
864} \
865
866#define compute_edge_delta_x3(start_c, height_a, height_b) \
867{ \
868 vec_2x32s heights; \
869 vec_2x32s height_reciprocals; \
870 vec_2x32s heights_b; \
871 vec_2x32u widths; \
872 \
873 u32 width_alt; \
874 s32 height_b_alt; \
875 u32 height_reciprocal_alt; \
876 \
877 heights.e[0] = height_a; \
878 heights.e[1] = height_b; \
879 \
880 edge_shifts.e[0] = reciprocal_table[height_a]; \
881 edge_shifts.e[1] = reciprocal_table[height_b]; \
882 edge_shift_alt = reciprocal_table[height_minor_b]; \
883 \
884 sub_2x32b(widths, x_ends, x_starts); \
885 width_alt = x_c - start_c; \
886 \
887 shr_2x32b(height_reciprocals, edge_shifts, 10); \
888 height_reciprocal_alt = edge_shift_alt >> 10; \
889 \
890 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
891 edge_shift_alt &= 0x1F; \
892 \
893 sub_2x32b(heights_b, heights, c_0x01); \
894 height_b_alt = height_minor_b - 1; \
895 \
896 mla_2x32b(heights_b, x_starts, heights); \
897 height_b_alt += height_minor_b * start_c; \
898 \
899 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
900 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
901 \
902 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
903 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
904} \
905
906
907#define setup_spans_adjust_y_up() \
908 sub_4x32b(y_x4, y_x4, c_0x04) \
909
910#define setup_spans_adjust_y_down() \
911 add_4x32b(y_x4, y_x4, c_0x04) \
912
913#define setup_spans_adjust_interpolants_up() \
914 sub_4x32b(uvrg, uvrg, uvrg_dy); \
915 b -= b_dy \
916
917#define setup_spans_adjust_interpolants_down() \
918 add_4x32b(uvrg, uvrg, uvrg_dy); \
919 b += b_dy \
920
921
922#define setup_spans_clip_interpolants_increment() \
923 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
924 b += b_dy * clip \
925
926#define setup_spans_clip_interpolants_decrement() \
927 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
928 b -= b_dy * clip \
929
930#define setup_spans_clip_alternate_yes() \
931 edge_alt += edge_dx_dy_alt * (s64)(clip) \
932
933#define setup_spans_clip_alternate_no() \
934
935#define setup_spans_clip(direction, alternate_active) \
936{ \
937 clipped_triangles++; \
938 mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip); \
939 setup_spans_clip_alternate_##alternate_active(); \
940 setup_spans_clip_interpolants_##direction(); \
941} \
942
943
944#define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
945{ \
946 vec_2x64u edge_shifts_64; \
947 vec_2x64s edges_dx_dy_64; \
948 \
949 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
950 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
951 \
952 mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy); \
953 shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64); \
954 \
955 left_x.e[0] = edges_xy.e[left_index]; \
956 right_x.e[0] = edges_xy.e[right_index]; \
957 \
958 left_dx_dy.e[0] = edges_dx_dy_64.e[left_index]; \
959 left_dx_dy.e[1] = edges_dx_dy_64.e[left_index]; \
960 right_dx_dy.e[0] = edges_dx_dy_64.e[right_index]; \
961 right_dx_dy.e[1] = edges_dx_dy_64.e[right_index]; \
962 \
963 add_1x64b(left_x.high, left_x.low, left_dx_dy.low); \
964 add_1x64b(right_x.high, right_x.low, right_dx_dy.low); \
965 \
966 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
967 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
968} \
969
970#define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
971{ \
972 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
973 s64 edge_dx_dy_alt_64; \
974 \
975 dup_4x16b(y_mid_point, y_b); \
976 \
977 edge_alt <<= edge_shift_alt; \
978 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
979 \
980 alternate_x.e[0] = edge_alt; \
981 alternate_dx_dy.e[0] = edge_dx_dy_alt_64; \
982 alternate_dx_dy.e[1] = edge_dx_dy_alt_64; \
983 \
984 add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low); \
985 add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy); \
986} \
987
988
989#define setup_spans_y_select_up() \
990 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
991
992#define setup_spans_y_select_down() \
993 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
994
995#define setup_spans_y_select_alternate_yes(direction) \
996 setup_spans_y_select_##direction() \
997
998#define setup_spans_y_select_alternate_no(direction) \
999
1000#define setup_spans_alternate_select_left() \
1001 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
1002
1003#define setup_spans_alternate_select_right() \
1004 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
1005
1006#define setup_spans_alternate_select_none() \
1007
1008#define setup_spans_increment_alternate_yes() \
1009 shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32); \
1010 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1011 shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32); \
1012 add_2x64b(alternate_x, alternate_x, alternate_dx_dy); \
1013 mov_narrow_4x32b(alternate_x_16, alternate_x_32) \
1014
1015#define setup_spans_increment_alternate_no() \
1016
1017#define setup_spans_set_x4(alternate, direction, alternate_active) \
1018{ \
1019 span_uvrg_offset[0] = uvrg; \
1020 span_b_offset[0] = b; \
1021 setup_spans_adjust_interpolants_##direction(); \
1022 \
1023 span_uvrg_offset[1] = uvrg; \
1024 span_b_offset[1] = b; \
1025 setup_spans_adjust_interpolants_##direction(); \
1026 \
1027 span_uvrg_offset[2] = uvrg; \
1028 span_b_offset[2] = b; \
1029 setup_spans_adjust_interpolants_##direction(); \
1030 \
1031 span_uvrg_offset[3] = uvrg; \
1032 span_b_offset[3] = b; \
1033 setup_spans_adjust_interpolants_##direction(); \
1034 \
1035 span_uvrg_offset += 4; \
1036 span_b_offset += 4; \
1037 \
1038 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
1039 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
1040 \
1041 add_2x64b(left_x, left_x, left_dx_dy); \
1042 add_2x64b(right_x, right_x, right_dx_dy); \
1043 \
1044 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
1045 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
1046 \
1047 add_2x64b(left_x, left_x, left_dx_dy); \
1048 add_2x64b(right_x, right_x, right_dx_dy); \
1049 \
1050 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
1051 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
1052 \
1053 setup_spans_increment_alternate_##alternate_active(); \
1054 setup_spans_y_select_alternate_##alternate_active(direction); \
1055 setup_spans_alternate_select_##alternate(); \
1056 \
1057 max_8x16b(left_right_x_16, left_right_x_16, left_edge); \
1058 min_8x16b(left_right_x_16, left_right_x_16, right_edge); \
1059 \
1060 sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low); \
1061 add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07); \
1062 and_4x16b(span_shift, left_right_x_16.high, c_0x07); \
1063 shl_variable_4x16b(span_shift, c_0xFFFE, span_shift); \
1064 shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3); \
1065 \
1066 u32 i; \
1067 for(i = 0; i < 4; i++) \
1068 { \
1069 span_edge_data[i].left_x = left_right_x_16.low.e[i]; \
1070 span_edge_data[i].num_blocks = left_right_x_16.high.e[i]; \
1071 span_edge_data[i].right_mask = span_shift.e[i]; \
1072 span_edge_data[i].y = y_x4.e[i]; \
1073 } \
1074 \
1075 span_edge_data += 4; \
1076 \
1077 setup_spans_adjust_y_##direction(); \
1078} \
1079
1080
1081#define setup_spans_alternate_adjust_yes() \
1082 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1083
1084#define setup_spans_alternate_adjust_no() \
1085
1086
1087#define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1088 setup_spans_alternate_adjust_##alternate_active(); \
1089 if(y_c > psx_gpu->viewport_end_y) \
1090 height -= y_c - psx_gpu->viewport_end_y - 1; \
1091 \
1092 clip = psx_gpu->viewport_start_y - y_a; \
1093 if(clip > 0) \
1094 { \
1095 height -= clip; \
1096 y_a += clip; \
1097 setup_spans_clip(increment, alternate_active); \
1098 } \
1099 \
1100 setup_spans_prologue_b(); \
1101 \
1102 if(height > 0) \
1103 { \
1104 y_x4.e[0] = y_a; \
1105 y_x4.e[1] = y_a + 1; \
1106 y_x4.e[2] = y_a + 2; \
1107 y_x4.e[3] = y_a + 3; \
1108 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1109 right_index); \
1110 \
1111 psx_gpu->num_spans = height; \
1112 do \
1113 { \
1114 setup_spans_set_x4(alternate, down, alternate_active); \
1115 height -= 4; \
1116 } while(height > 0); \
1117 } \
1118
1119
1120#define setup_spans_alternate_pre_increment_yes() \
1121 edge_alt += edge_dx_dy_alt \
1122
1123#define setup_spans_alternate_pre_increment_no() \
1124
1125#define setup_spans_up_decrement_height_yes() \
1126 height-- \
1127
1128#define setup_spans_up_decrement_height_no() \
1129 {} \
1130
1131#define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1132 setup_spans_alternate_adjust_##alternate_active(); \
1133 y_a--; \
1134 \
1135 if(y_c < psx_gpu->viewport_start_y) \
1136 height -= psx_gpu->viewport_start_y - y_c; \
1137 else \
1138 setup_spans_up_decrement_height_##alternate_active(); \
1139 \
1140 clip = y_a - psx_gpu->viewport_end_y; \
1141 if(clip > 0) \
1142 { \
1143 height -= clip; \
1144 y_a -= clip; \
1145 setup_spans_clip(decrement, alternate_active); \
1146 } \
1147 \
1148 setup_spans_prologue_b(); \
1149 \
1150 if(height > 0) \
1151 { \
1152 y_x4.e[0] = y_a; \
1153 y_x4.e[1] = y_a - 1; \
1154 y_x4.e[2] = y_a - 2; \
1155 y_x4.e[3] = y_a - 3; \
1156 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy); \
1157 setup_spans_alternate_pre_increment_##alternate_active(); \
1158 setup_spans_adjust_edges_alternate_##alternate_active(left_index, \
1159 right_index); \
1160 setup_spans_adjust_interpolants_up(); \
1161 \
1162 psx_gpu->num_spans = height; \
1163 while(height > 0) \
1164 { \
1165 setup_spans_set_x4(alternate, up, alternate_active); \
1166 height -= 4; \
1167 } \
1168 } \
1169
1170#define index_left 0
1171#define index_right 1
1172
1173#define setup_spans_up_up(minor, major) \
1174 setup_spans_prologue(yes); \
1175 s32 height_minor_a = y_a - y_b; \
1176 s32 height_minor_b = y_b - y_c; \
1177 s32 height = y_a - y_c; \
1178 \
1179 dup_2x32b(x_starts, x_a); \
1180 x_ends.e[0] = x_c; \
1181 x_ends.e[1] = x_b; \
1182 \
1183 compute_edge_delta_x3(x_b, height, height_minor_a); \
1184 setup_spans_up(index_##major, index_##minor, minor, yes) \
1185
1186
1187void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1188 vertex_struct *v_b, vertex_struct *v_c);
1189void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1190 vertex_struct *v_b, vertex_struct *v_c);
1191void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1192 vertex_struct *v_b, vertex_struct *v_c);
1193void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1194 vertex_struct *v_b, vertex_struct *v_c);
1195void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1196 vertex_struct *v_b, vertex_struct *v_c);
1197void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1198 vertex_struct *v_b, vertex_struct *v_c);
1199void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1200 vertex_struct *v_b, vertex_struct *v_c);
1201void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1202 vertex_struct *v_b, vertex_struct *v_c);
1203void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1204 vertex_struct *v_b, vertex_struct *v_c);
1205
1206
1207#ifndef NEON_BUILD
1208
1209void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1210 vertex_struct *v_b, vertex_struct *v_c)
1211{
1212 setup_spans_up_up(left, right);
1213}
1214
1215void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1216 vertex_struct *v_b, vertex_struct *v_c)
1217{
1218 setup_spans_up_up(right, left);
1219}
1220
1221#define setup_spans_down_down(minor, major) \
1222 setup_spans_prologue(yes); \
1223 s32 height_minor_a = y_b - y_a; \
1224 s32 height_minor_b = y_c - y_b; \
1225 s32 height = y_c - y_a; \
1226 \
1227 dup_2x32b(x_starts, x_a); \
1228 x_ends.e[0] = x_c; \
1229 x_ends.e[1] = x_b; \
1230 \
1231 compute_edge_delta_x3(x_b, height, height_minor_a); \
1232 setup_spans_down(index_##major, index_##minor, minor, yes) \
1233
1234void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1235 vertex_struct *v_b, vertex_struct *v_c)
1236{
1237 setup_spans_down_down(left, right);
1238}
1239
1240void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1241 vertex_struct *v_b, vertex_struct *v_c)
1242{
1243 setup_spans_down_down(right, left);
1244}
1245
1246#define setup_spans_up_flat() \
1247 s32 height = y_a - y_c; \
1248 \
1249 flat_triangles++; \
1250 compute_edge_delta_x2(); \
1251 setup_spans_up(index_left, index_right, none, no) \
1252
1253void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1254 vertex_struct *v_b, vertex_struct *v_c)
1255{
1256 setup_spans_prologue(no);
1257 x_starts.e[0] = x_a;
1258 x_starts.e[1] = x_b;
1259 dup_2x32b(x_ends, x_c);
1260
1261 setup_spans_up_flat();
1262}
1263
1264void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1265 vertex_struct *v_b, vertex_struct *v_c)
1266{
1267 setup_spans_prologue(no);
1268 dup_2x32b(x_starts, x_a);
1269 x_ends.e[0] = x_b;
1270 x_ends.e[1] = x_c;
1271
1272 setup_spans_up_flat();
1273}
1274
1275#define setup_spans_down_flat() \
1276 s32 height = y_c - y_a; \
1277 \
1278 flat_triangles++; \
1279 compute_edge_delta_x2(); \
1280 setup_spans_down(index_left, index_right, none, no) \
1281
1282void setup_spans_down_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_down_flat();
1291}
1292
1293void setup_spans_down_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_down_flat();
1302}
1303
1304void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1305 vertex_struct *v_b, vertex_struct *v_c)
1306{
1307 setup_spans_prologue(no);
1308
1309 s32 y_b = v_b->y;
1310 s64 edge_alt;
1311 s32 edge_dx_dy_alt;
1312 u32 edge_shift_alt;
1313
1314 s32 middle_y = y_a;
1315 s32 height_minor_a = y_a - y_b;
1316 s32 height_minor_b = y_c - y_a;
1317 s32 height_major = y_c - y_b;
1318
1319 vec_2x64s edges_xy_b;
1320 vec_2x32s edges_dx_dy_b;
1321 vec_2x32u edge_shifts_b;
1322
1323 vec_2x32s height_increment;
1324
1325 x_starts.e[0] = x_a;
1326 x_starts.e[1] = x_c;
1327 dup_2x32b(x_ends, x_b);
1328
1329 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1330
1331 height_increment.e[0] = 0;
1332 height_increment.e[1] = height_minor_b;
1333
1334 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1335
1336 edges_xy_b.e[0] = edge_alt;
1337 edges_xy_b.e[1] = edges_xy.e[1];
1338
1339 edge_shifts_b = edge_shifts;
1340 edge_shifts_b.e[0] = edge_shift_alt;
1341
1342 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1343 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1344
1345 y_a--;
1346
1347 if(y_b < psx_gpu->viewport_start_y)
1348 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1349
1350 clip = y_a - psx_gpu->viewport_end_y;
1351 if(clip > 0)
1352 {
1353 height_minor_a -= clip;
1354 y_a -= clip;
1355 setup_spans_clip(decrement, no);
1356 }
1357
1358 setup_spans_prologue_b();
1359
1360 if(height_minor_a > 0)
1361 {
1362 y_x4.e[0] = y_a;
1363 y_x4.e[1] = y_a - 1;
1364 y_x4.e[2] = y_a - 2;
1365 y_x4.e[3] = y_a - 3;
1366 add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1367 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1368 setup_spans_adjust_interpolants_up();
1369
1370 psx_gpu->num_spans = height_minor_a;
1371 while(height_minor_a > 0)
1372 {
1373 setup_spans_set_x4(none, up, no);
1374 height_minor_a -= 4;
1375 }
1376
1377 span_edge_data += height_minor_a;
1378 span_uvrg_offset += height_minor_a;
1379 span_b_offset += height_minor_a;
1380 }
1381
1382 edges_xy = edges_xy_b;
1383 edges_dx_dy = edges_dx_dy_b;
1384 edge_shifts = edge_shifts_b;
1385
1386 uvrg = psx_gpu->uvrg;
1387 b = psx_gpu->b;
1388
1389 y_a = middle_y;
1390
1391 if(y_c > psx_gpu->viewport_end_y)
1392 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1393
1394 clip = psx_gpu->viewport_start_y - y_a;
1395 if(clip > 0)
1396 {
1397 height_minor_b -= clip;
1398 y_a += clip;
1399 setup_spans_clip(increment, no);
1400 }
1401
1402 if(height_minor_b > 0)
1403 {
1404 y_x4.e[0] = y_a;
1405 y_x4.e[1] = y_a + 1;
1406 y_x4.e[2] = y_a + 2;
1407 y_x4.e[3] = y_a + 3;
1408 setup_spans_adjust_edges_alternate_no(index_left, index_right);
1409
1410 psx_gpu->num_spans += height_minor_b;
1411 do
1412 {
1413 setup_spans_set_x4(none, down, no);
1414 height_minor_b -= 4;
1415 } while(height_minor_b > 0);
1416 }
1417
1418 left_split_triangles++;
1419}
1420
1421#endif
1422
1423
1424#define dither_table_entry_normal(value) \
1425 (value) \
1426
1427
1428#define setup_blocks_load_msb_mask_indirect() \
1429
1430#define setup_blocks_load_msb_mask_direct() \
1431 vec_8x16u msb_mask; \
1432 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
1433
1434
1435#define setup_blocks_variables_shaded_textured(target) \
1436 vec_4x32u u_block; \
1437 vec_4x32u v_block; \
1438 vec_4x32u r_block; \
1439 vec_4x32u g_block; \
1440 vec_4x32u b_block; \
1441 vec_4x32u uvrg_dx = psx_gpu->uvrg_dx; \
1442 vec_4x32u uvrg_dx4; \
1443 vec_4x32u uvrg_dx8; \
1444 vec_4x32u uvrg; \
1445 u32 b_dx = psx_gpu->b_block_span.e[1]; \
1446 u32 b_dx4 = b_dx << 2; \
1447 u32 b_dx8 = b_dx << 3; \
1448 u32 b; \
1449 \
1450 vec_16x8u texture_mask; \
1451 shl_4x32b(uvrg_dx4, uvrg_dx, 2); \
1452 shl_4x32b(uvrg_dx8, uvrg_dx, 3); \
1453 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1454 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1455
1456#define setup_blocks_variables_shaded_untextured(target) \
1457 vec_4x32u r_block; \
1458 vec_4x32u g_block; \
1459 vec_4x32u b_block; \
1460 vec_4x32u rgb_dx; \
1461 vec_4x32u rgb_dx4; \
1462 vec_4x32u rgb_dx8; \
1463 vec_4x32u rgb; \
1464 \
1465 vec_8x8u d64_0x07; \
1466 vec_8x8u d64_1; \
1467 vec_8x8u d64_4; \
1468 vec_8x8u d64_128; \
1469 \
1470 dup_8x8b(d64_0x07, 0x07); \
1471 dup_8x8b(d64_1, 1); \
1472 dup_8x8b(d64_4, 4); \
1473 dup_8x8b(d64_128, 128); \
1474 \
1475 rgb_dx.low = psx_gpu->uvrg_dx.high; \
1476 rgb_dx.e[2] = psx_gpu->b_block_span.e[1]; \
1477 shl_4x32b(rgb_dx4, rgb_dx, 2); \
1478 shl_4x32b(rgb_dx8, rgb_dx, 3) \
1479
1480#define setup_blocks_variables_unshaded_textured(target) \
1481 vec_4x32u u_block; \
1482 vec_4x32u v_block; \
1483 vec_2x32u uv_dx = psx_gpu->uvrg_dx.low; \
1484 vec_2x32u uv_dx4; \
1485 vec_2x32u uv_dx8; \
1486 vec_2x32u uv = psx_gpu->uvrg.low; \
1487 \
1488 vec_16x8u texture_mask; \
1489 shl_2x32b(uv_dx4, uv_dx, 2); \
1490 shl_2x32b(uv_dx8, uv_dx, 3); \
1491 dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width); \
1492 dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height) \
1493
1494
1495#define setup_blocks_variables_unshaded_untextured_direct() \
1496 or_8x16b(colors, colors, msb_mask) \
1497
1498#define setup_blocks_variables_unshaded_untextured_indirect() \
1499
1500#define setup_blocks_variables_unshaded_untextured(target) \
1501 u32 color = psx_gpu->triangle_color; \
1502 vec_8x16u colors; \
1503 \
1504 u32 color_r = color & 0xFF; \
1505 u32 color_g = (color >> 8) & 0xFF; \
1506 u32 color_b = (color >> 16) & 0xFF; \
1507 \
1508 color = (color_r >> 3) | ((color_g >> 3) << 5) | \
1509 ((color_b >> 3) << 10); \
1510 dup_8x16b(colors, color); \
1511 setup_blocks_variables_unshaded_untextured_##target() \
1512
1513#define setup_blocks_span_initialize_dithered_textured() \
1514 vec_8x16u dither_offsets; \
1515 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1516
1517#define setup_blocks_span_initialize_dithered_untextured() \
1518 vec_8x8u dither_offsets; \
1519 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
1520
1521#define setup_blocks_span_initialize_dithered(texturing) \
1522 u32 dither_row = psx_gpu->dither_table[y & 0x3]; \
1523 u32 dither_shift = (span_edge_data->left_x & 0x3) * 8; \
1524 vec_8x8s dither_offsets_short; \
1525 \
1526 dither_row = \
1527 (dither_row >> dither_shift) | (dither_row << (32 - dither_shift)); \
1528 dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row); \
1529 setup_blocks_span_initialize_dithered_##texturing() \
1530
1531#define setup_blocks_span_initialize_undithered(texturing) \
1532
1533
1534#define setup_blocks_span_initialize_shaded_textured() \
1535{ \
1536 vec_4x32u block_span; \
1537 u32 offset = span_edge_data->left_x; \
1538 \
1539 uvrg = *span_uvrg_offset; \
1540 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1541 b = *span_b_offset; \
1542 b += b_dx * offset; \
1543 \
1544 dup_4x32b(u_block, uvrg.e[0]); \
1545 dup_4x32b(v_block, uvrg.e[1]); \
1546 dup_4x32b(r_block, uvrg.e[2]); \
1547 dup_4x32b(g_block, uvrg.e[3]); \
1548 dup_4x32b(b_block, b); \
1549 \
1550 block_span = psx_gpu->u_block_span; \
1551 add_4x32b(u_block, u_block, block_span); \
1552 block_span = psx_gpu->v_block_span; \
1553 add_4x32b(v_block, v_block, block_span); \
1554 block_span = psx_gpu->r_block_span; \
1555 add_4x32b(r_block, r_block, block_span); \
1556 block_span = psx_gpu->g_block_span; \
1557 add_4x32b(g_block, g_block, block_span); \
1558 block_span = psx_gpu->b_block_span; \
1559 add_4x32b(b_block, b_block, block_span); \
1560}
1561
1562#define setup_blocks_span_initialize_shaded_untextured() \
1563{ \
1564 vec_4x32u block_span; \
1565 u32 offset = span_edge_data->left_x; \
1566 \
1567 rgb.low = span_uvrg_offset->high; \
1568 rgb.high.e[0] = *span_b_offset; \
1569 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1570 \
1571 dup_4x32b(r_block, rgb.e[0]); \
1572 dup_4x32b(g_block, rgb.e[1]); \
1573 dup_4x32b(b_block, rgb.e[2]); \
1574 \
1575 block_span = psx_gpu->r_block_span; \
1576 add_4x32b(r_block, r_block, block_span); \
1577 block_span = psx_gpu->g_block_span; \
1578 add_4x32b(g_block, g_block, block_span); \
1579 block_span = psx_gpu->b_block_span; \
1580 add_4x32b(b_block, b_block, block_span); \
1581} \
1582
1583#define setup_blocks_span_initialize_unshaded_textured() \
1584{ \
1585 vec_4x32u block_span; \
1586 u32 offset = span_edge_data->left_x; \
1587 \
1588 uv = span_uvrg_offset->low; \
1589 mla_scalar_2x32b(uv, uv_dx, offset); \
1590 \
1591 dup_4x32b(u_block, uv.e[0]); \
1592 dup_4x32b(v_block, uv.e[1]); \
1593 \
1594 block_span = psx_gpu->u_block_span; \
1595 add_4x32b(u_block, u_block, block_span); \
1596 block_span = psx_gpu->v_block_span; \
1597 add_4x32b(v_block, v_block, block_span); \
1598} \
1599
1600#define setup_blocks_span_initialize_unshaded_untextured() \
1601
1602
1603#define setup_blocks_texture_swizzled() \
1604{ \
1605 vec_8x8u u_saved = u; \
1606 sli_8x8b(u, v, 4); \
1607 sri_8x8b(v, u_saved, 4); \
1608} \
1609
1610#define setup_blocks_texture_unswizzled() \
1611
1612#define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
1613 edge_type) \
1614{ \
1615 vec_8x16u u_whole; \
1616 vec_8x16u v_whole; \
1617 vec_8x16u r_whole; \
1618 vec_8x16u g_whole; \
1619 vec_8x16u b_whole; \
1620 \
1621 vec_8x8u u; \
1622 vec_8x8u v; \
1623 vec_8x8u r; \
1624 vec_8x8u g; \
1625 vec_8x8u b; \
1626 vec_8x16u uv; \
1627 \
1628 vec_4x32u dx4; \
1629 vec_4x32u dx8; \
1630 \
1631 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1632 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1633 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1634 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1635 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1636 \
1637 dup_4x32b(dx4, uvrg_dx4.e[0]); \
1638 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1639 dup_4x32b(dx4, uvrg_dx4.e[1]); \
1640 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1641 dup_4x32b(dx4, uvrg_dx4.e[2]); \
1642 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1643 dup_4x32b(dx4, uvrg_dx4.e[3]); \
1644 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1645 dup_4x32b(dx4, b_dx4); \
1646 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1647 \
1648 mov_narrow_8x16b(u, u_whole); \
1649 mov_narrow_8x16b(v, v_whole); \
1650 mov_narrow_8x16b(r, r_whole); \
1651 mov_narrow_8x16b(g, g_whole); \
1652 mov_narrow_8x16b(b, b_whole); \
1653 \
1654 dup_4x32b(dx8, uvrg_dx8.e[0]); \
1655 add_4x32b(u_block, u_block, dx8); \
1656 dup_4x32b(dx8, uvrg_dx8.e[1]); \
1657 add_4x32b(v_block, v_block, dx8); \
1658 dup_4x32b(dx8, uvrg_dx8.e[2]); \
1659 add_4x32b(r_block, r_block, dx8); \
1660 dup_4x32b(dx8, uvrg_dx8.e[3]); \
1661 add_4x32b(g_block, g_block, dx8); \
1662 dup_4x32b(dx8, b_dx8); \
1663 add_4x32b(b_block, b_block, dx8); \
1664 \
1665 and_8x8b(u, u, texture_mask.low); \
1666 and_8x8b(v, v, texture_mask.high); \
1667 setup_blocks_texture_##swizzling(); \
1668 \
1669 zip_8x16b(uv, u, v); \
1670 block->uv = uv; \
1671 block->r = r; \
1672 block->g = g; \
1673 block->b = b; \
1674 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1675 block->fb_ptr = fb_ptr; \
1676} \
1677
1678#define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1679 edge_type) \
1680{ \
1681 vec_8x16u u_whole; \
1682 vec_8x16u v_whole; \
1683 \
1684 vec_8x8u u; \
1685 vec_8x8u v; \
1686 vec_8x16u uv; \
1687 \
1688 vec_4x32u dx4; \
1689 vec_4x32u dx8; \
1690 \
1691 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1692 shr_narrow_4x32b(v_whole.low, v_block, 16); \
1693 \
1694 dup_4x32b(dx4, uv_dx4.e[0]); \
1695 add_high_narrow_4x32b(u_whole.high, u_block, dx4); \
1696 dup_4x32b(dx4, uv_dx4.e[1]); \
1697 add_high_narrow_4x32b(v_whole.high, v_block, dx4); \
1698 \
1699 mov_narrow_8x16b(u, u_whole); \
1700 mov_narrow_8x16b(v, v_whole); \
1701 \
1702 dup_4x32b(dx8, uv_dx8.e[0]); \
1703 add_4x32b(u_block, u_block, dx8); \
1704 dup_4x32b(dx8, uv_dx8.e[1]); \
1705 add_4x32b(v_block, v_block, dx8); \
1706 \
1707 and_8x8b(u, u, texture_mask.low); \
1708 and_8x8b(v, v, texture_mask.high); \
1709 setup_blocks_texture_##swizzling(); \
1710 \
1711 zip_8x16b(uv, u, v); \
1712 block->uv = uv; \
1713 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1714 block->fb_ptr = fb_ptr; \
1715} \
1716
1717#define setup_blocks_store_shaded_untextured_dithered() \
1718 addq_8x8b(r, r, dither_offsets); \
1719 addq_8x8b(g, g, dither_offsets); \
1720 addq_8x8b(b, b, dither_offsets); \
1721 \
1722 subq_8x8b(r, r, d64_4); \
1723 subq_8x8b(g, g, d64_4); \
1724 subq_8x8b(b, b, d64_4) \
1725
1726#define setup_blocks_store_shaded_untextured_undithered() \
1727
1728
1729#define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1730 block->pixels = _pixels; \
1731 block->fb_ptr = fb_ptr \
1732
1733#define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1734 block->pixels = _pixels; \
1735 block->fb_ptr = fb_ptr \
1736
1737#define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1738 mul_long_8x8b(pixels, r, d64_1) \
1739
1740
1741#define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1742 store_8x16b(_pixels, fb_ptr) \
1743
1744#define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1745{ \
1746 vec_8x16u fb_pixels; \
1747 vec_8x16u draw_mask; \
1748 vec_8x16u test_mask = psx_gpu->test_mask; \
1749 \
1750 load_8x16b(fb_pixels, fb_ptr); \
1751 dup_8x16b(draw_mask, span_edge_data->right_mask); \
1752 tst_8x16b(draw_mask, draw_mask, test_mask); \
1753 bif_8x16b(fb_pixels, _pixels, draw_mask); \
1754 store_8x16b(fb_pixels, fb_ptr); \
1755} \
1756
1757#define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1758 pixels = msb_mask; \
1759 mla_long_8x8b(pixels, r, d64_1) \
1760
1761
1762#define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1763 edge_type) \
1764{ \
1765 vec_8x16u r_whole; \
1766 vec_8x16u g_whole; \
1767 vec_8x16u b_whole; \
1768 \
1769 vec_8x8u r; \
1770 vec_8x8u g; \
1771 vec_8x8u b; \
1772 \
1773 vec_4x32u dx4; \
1774 vec_4x32u dx8; \
1775 \
1776 vec_8x16u pixels; \
1777 \
1778 shr_narrow_4x32b(r_whole.low, r_block, 16); \
1779 shr_narrow_4x32b(g_whole.low, g_block, 16); \
1780 shr_narrow_4x32b(b_whole.low, b_block, 16); \
1781 \
1782 dup_4x32b(dx4, rgb_dx4.e[0]); \
1783 add_high_narrow_4x32b(r_whole.high, r_block, dx4); \
1784 dup_4x32b(dx4, rgb_dx4.e[1]); \
1785 add_high_narrow_4x32b(g_whole.high, g_block, dx4); \
1786 dup_4x32b(dx4, rgb_dx4.e[2]); \
1787 add_high_narrow_4x32b(b_whole.high, b_block, dx4); \
1788 \
1789 mov_narrow_8x16b(r, r_whole); \
1790 mov_narrow_8x16b(g, g_whole); \
1791 mov_narrow_8x16b(b, b_whole); \
1792 \
1793 dup_4x32b(dx8, rgb_dx8.e[0]); \
1794 add_4x32b(r_block, r_block, dx8); \
1795 dup_4x32b(dx8, rgb_dx8.e[1]); \
1796 add_4x32b(g_block, g_block, dx8); \
1797 dup_4x32b(dx8, rgb_dx8.e[2]); \
1798 add_4x32b(b_block, b_block, dx8); \
1799 \
1800 setup_blocks_store_shaded_untextured_##dithering(); \
1801 \
1802 shr_8x8b(r, r, 3); \
1803 bic_8x8b(g, g, d64_0x07); \
1804 bic_8x8b(b, b, d64_0x07); \
1805 \
1806 setup_blocks_store_shaded_untextured_seed_pixels_##target(); \
1807 mla_long_8x8b(pixels, g, d64_4); \
1808 mla_long_8x8b(pixels, b, d64_128) \
1809 \
1810 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1811} \
1812
1813#define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1814 edge_type) \
1815 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1816
1817
1818#define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1819 (_block)->draw_mask_bits = bits \
1820
1821#define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
1822{ \
1823 vec_8x16u bits_mask; \
1824 vec_8x16u test_mask = psx_gpu->test_mask; \
1825 dup_8x16b(bits_mask, bits); \
1826 tst_8x16b(bits_mask, bits_mask, test_mask); \
1827 (_block)->draw_mask = bits_mask; \
1828} \
1829
1830#define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1831
1832
1833#define setup_blocks_add_blocks_indirect() \
1834 num_blocks += span_num_blocks; \
1835 \
1836 if(num_blocks > MAX_BLOCKS) \
1837 { \
1838 psx_gpu->num_blocks = num_blocks - span_num_blocks; \
1839 flush_render_block_buffer(psx_gpu); \
1840 num_blocks = span_num_blocks; \
1841 block = psx_gpu->blocks; \
1842 } \
1843
1844#define setup_blocks_add_blocks_direct() \
1845 texel_blocks_untextured += span_num_blocks; \
1846 span_pixel_blocks += span_num_blocks \
1847
1848
1849#define setup_blocks_builder(shading, texturing, dithering, sw, target) \
1850void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target( \
1851 psx_gpu_struct *psx_gpu) \
1852{ \
1853 setup_blocks_load_msb_mask_##target(); \
1854 setup_blocks_variables_##shading##_##texturing(target); \
1855 \
1856 edge_data_struct *span_edge_data = psx_gpu->span_edge_data; \
1857 vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset; \
1858 u32 *span_b_offset = psx_gpu->span_b_offset; \
1859 \
1860 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1861 \
1862 u32 num_spans = psx_gpu->num_spans; \
1863 \
1864 u16 *fb_ptr; \
1865 u32 y; \
1866 \
1867 u32 num_blocks = psx_gpu->num_blocks; \
1868 u32 span_num_blocks; \
1869 \
1870 while(num_spans) \
1871 { \
1872 span_num_blocks = span_edge_data->num_blocks; \
1873 if(span_num_blocks) \
1874 { \
1875 y = span_edge_data->y; \
1876 fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024); \
1877 \
1878 setup_blocks_span_initialize_##shading##_##texturing(); \
1879 setup_blocks_span_initialize_##dithering(texturing); \
1880 \
1881 setup_blocks_add_blocks_##target(); \
1882 \
1883 s32 pixel_span = span_num_blocks * 8; \
1884 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1885 span_pixels += pixel_span; \
1886 \
1887 span_num_blocks--; \
1888 while(span_num_blocks) \
1889 { \
1890 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1891 full); \
1892 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1893 \
1894 fb_ptr += 8; \
1895 block++; \
1896 span_num_blocks--; \
1897 } \
1898 \
1899 setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1900 setup_blocks_store_draw_mask_##texturing##_##target(block, \
1901 span_edge_data->right_mask); \
1902 \
1903 block++; \
1904 } \
1905 else \
1906 { \
1907 zero_block_spans++; \
1908 } \
1909 \
1910 num_spans--; \
1911 span_edge_data++; \
1912 span_uvrg_offset++; \
1913 span_b_offset++; \
1914 } \
1915 \
1916 psx_gpu->num_blocks = num_blocks; \
1917} \
1918
1919void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1920 *psx_gpu);
1921
1922void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1923 *psx_gpu);
1924void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
1925 psx_gpu_struct *psx_gpu);
1926void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1927 *psx_gpu);
1928void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1929 psx_gpu_struct *psx_gpu);
1930
1931void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1932 *psx_gpu);
1933void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1934 psx_gpu_struct *psx_gpu);
1935void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1936 psx_gpu_struct *psx_gpu);
1937
1938void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1939 *psx_gpu);
1940void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1941 *psx_gpu);
1942
1943
1944//setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1945
1946#ifndef NEON_BUILD
1947
1948setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1949setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1950
1951setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1952setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1953
1954setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1955setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1956setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1957setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1958
1959setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1960setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1961
1962#endif
1963
1964void texture_blocks_untextured(psx_gpu_struct *psx_gpu);
1965void texture_blocks_4bpp(psx_gpu_struct *psx_gpu);
1966void texture_blocks_8bpp(psx_gpu_struct *psx_gpu);
1967void texture_blocks_16bpp(psx_gpu_struct *psx_gpu);
1968
1969#ifndef NEON_BUILD
1970
1971void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1972{
1973 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1974 texel_blocks_untextured += psx_gpu->num_blocks;
1975}
1976
1977void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1978{
1979 block_struct *block = psx_gpu->blocks;
1980 u32 num_blocks = psx_gpu->num_blocks;
1981 texel_blocks_4bpp += num_blocks;
1982
1983 vec_8x8u texels_low;
1984 vec_8x8u texels_high;
1985 vec_8x8u texels;
1986 vec_8x16u pixels;
1987
1988 vec_8x16u clut_a;
1989 vec_8x16u clut_b;
1990 vec_16x8u clut_low;
1991 vec_16x8u clut_high;
1992
1993 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1994 u16 *clut_ptr = psx_gpu->clut_ptr;
1995
1996 // Can be done with one deinterleaving load on NEON
1997 load_8x16b(clut_a, clut_ptr);
1998 load_8x16b(clut_b, clut_ptr + 8);
1999 unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
2000
2001 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
2002 update_texture_4bpp_cache(psx_gpu);
2003
2004 while(num_blocks)
2005 {
2006 texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
2007 texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
2008 texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
2009 texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
2010 texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
2011 texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
2012 texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
2013 texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
2014
2015 tbl_16(texels_low, texels, clut_low);
2016 tbl_16(texels_high, texels, clut_high);
2017
2018 // Can be done with an interleaving store on NEON
2019 zip_8x16b(pixels, texels_low, texels_high);
2020
2021 block->texels = pixels;
2022
2023 num_blocks--;
2024 block++;
2025 }
2026}
2027
2028void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2029{
2030 block_struct *block = psx_gpu->blocks;
2031 u32 num_blocks = psx_gpu->num_blocks;
2032
2033 texel_blocks_8bpp += num_blocks;
2034
2035 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2036 update_texture_8bpp_cache(psx_gpu);
2037
2038 vec_8x16u texels;
2039 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2040
2041 u32 texel;
2042 u32 offset;
2043 u32 i;
2044
2045 while(num_blocks)
2046 {
2047 for(i = 0; i < 8; i++)
2048 {
2049 offset = block->uv.e[i];
2050
2051 texel = texture_ptr_8bpp[offset];
2052 texels.e[i] = psx_gpu->clut_ptr[texel];
2053 }
2054
2055 block->texels = texels;
2056
2057 num_blocks--;
2058 block++;
2059 }
2060}
2061
2062void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2063{
2064 block_struct *block = psx_gpu->blocks;
2065 u32 num_blocks = psx_gpu->num_blocks;
2066
2067 texel_blocks_16bpp += num_blocks;
2068
2069 vec_8x16u texels;
2070
2071 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2072 u32 offset;
2073 u32 i;
2074
2075 while(num_blocks)
2076 {
2077 for(i = 0; i < 8; i++)
2078 {
2079 offset = block->uv.e[i];
2080 offset += ((offset & 0xFF00) * 3);
2081
2082 texels.e[i] = texture_ptr_16bpp[offset];
2083 }
2084
2085 block->texels = texels;
2086
2087 num_blocks--;
2088 block++;
2089 }
2090}
2091
2092#endif
2093
2094
2095#define shade_blocks_load_msb_mask_indirect() \
2096
2097#define shade_blocks_load_msb_mask_direct() \
2098 vec_8x16u msb_mask; \
2099 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2100
2101#define shade_blocks_store_indirect(_draw_mask, _pixels) \
2102 block->draw_mask = _draw_mask; \
2103 block->pixels = _pixels \
2104
2105#define shade_blocks_store_direct(_draw_mask, _pixels) \
2106{ \
2107 vec_8x16u fb_pixels; \
2108 or_8x16b(_pixels, _pixels, msb_mask); \
2109 load_8x16b(fb_pixels, block->fb_ptr); \
2110 bif_8x16b(fb_pixels, _pixels, _draw_mask); \
2111 store_8x16b(fb_pixels, block->fb_ptr); \
2112} \
2113
2114
2115#define shade_blocks_textured_false_modulated_check_dithered(target) \
2116 if(psx_gpu->triangle_color == 0x808080) \
2117 { \
2118 false_modulated_blocks += num_blocks; \
2119 } \
2120
2121#define shade_blocks_textured_false_modulated_check_undithered(target) \
2122 if(psx_gpu->triangle_color == 0x808080) \
2123 { \
2124 \
2125 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2126 false_modulated_blocks += num_blocks; \
2127 return; \
2128 } \
2129
2130
2131#define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2132 target) \
2133
2134#define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
2135 target) \
2136{ \
2137 u32 color = psx_gpu->triangle_color; \
2138 dup_8x8b(colors_r, color); \
2139 dup_8x8b(colors_g, color >> 8); \
2140 dup_8x8b(colors_b, color >> 16); \
2141 shade_blocks_textured_false_modulated_check_##dithering(target); \
2142} \
2143
2144#define shade_blocks_textured_modulated_shaded_block_load() \
2145 colors_r = block->r; \
2146 colors_g = block->g; \
2147 colors_b = block->b \
2148
2149#define shade_blocks_textured_modulated_unshaded_block_load() \
2150
2151#define shade_blocks_textured_modulate_dithered(component) \
2152 pixels_##component = block->dither_offsets; \
2153 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2154
2155#define shade_blocks_textured_modulate_undithered(component) \
2156 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2157
2158#define shade_blocks_textured_modulated_builder(shading, dithering, target) \
2159void shade_blocks_##shading##_textured_modulated_##dithering##_##target( \
2160 psx_gpu_struct *psx_gpu) \
2161{ \
2162 block_struct *block = psx_gpu->blocks; \
2163 u32 num_blocks = psx_gpu->num_blocks; \
2164 vec_8x16u texels; \
2165 \
2166 vec_8x8u texels_r; \
2167 vec_8x8u texels_g; \
2168 vec_8x8u texels_b; \
2169 \
2170 vec_8x8u colors_r; \
2171 vec_8x8u colors_g; \
2172 vec_8x8u colors_b; \
2173 \
2174 vec_8x8u pixels_r_low; \
2175 vec_8x8u pixels_g_low; \
2176 vec_8x8u pixels_b_low; \
2177 vec_8x16u pixels; \
2178 \
2179 vec_8x16u pixels_r; \
2180 vec_8x16u pixels_g; \
2181 vec_8x16u pixels_b; \
2182 \
2183 vec_8x16u draw_mask; \
2184 vec_8x16u zero_mask; \
2185 \
2186 vec_8x8u d64_0x07; \
2187 vec_8x8u d64_0x1F; \
2188 vec_8x8u d64_1; \
2189 vec_8x8u d64_4; \
2190 vec_8x8u d64_128; \
2191 \
2192 vec_8x16u d128_0x8000; \
2193 \
2194 vec_8x16u test_mask = psx_gpu->test_mask; \
2195 u32 draw_mask_bits; \
2196 shade_blocks_load_msb_mask_##target(); \
2197 \
2198 dup_8x8b(d64_0x07, 0x07); \
2199 dup_8x8b(d64_0x1F, 0x1F); \
2200 dup_8x8b(d64_1, 1); \
2201 dup_8x8b(d64_4, 4); \
2202 dup_8x8b(d64_128, 128); \
2203 \
2204 dup_8x16b(d128_0x8000, 0x8000); \
2205 \
2206 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
2207 target); \
2208 \
2209 while(num_blocks) \
2210 { \
2211 draw_mask_bits = block->draw_mask_bits; \
2212 dup_8x16b(draw_mask, draw_mask_bits); \
2213 tst_8x16b(draw_mask, draw_mask, test_mask); \
2214 \
2215 shade_blocks_textured_modulated_##shading##_block_load(); \
2216 \
2217 texels = block->texels; \
2218 \
2219 mov_narrow_8x16b(texels_r, texels); \
2220 shr_narrow_8x16b(texels_g, texels, 5); \
2221 shr_narrow_8x16b(texels_b, texels, 7); \
2222 \
2223 and_8x8b(texels_r, texels_r, d64_0x1F); \
2224 and_8x8b(texels_g, texels_g, d64_0x1F); \
2225 shr_8x8b(texels_b, texels_b, 3); \
2226 \
2227 shade_blocks_textured_modulate_##dithering(r); \
2228 shade_blocks_textured_modulate_##dithering(g); \
2229 shade_blocks_textured_modulate_##dithering(b); \
2230 \
2231 cmpeqz_8x16b(zero_mask, texels); \
2232 and_8x16b(pixels, texels, d128_0x8000); \
2233 \
2234 shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4); \
2235 shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4); \
2236 shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4); \
2237 \
2238 or_8x16b(zero_mask, draw_mask, zero_mask); \
2239 \
2240 shr_8x8b(pixels_r_low, pixels_r_low, 3); \
2241 bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07); \
2242 bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07); \
2243 \
2244 mla_long_8x8b(pixels, pixels_r_low, d64_1); \
2245 mla_long_8x8b(pixels, pixels_g_low, d64_4); \
2246 mla_long_8x8b(pixels, pixels_b_low, d64_128); \
2247 \
2248 shade_blocks_store_##target(zero_mask, pixels); \
2249 \
2250 num_blocks--; \
2251 block++; \
2252 } \
2253} \
2254
2255void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2256 *psx_gpu);
2257void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2258 *psx_gpu);
2259void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2260 *psx_gpu);
2261void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2262 *psx_gpu);
2263
2264void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2265 *psx_gpu);
2266void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2267 *psx_gpu);
2268void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2269 *psx_gpu);
2270void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2271 *psx_gpu);
2272
2273void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2274void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
2275
2276#ifndef NEON_BUILD
2277
2278shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2279shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2280shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2281shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2282
2283shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2284shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2285shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2286shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2287
2288#endif
2289
2290
2291#define shade_blocks_textured_unmodulated_builder(target) \
2292void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
2293{ \
2294 block_struct *block = psx_gpu->blocks; \
2295 u32 num_blocks = psx_gpu->num_blocks; \
2296 vec_8x16u draw_mask; \
2297 vec_8x16u test_mask = psx_gpu->test_mask; \
2298 u32 draw_mask_bits; \
2299 \
2300 vec_8x16u pixels; \
2301 shade_blocks_load_msb_mask_##target(); \
2302 \
2303 while(num_blocks) \
2304 { \
2305 vec_8x16u zero_mask; \
2306 \
2307 draw_mask_bits = block->draw_mask_bits; \
2308 dup_8x16b(draw_mask, draw_mask_bits); \
2309 tst_8x16b(draw_mask, draw_mask, test_mask); \
2310 \
2311 pixels = block->texels; \
2312 \
2313 cmpeqz_8x16b(zero_mask, pixels); \
2314 or_8x16b(zero_mask, draw_mask, zero_mask); \
2315 \
2316 shade_blocks_store_##target(zero_mask, pixels); \
2317 \
2318 num_blocks--; \
2319 block++; \
2320 } \
2321} \
2322
2323#define shade_blocks_textured_unmodulated_dithered_builder(target) \
2324void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
2325 *psx_gpu) \
2326{ \
2327 block_struct *block = psx_gpu->blocks; \
2328 u32 num_blocks = psx_gpu->num_blocks; \
2329 vec_8x16u draw_mask; \
2330 vec_8x16u test_mask = psx_gpu->test_mask; \
2331 u32 draw_mask_bits; \
2332 \
2333 vec_8x16u pixels; \
2334 shade_blocks_load_msb_mask_##target(); \
2335 \
2336 while(num_blocks) \
2337 { \
2338 vec_8x16u zero_mask; \
2339 \
2340 draw_mask_bits = block->draw_mask_bits; \
2341 dup_8x16b(draw_mask, draw_mask_bits); \
2342 tst_8x16b(draw_mask, draw_mask, test_mask); \
2343 \
2344 pixels = block->texels; \
2345 \
2346 cmpeqz_8x16b(zero_mask, pixels); \
2347 or_8x16b(zero_mask, draw_mask, zero_mask); \
2348 \
2349 shade_blocks_store_##target(zero_mask, pixels); \
2350 \
2351 num_blocks--; \
2352 block++; \
2353 } \
2354} \
2355
2356#ifndef NEON_BUILD
2357
2358shade_blocks_textured_unmodulated_builder(indirect)
2359shade_blocks_textured_unmodulated_builder(direct)
2360
2361#endif
2362
2363
2364void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2365void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2366
2367#ifndef NEON_BUILD
2368
2369void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2370{
2371}
2372
2373void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2374{
2375 block_struct *block = psx_gpu->blocks;
2376 u32 num_blocks = psx_gpu->num_blocks;
2377
2378 vec_8x16u pixels = block->pixels;
2379 shade_blocks_load_msb_mask_direct();
2380
2381 while(num_blocks)
2382 {
2383 shade_blocks_store_direct(block->draw_mask, pixels);
2384
2385 num_blocks--;
2386 block++;
2387 }
2388}
2389
2390#endif
2391
2392void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2393{
2394}
2395
2396
2397#define blend_blocks_mask_evaluate_on() \
2398 vec_8x16u mask_pixels; \
2399 cmpltz_8x16b(mask_pixels, framebuffer_pixels); \
2400 or_8x16b(draw_mask, draw_mask, mask_pixels) \
2401
2402#define blend_blocks_mask_evaluate_off() \
2403
2404#define blend_blocks_average() \
2405{ \
2406 vec_8x16u pixels_no_msb; \
2407 vec_8x16u fb_pixels_no_msb; \
2408 \
2409 vec_8x16u d128_0x0421; \
2410 vec_8x16u d128_0x8000; \
2411 \
2412 dup_8x16b(d128_0x0421, 0x0421); \
2413 dup_8x16b(d128_0x8000, 0x8000); \
2414 \
2415 eor_8x16b(blend_pixels, pixels, framebuffer_pixels); \
2416 bic_8x16b(pixels_no_msb, pixels, d128_0x8000); \
2417 and_8x16b(blend_pixels, blend_pixels, d128_0x0421); \
2418 sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels); \
2419 bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000); \
2420 average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels); \
2421} \
2422
2423#define blend_blocks_add() \
2424{ \
2425 vec_8x16u pixels_rb, pixels_g; \
2426 vec_8x16u fb_rb, fb_g; \
2427 \
2428 vec_8x16u d128_0x7C1F; \
2429 vec_8x16u d128_0x03E0; \
2430 \
2431 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2432 dup_8x16b(d128_0x03E0, 0x03E0); \
2433 \
2434 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2435 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2436 \
2437 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2438 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2439 \
2440 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2441 add_8x16b(fb_g, fb_g, pixels_g); \
2442 \
2443 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2444 vector_cast(vec_16x8u, d128_0x7C1F)); \
2445 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2446 \
2447 or_8x16b(blend_pixels, fb_rb, fb_g); \
2448} \
2449
2450#define blend_blocks_subtract() \
2451{ \
2452 vec_8x16u pixels_rb, pixels_g; \
2453 vec_8x16u fb_rb, fb_g; \
2454 \
2455 vec_8x16u d128_0x7C1F; \
2456 vec_8x16u d128_0x03E0; \
2457 \
2458 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2459 dup_8x16b(d128_0x03E0, 0x03E0); \
2460 \
2461 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2462 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2463 \
2464 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2465 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2466 \
2467 subs_16x8b(vector_cast(vec_16x8u, fb_rb), \
2468 vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb)); \
2469 subs_8x16b(fb_g, fb_g, pixels_g); \
2470 \
2471 or_8x16b(blend_pixels, fb_rb, fb_g); \
2472} \
2473
2474#define blend_blocks_add_fourth() \
2475{ \
2476 vec_8x16u pixels_rb, pixels_g; \
2477 vec_8x16u pixels_fourth; \
2478 vec_8x16u fb_rb, fb_g; \
2479 \
2480 vec_8x16u d128_0x7C1F; \
2481 vec_8x16u d128_0x1C07; \
2482 vec_8x16u d128_0x03E0; \
2483 vec_8x16u d128_0x00E0; \
2484 \
2485 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2486 dup_8x16b(d128_0x1C07, 0x1C07); \
2487 dup_8x16b(d128_0x03E0, 0x03E0); \
2488 dup_8x16b(d128_0x00E0, 0x00E0); \
2489 \
2490 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2491 \
2492 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2493 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2494 \
2495 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2496 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2497 \
2498 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2499 add_8x16b(fb_g, fb_g, pixels_g); \
2500 \
2501 min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb), \
2502 vector_cast(vec_16x8u, d128_0x7C1F)); \
2503 min_8x16b(fb_g, fb_g, d128_0x03E0); \
2504 \
2505 or_8x16b(blend_pixels, fb_rb, fb_g); \
2506} \
2507
2508#define blend_blocks_blended_combine_textured() \
2509{ \
2510 vec_8x16u blend_mask; \
2511 cmpltz_8x16b(blend_mask, pixels); \
2512 \
2513 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2514 bif_8x16b(blend_pixels, pixels, blend_mask); \
2515} \
2516
2517#define blend_blocks_blended_combine_untextured() \
2518
2519
2520#define blend_blocks_body_blend(blend_mode, texturing) \
2521{ \
2522 blend_blocks_##blend_mode(); \
2523 blend_blocks_blended_combine_##texturing(); \
2524} \
2525
2526#define blend_blocks_body_average(texturing) \
2527 blend_blocks_body_blend(average, texturing) \
2528
2529#define blend_blocks_body_add(texturing) \
2530 blend_blocks_body_blend(add, texturing) \
2531
2532#define blend_blocks_body_subtract(texturing) \
2533 blend_blocks_body_blend(subtract, texturing) \
2534
2535#define blend_blocks_body_add_fourth(texturing) \
2536 blend_blocks_body_blend(add_fourth, texturing) \
2537
2538#define blend_blocks_body_unblended(texturing) \
2539 blend_pixels = pixels \
2540
2541
2542#define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2543void \
2544 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2545 *psx_gpu) \
2546{ \
2547 block_struct *block = psx_gpu->blocks; \
2548 u32 num_blocks = psx_gpu->num_blocks; \
2549 vec_8x16u draw_mask; \
2550 vec_8x16u pixels; \
2551 vec_8x16u blend_pixels; \
2552 vec_8x16u framebuffer_pixels; \
2553 vec_8x16u msb_mask; \
2554 \
2555 u16 *fb_ptr; \
2556 \
2557 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2558 \
2559 while(num_blocks) \
2560 { \
2561 pixels = block->pixels; \
2562 draw_mask = block->draw_mask; \
2563 fb_ptr = block->fb_ptr; \
2564 \
2565 load_8x16b(framebuffer_pixels, fb_ptr); \
2566 \
2567 blend_blocks_mask_evaluate_##mask_evaluate(); \
2568 blend_blocks_body_##blend_mode(texturing); \
2569 \
2570 or_8x16b(blend_pixels, blend_pixels, msb_mask); \
2571 bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask); \
2572 store_8x16b(framebuffer_pixels, fb_ptr); \
2573 \
2574 blend_blocks++; \
2575 num_blocks--; \
2576 block++; \
2577 } \
2578} \
2579
2580void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu);
2581void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu);
2582void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu);
2583void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu);
2584void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu);
2585void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu);
2586void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu);
2587void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu);
2588
2589void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu);
2590void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu);
2591void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu);
2592void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu);
2593void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu);
2594void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu);
2595void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu);
2596void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu);
2597
2598void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2599void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2600
2601#ifndef NEON_BUILD
2602
2603void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2604{
2605}
2606
2607blend_blocks_builder(textured, average, off);
2608blend_blocks_builder(textured, average, on);
2609blend_blocks_builder(textured, add, off);
2610blend_blocks_builder(textured, add, on);
2611blend_blocks_builder(textured, subtract, off);
2612blend_blocks_builder(textured, subtract, on);
2613blend_blocks_builder(textured, add_fourth, off);
2614blend_blocks_builder(textured, add_fourth, on);
2615
2616blend_blocks_builder(untextured, average, off);
2617blend_blocks_builder(untextured, average, on);
2618blend_blocks_builder(untextured, add, off);
2619blend_blocks_builder(untextured, add, on);
2620blend_blocks_builder(untextured, subtract, off);
2621blend_blocks_builder(untextured, subtract, on);
2622blend_blocks_builder(untextured, add_fourth, off);
2623blend_blocks_builder(untextured, add_fourth, on);
2624
2625blend_blocks_builder(textured, unblended, on);
2626
2627#endif
2628
2629
2630#define vertex_swap(_a, _b) \
2631{ \
2632 vertex_struct *temp_vertex = _a; \
2633 _a = _b; \
2634 _b = temp_vertex; \
2635 triangle_winding ^= 1; \
2636} \
2637
2638
2639// Setup blocks parametric-variables:
2640// SHADE TEXTURE_MAP SWIZZLING
2641// 0 0 x
2642// 0 1 0
2643// 0 1 1
2644// 1 0 x
2645// 1 1 0
2646// 1 1 1
2647// 8 inputs, 6 combinations
2648
2649#define setup_blocks_switch_untextured_unshaded(dithering, target) \
2650 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2651
2652#define setup_blocks_switch_untextured_shaded(dithering, target) \
2653 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2654
2655#define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2656 target) \
2657 setup_blocks_switch_untextured_##shading(dithering, target) \
2658
2659#define setup_blocks_switch_texture_mode_4bpp(shading) \
2660 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2661
2662#define setup_blocks_switch_texture_mode_8bpp(shading) \
2663 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2664
2665#define setup_blocks_switch_texture_mode_16bpp(shading) \
2666 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2667
2668#define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2669 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2670
2671#define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2672 dithering, mask_evaluate) \
2673 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2674
2675#define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2676 dithering) \
2677 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2678
2679#define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2680 dithering) \
2681 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
2682
2683#define setup_blocks_switch_unblended(shading, texturing, texture_mode, \
2684 dithering, mask_evaluate) \
2685 setup_blocks_switch_unblended_##mask_evaluate(shading, texturing, \
2686 texture_mode, dithering) \
2687
2688#define setup_blocks_switch(shading, texturing, texture_mode, dithering, \
2689 blending, mask_evaluate) \
2690 setup_blocks_switch_##blending(shading, texturing, texture_mode, \
2691 dithering, mask_evaluate) \
2692
2693
2694// Texture blocks:
2695
2696#define texture_blocks_switch_untextured(texture_mode) \
2697 texture_blocks_untextured \
2698
2699#define texture_blocks_switch_textured(texture_mode) \
2700 texture_blocks_##texture_mode \
2701
2702#define texture_blocks_switch(texturing, texture_mode) \
2703 texture_blocks_switch_##texturing(texture_mode) \
2704
2705
2706// Shade blocks parametric-variables:
2707// SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2708// 0 0 x x
2709// 0 1 0 0
2710// 0 1 0 1
2711// x 1 1 x
2712// 1 0 x 0
2713// 1 0 x 1
2714// 1 1 0 0
2715// 1 1 0 1
2716// 16 inputs, 8 combinations
2717
2718#define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2719 shade_blocks_unshaded_untextured_##target \
2720
2721#define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2722 shade_blocks_textured_unmodulated_##target \
2723
2724#define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2725 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2726
2727#define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2728 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2729
2730#define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2731 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2732
2733#define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2734 shade_blocks_shaded_untextured \
2735
2736#define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2737 shade_blocks_textured_unmodulated_##target \
2738
2739#define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2740 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2741
2742#define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2743 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2744
2745#define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2746 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2747
2748#define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2749 dithering) \
2750 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2751
2752#define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2753 dithering) \
2754 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2755
2756#define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2757 mask_evaluate) \
2758 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2759
2760#define shade_blocks_switch_unblended(shading, texturing, modulation, \
2761 dithering, mask_evaluate) \
2762 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2763 dithering) \
2764
2765#define shade_blocks_switch(shading, texturing, modulation, dithering, \
2766 blending, mask_evaluate) \
2767 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2768 mask_evaluate) \
2769
2770
2771// Blend blocks parametric-variables:
2772// TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2773// x 0 x x 0
2774// x 0 x x 1
2775// 0 1 0 0 0
2776// 0 1 0 0 1
2777// 0 1 0 1 0
2778// 0 1 0 1 1
2779// 0 1 1 0 0
2780// 0 1 1 0 1
2781// 0 1 1 1 0
2782// 0 1 1 1 1
2783// 1 1 0 0 0
2784// 1 1 0 0 1
2785// 1 1 0 1 0
2786// 1 1 0 1 1
2787// 1 1 1 0 0
2788// 1 1 1 0 1
2789// 1 1 1 1 0
2790// 1 1 1 1 1
2791// 32 inputs, 18 combinations
2792
2793#define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2794 blend_blocks_textured_unblended_##mask_evaluate \
2795
2796#define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2797 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2798
2799#define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2800 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2801
2802
2803#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2804 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2805{ \
2806 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2807 mask_evaluate), \
2808 texture_blocks_switch(texturing, texture_mode), \
2809 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2810 mask_evaluate), \
2811 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2812} \
2813
2814#define render_blocks_switch_block_blending(texture_mode, blend_mode, \
2815 mask_evaluate, shading, dithering, texturing, blending) \
2816 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2817 mask_evaluate, shading, dithering, texturing, blending, modulated), \
2818 render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2819 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
2820
2821#define render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2822 mask_evaluate, shading, dithering, texturing) \
2823 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2824 mask_evaluate, shading, dithering, texturing, unblended), \
2825 render_blocks_switch_block_blending(texture_mode, blend_mode, \
2826 mask_evaluate, shading, dithering, texturing, blended) \
2827
2828#define render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2829 mask_evaluate, shading, dithering) \
2830 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2831 mask_evaluate, shading, dithering, untextured), \
2832 render_blocks_switch_block_texturing(texture_mode, blend_mode, \
2833 mask_evaluate, shading, dithering, textured) \
2834
2835#define render_blocks_switch_block_shading(texture_mode, blend_mode, \
2836 mask_evaluate, shading) \
2837 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2838 mask_evaluate, shading, undithered), \
2839 render_blocks_switch_block_dithering(texture_mode, blend_mode, \
2840 mask_evaluate, shading, dithered) \
2841
2842#define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2843 mask_evaluate) \
2844 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2845 unshaded), \
2846 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2847 shaded) \
2848
2849#define render_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
2850 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off), \
2851 render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on) \
2852
2853#define render_blocks_switch_block_texture_mode(texture_mode) \
2854 render_blocks_switch_block_blend_mode(texture_mode, average), \
2855 render_blocks_switch_block_blend_mode(texture_mode, add), \
2856 render_blocks_switch_block_blend_mode(texture_mode, subtract), \
2857 render_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
2858
2859#define render_blocks_switch_block() \
2860 render_blocks_switch_block_texture_mode(4bpp), \
2861 render_blocks_switch_block_texture_mode(8bpp), \
2862 render_blocks_switch_block_texture_mode(16bpp), \
2863 render_blocks_switch_block_texture_mode(4bpp) \
2864
2865
2866render_block_handler_struct render_triangle_block_handlers[] =
2867{
2868 render_blocks_switch_block()
2869};
2870
2871#undef render_blocks_switch_block_modulation
2872
2873#define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2874 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2875 "render flags:\n" \
2876 "texture mode: " #texture_mode "\n" \
2877 "blend mode: " #blend_mode "\n" \
2878 "mask evaluation: " #mask_evaluate "\n" \
2879 #shading "\n" \
2880 #dithering "\n" \
2881 #texturing "\n" \
2882 #blending "\n" \
2883 #modulation "\n" \
2884
2885char *render_block_flag_strings[] =
2886{
2887 render_blocks_switch_block()
2888};
2889
2890
2891#define triangle_y_direction_up 1
2892#define triangle_y_direction_flat 2
2893#define triangle_y_direction_down 0
2894
2895#define triangle_winding_positive 0
2896#define triangle_winding_negative 1
2897
2898#define triangle_set_direction(direction_variable, value) \
2899 u32 direction_variable = (u32)(value) >> 31; \
2900 if(value == 0) \
2901 direction_variable = 2 \
2902
2903#define triangle_case(direction_a, direction_b, direction_c, winding) \
2904 case (triangle_y_direction_##direction_a | \
2905 (triangle_y_direction_##direction_b << 2) | \
2906 (triangle_y_direction_##direction_c << 4) | \
2907 (triangle_winding_##winding << 6)) \
2908
2909static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2910 vertex_struct *vertexes_out[3])
2911{
2912 s32 y_top, y_bottom;
2913 s32 triangle_area;
2914 u32 triangle_winding = 0;
2915
2916 vertex_struct *a = &(vertexes[0]);
2917 vertex_struct *b = &(vertexes[1]);
2918 vertex_struct *c = &(vertexes[2]);
2919
2920 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2921
2922#ifdef PROFILE
2923 triangles++;
2924#endif
2925
2926 if(triangle_area == 0)
2927 {
2928#ifdef PROFILE
2929 trivial_rejects++;
2930#endif
2931 return 0;
2932 }
2933
2934 if(b->y < a->y)
2935 vertex_swap(a, b);
2936
2937 if(c->y < b->y)
2938 {
2939 vertex_swap(b, c);
2940
2941 if(b->y < a->y)
2942 vertex_swap(a, b);
2943 }
2944
2945 y_bottom = c->y;
2946 y_top = a->y;
2947
2948 if((y_bottom - y_top) >= 512)
2949 {
2950#ifdef PROFILE
2951 trivial_rejects++;
2952#endif
2953 return 0;
2954 }
2955
2956 if(triangle_area < 0)
2957 {
2958 triangle_area = -triangle_area;
2959 triangle_winding ^= 1;
2960 vertex_swap(a, c);
2961 }
2962
2963 if(b->x < a->x)
2964 vertex_swap(a, b);
2965
2966 if(c->x < b->x)
2967 {
2968 vertex_swap(b, c);
2969
2970 if(b->x < a->x)
2971 vertex_swap(a, b);
2972 }
2973
2974 if((c->x - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024)
2975 {
2976#ifdef PROFILE
2977 trivial_rejects++;
2978#endif
2979 return 0;
2980 }
2981
2982 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2983 y_bottom) == 0)
2984 {
2985#ifdef PROFILE
2986 trivial_rejects++;
2987#endif
2988 return 0;
2989 }
2990
2991 psx_gpu->triangle_area = triangle_area;
2992 psx_gpu->triangle_winding = triangle_winding;
2993
2994 vertexes_out[0] = a;
2995 vertexes_out[1] = b;
2996 vertexes_out[2] = c;
2997
2998 return 1;
2999}
3000
3001static void render_triangle_p(psx_gpu_struct *psx_gpu,
3002 vertex_struct *vertex_ptrs[3], u32 flags)
3003{
3004 psx_gpu->num_spans = 0;
3005
3006 vertex_struct *a = vertex_ptrs[0];
3007 vertex_struct *b = vertex_ptrs[1];
3008 vertex_struct *c = vertex_ptrs[2];
3009
3010 s32 y_delta_a = b->y - a->y;
3011 s32 y_delta_b = c->y - b->y;
3012 s32 y_delta_c = c->y - a->y;
3013
3014 triangle_set_direction(y_direction_a, y_delta_a);
3015 triangle_set_direction(y_direction_b, y_delta_b);
3016 triangle_set_direction(y_direction_c, y_delta_c);
3017
3018 compute_all_gradients(psx_gpu, a, b, c);
3019
3020 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
3021 (psx_gpu->triangle_winding << 6))
3022 {
3023 triangle_case(up, up, up, negative):
3024 triangle_case(up, up, flat, negative):
3025 triangle_case(up, up, down, negative):
3026 setup_spans_up_right(psx_gpu, a, b, c);
3027 break;
3028
3029 triangle_case(flat, up, up, negative):
3030 triangle_case(flat, up, flat, negative):
3031 triangle_case(flat, up, down, negative):
3032 setup_spans_up_a(psx_gpu, a, b, c);
3033 break;
3034
3035 triangle_case(down, up, up, negative):
3036 setup_spans_up_down(psx_gpu, a, c, b);
3037 break;
3038
3039 triangle_case(down, up, flat, negative):
3040 setup_spans_down_a(psx_gpu, a, c, b);
3041 break;
3042
3043 triangle_case(down, up, down, negative):
3044 setup_spans_down_right(psx_gpu, a, c, b);
3045 break;
3046
3047 triangle_case(down, flat, up, negative):
3048 triangle_case(down, flat, flat, negative):
3049 triangle_case(down, flat, down, negative):
3050 setup_spans_down_b(psx_gpu, a, b, c);
3051 break;
3052
3053 triangle_case(down, down, up, negative):
3054 triangle_case(down, down, flat, negative):
3055 triangle_case(down, down, down, negative):
3056 setup_spans_down_left(psx_gpu, a, b, c);
3057 break;
3058
3059 triangle_case(up, up, up, positive):
3060 triangle_case(up, up, flat, positive):
3061 triangle_case(up, up, down, positive):
3062 setup_spans_up_left(psx_gpu, a, b, c);
3063 break;
3064
3065 triangle_case(up, flat, up, positive):
3066 triangle_case(up, flat, flat, positive):
3067 triangle_case(up, flat, down, positive):
3068 setup_spans_up_b(psx_gpu, a, b, c);
3069 break;
3070
3071 triangle_case(up, down, up, positive):
3072 setup_spans_up_right(psx_gpu, a, c, b);
3073 break;
3074
3075 triangle_case(up, down, flat, positive):
3076 setup_spans_up_a(psx_gpu, a, c, b);
3077 break;
3078
3079 triangle_case(up, down, down, positive):
3080 setup_spans_up_down(psx_gpu, a, b, c);
3081 break;
3082
3083 triangle_case(flat, down, up, positive):
3084 triangle_case(flat, down, flat, positive):
3085 triangle_case(flat, down, down, positive):
3086 setup_spans_down_a(psx_gpu, a, b, c);
3087 break;
3088
3089 triangle_case(down, down, up, positive):
3090 triangle_case(down, down, flat, positive):
3091 triangle_case(down, down, down, positive):
3092 setup_spans_down_right(psx_gpu, a, b, c);
3093 break;
3094 }
3095
3096#ifdef PROFILE
3097 spans += psx_gpu->num_spans;
3098#endif
3099
3100 if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
3101 {
3102 u32 i;
3103
3104 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
3105 {
3106 for(i = 0; i < psx_gpu->num_spans; i++)
3107 {
3108 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3109 psx_gpu->span_edge_data[i].num_blocks = 0;
3110 }
3111 }
3112 else
3113 {
3114 for(i = 0; i < psx_gpu->num_spans; i++)
3115 {
3116 if(psx_gpu->span_edge_data[i].y & 1)
3117 psx_gpu->span_edge_data[i].num_blocks = 0;
3118 }
3119 }
3120 }
3121
3122 u32 render_state = flags &
3123 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3124 RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3125 render_state |= psx_gpu->render_state_base;
3126
3127 if((psx_gpu->render_state != render_state) ||
3128 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3129 {
3130 psx_gpu->render_state = render_state;
3131 flush_render_block_buffer(psx_gpu);
3132#ifdef PROFILE
3133 state_changes++;
3134#endif
3135 }
3136
3137 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3138
3139 psx_gpu->render_block_handler =
3140 &(render_triangle_block_handlers[render_state]);
3141 ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3142 (psx_gpu);
3143}
3144
3145void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3146 u32 flags)
3147{
3148 vertex_struct *vertex_ptrs[3];
3149 if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs))
3150 render_triangle_p(psx_gpu, vertex_ptrs, flags);
3151}
3152
3153
3154void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
3155
3156#ifndef NEON_BUILD
3157
3158void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3159{
3160 block_struct *block = psx_gpu->blocks;
3161 u32 num_blocks = psx_gpu->num_blocks;
3162
3163 vec_8x16u texels;
3164 vec_8x8u texel_indexes;
3165
3166 u16 *clut_ptr = psx_gpu->clut_ptr;
3167 u32 i;
3168
3169 while(num_blocks)
3170 {
3171 texel_indexes = block->r;
3172
3173 for(i = 0; i < 8; i++)
3174 {
3175 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3176 }
3177
3178 block->texels = texels;
3179
3180 num_blocks--;
3181 block++;
3182 }
3183}
3184
3185#endif
3186
3187
3188#define setup_sprite_tiled_initialize_4bpp() \
3189 u16 *clut_ptr = psx_gpu->clut_ptr; \
3190 vec_8x16u clut_a, clut_b; \
3191 vec_16x8u clut_low, clut_high; \
3192 \
3193 load_8x16b(clut_a, clut_ptr); \
3194 load_8x16b(clut_b, clut_ptr + 8); \
3195 unzip_16x8b(clut_low, clut_high, clut_a, clut_b); \
3196 \
3197 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3198 update_texture_4bpp_cache(psx_gpu) \
3199
3200#define setup_sprite_tiled_initialize_8bpp() \
3201 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask) \
3202 update_texture_8bpp_cache(psx_gpu) \
3203
3204
3205#define setup_sprite_tile_fetch_texel_block_8bpp(offset) \
3206 texture_block_ptr = psx_gpu->texture_page_ptr + \
3207 ((texture_offset + offset) & texture_mask); \
3208 \
3209 load_64b(texels, texture_block_ptr) \
3210
3211
3212#define setup_sprite_tile_setup_block_yes(side, offset, texture_mode) \
3213
3214#define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
3215
3216#define setup_sprite_tile_add_blocks(tile_num_blocks) \
3217 num_blocks += tile_num_blocks; \
3218 sprite_blocks += tile_num_blocks; \
3219 \
3220 if(num_blocks > MAX_BLOCKS) \
3221 { \
3222 flush_render_block_buffer(psx_gpu); \
3223 num_blocks = tile_num_blocks; \
3224 block = psx_gpu->blocks; \
3225 } \
3226
3227#define setup_sprite_tile_full_4bpp(edge) \
3228{ \
3229 vec_8x8u texels_low, texels_high; \
3230 vec_8x16u pixels; \
3231 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3232 \
3233 while(sub_tile_height) \
3234 { \
3235 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3236 tbl_16(texels_low, texels, clut_low); \
3237 tbl_16(texels_high, texels, clut_high); \
3238 zip_8x16b(pixels, texels_low, texels_high); \
3239 \
3240 block->texels = pixels; \
3241 block->draw_mask_bits = left_mask_bits; \
3242 block->fb_ptr = fb_ptr; \
3243 block++; \
3244 \
3245 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3246 tbl_16(texels_low, texels, clut_low); \
3247 tbl_16(texels_high, texels, clut_high); \
3248 zip_8x16b(pixels, texels_low, texels_high); \
3249 \
3250 block->texels = pixels; \
3251 block->draw_mask_bits = right_mask_bits; \
3252 block->fb_ptr = fb_ptr + 8; \
3253 block++; \
3254 \
3255 fb_ptr += 1024; \
3256 texture_offset += 0x10; \
3257 sub_tile_height--; \
3258 } \
3259 texture_offset += 0xF00; \
3260 psx_gpu->num_blocks = num_blocks; \
3261} \
3262
3263#define setup_sprite_tile_half_4bpp(edge) \
3264{ \
3265 vec_8x8u texels_low, texels_high; \
3266 vec_8x16u pixels; \
3267 setup_sprite_tile_add_blocks(sub_tile_height); \
3268 \
3269 while(sub_tile_height) \
3270 { \
3271 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3272 tbl_16(texels_low, texels, clut_low); \
3273 tbl_16(texels_high, texels, clut_high); \
3274 zip_8x16b(pixels, texels_low, texels_high); \
3275 \
3276 block->texels = pixels; \
3277 block->draw_mask_bits = edge##_mask_bits; \
3278 block->fb_ptr = fb_ptr; \
3279 block++; \
3280 \
3281 fb_ptr += 1024; \
3282 texture_offset += 0x10; \
3283 sub_tile_height--; \
3284 } \
3285 texture_offset += 0xF00; \
3286 psx_gpu->num_blocks = num_blocks; \
3287} \
3288
3289
3290#define setup_sprite_tile_full_8bpp(edge) \
3291{ \
3292 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3293 \
3294 while(sub_tile_height) \
3295 { \
3296 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3297 block->r = texels; \
3298 block->draw_mask_bits = left_mask_bits; \
3299 block->fb_ptr = fb_ptr; \
3300 block++; \
3301 \
3302 setup_sprite_tile_fetch_texel_block_8bpp(8); \
3303 block->r = texels; \
3304 block->draw_mask_bits = right_mask_bits; \
3305 block->fb_ptr = fb_ptr + 8; \
3306 block++; \
3307 \
3308 fb_ptr += 1024; \
3309 texture_offset += 0x10; \
3310 sub_tile_height--; \
3311 } \
3312 texture_offset += 0xF00; \
3313 psx_gpu->num_blocks = num_blocks; \
3314} \
3315
3316#define setup_sprite_tile_half_8bpp(edge) \
3317{ \
3318 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3319 \
3320 while(sub_tile_height) \
3321 { \
3322 setup_sprite_tile_fetch_texel_block_8bpp(0); \
3323 block->r = texels; \
3324 block->draw_mask_bits = edge##_mask_bits; \
3325 block->fb_ptr = fb_ptr; \
3326 block++; \
3327 \
3328 fb_ptr += 1024; \
3329 texture_offset += 0x10; \
3330 sub_tile_height--; \
3331 } \
3332 texture_offset += 0xF00; \
3333 psx_gpu->num_blocks = num_blocks; \
3334} \
3335
3336
3337#define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3338 texture_offset = texture_offset_base + 8; \
3339 fb_ptr += 8 \
3340
3341#define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3342 texture_offset = texture_offset_base \
3343
3344#define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3345 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3346
3347#define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3348 texture_offset = texture_offset_base \
3349
3350#define setup_sprite_tile_column_edge_post_adjust_half_right() \
3351 fb_ptr -= 8 \
3352
3353#define setup_sprite_tile_column_edge_post_adjust_half_left() \
3354
3355#define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3356 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3357
3358#define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3359
3360
3361#define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
3362do \
3363{ \
3364 sub_tile_height = column_data; \
3365 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3366 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3367 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3368} while(0) \
3369
3370#define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
3371do \
3372{ \
3373 u32 tiles_remaining = column_data >> 16; \
3374 sub_tile_height = column_data & 0xFF; \
3375 setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge); \
3376 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3377 tiles_remaining -= 1; \
3378 \
3379 while(tiles_remaining) \
3380 { \
3381 sub_tile_height = 16; \
3382 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3383 tiles_remaining--; \
3384 } \
3385 \
3386 sub_tile_height = (column_data >> 8) & 0xFF; \
3387 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3388 setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge); \
3389} while(0) \
3390
3391
3392#define setup_sprite_column_data_single() \
3393 column_data = height \
3394
3395#define setup_sprite_column_data_multi() \
3396 column_data = 16 - offset_v; \
3397 column_data |= ((height_rounded & 0xF) + 1) << 8; \
3398 column_data |= (tile_height - 1) << 16 \
3399
3400
3401#define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
3402 edge_mode, edge) \
3403{ \
3404 setup_sprite_column_data_##multi_height(); \
3405 left_mask_bits = left_block_mask | right_block_mask; \
3406 right_mask_bits = left_mask_bits >> 8; \
3407 \
3408 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
3409 texture_mode); \
3410} \
3411
3412#define setup_sprite_tiled_advance_column() \
3413 texture_offset_base += 0x100; \
3414 if((texture_offset_base & 0xF00) == 0) \
3415 texture_offset_base -= (0x100 + 0xF00) \
3416
3417#define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
3418 left_mode, right_mode) \
3419{ \
3420 setup_sprite_column_data_##multi_height(); \
3421 s32 fb_ptr_advance_column = 16 - (1024 * height); \
3422 \
3423 tile_width -= 2; \
3424 left_mask_bits = left_block_mask; \
3425 right_mask_bits = left_mask_bits >> 8; \
3426 \
3427 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
3428 texture_mode); \
3429 fb_ptr += fb_ptr_advance_column; \
3430 \
3431 left_mask_bits = 0x00; \
3432 right_mask_bits = 0x00; \
3433 \
3434 while(tile_width) \
3435 { \
3436 setup_sprite_tiled_advance_column(); \
3437 setup_sprite_tile_column_height_##multi_height(full, none, texture_mode); \
3438 fb_ptr += fb_ptr_advance_column; \
3439 tile_width--; \
3440 } \
3441 \
3442 left_mask_bits = right_block_mask; \
3443 right_mask_bits = left_mask_bits >> 8; \
3444 \
3445 setup_sprite_tiled_advance_column(); \
3446 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
3447 texture_mode); \
3448} \
3449
3450
3451#define setup_sprite_tiled_builder(texture_mode) \
3452void setup_sprite_##texture_mode(psx_gpu_struct *psx_gpu, s32 x, s32 y, \
3453 s32 u, s32 v, s32 width, s32 height, u32 color) \
3454{ \
3455 s32 offset_u = u & 0xF; \
3456 s32 offset_v = v & 0xF; \
3457 \
3458 s32 width_rounded = offset_u + width + 15; \
3459 s32 height_rounded = offset_v + height + 15; \
3460 s32 tile_height = height_rounded / 16; \
3461 s32 tile_width = width_rounded / 16; \
3462 u32 offset_u_right = width_rounded & 0xF; \
3463 \
3464 u32 left_block_mask = ~(0xFFFF << offset_u); \
3465 u32 right_block_mask = 0xFFFE << offset_u_right; \
3466 \
3467 u32 left_mask_bits; \
3468 u32 right_mask_bits; \
3469 \
3470 u32 sub_tile_height; \
3471 u32 column_data; \
3472 \
3473 u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) | \
3474 ((psx_gpu->texture_mask_height & 0xF) << 4) | \
3475 ((psx_gpu->texture_mask_width >> 4) << 8) | \
3476 ((psx_gpu->texture_mask_height >> 4) << 12); \
3477 u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) | \
3478 ((v & 0xF0) << 8); \
3479 u32 texture_offset_base = texture_offset; \
3480 u32 control_mask; \
3481 \
3482 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u); \
3483 u32 num_blocks = psx_gpu->num_blocks; \
3484 block_struct *block = psx_gpu->blocks + num_blocks; \
3485 \
3486 u16 *texture_block_ptr; \
3487 vec_8x8u texels; \
3488 \
3489 setup_sprite_tiled_initialize_##texture_mode(); \
3490 \
3491 control_mask = tile_width == 1; \
3492 control_mask |= (tile_height == 1) << 1; \
3493 control_mask |= ((left_block_mask & 0xFF) == 0xFF) << 2; \
3494 control_mask |= (((right_block_mask >> 8) & 0xFF) == 0xFF) << 3; \
3495 \
3496 sprites_##texture_mode++; \
3497 \
3498 switch(control_mask) \
3499 { \
3500 default: \
3501 case 0x0: \
3502 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
3503 break; \
3504 \
3505 case 0x1: \
3506 setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
3507 break; \
3508 \
3509 case 0x2: \
3510 setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
3511 break; \
3512 \
3513 case 0x3: \
3514 setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
3515 break; \
3516 \
3517 case 0x4: \
3518 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
3519 break; \
3520 \
3521 case 0x5: \
3522 setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
3523 break; \
3524 \
3525 case 0x6: \
3526 setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
3527 break; \
3528 \
3529 case 0x7: \
3530 setup_sprite_tile_column_width_single(texture_mode, single, half, right);\
3531 break; \
3532 \
3533 case 0x8: \
3534 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
3535 break; \
3536 \
3537 case 0x9: \
3538 setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
3539 break; \
3540 \
3541 case 0xA: \
3542 setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
3543 break; \
3544 \
3545 case 0xB: \
3546 setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
3547 break; \
3548 \
3549 case 0xC: \
3550 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
3551 break; \
3552 \
3553 case 0xE: \
3554 setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
3555 break; \
3556 } \
3557} \
3558
3559
3560void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3561 s32 width, s32 height, u32 color);
3562void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3563 s32 width, s32 height, u32 color);
3564void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3565 s32 width, s32 height, u32 color);
3566
3567#ifndef NEON_BUILD
3568setup_sprite_tiled_builder(4bpp);
3569setup_sprite_tiled_builder(8bpp);
3570
3571void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3572 s32 v, s32 width, s32 height, u32 color)
3573{
3574 u32 left_offset = u & 0x7;
3575 u32 width_rounded = width + left_offset + 7;
3576
3577 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset);
3578 u32 right_width = width_rounded & 0x7;
3579 u32 block_width = width_rounded / 8;
3580 u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3581
3582 u32 left_mask_bits = ~(0xFF << left_offset);
3583 u32 right_mask_bits = 0xFE << right_width;
3584
3585 u32 texture_offset_base = u + (v * 1024);
3586 u32 texture_mask =
3587 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3588
3589 u32 blocks_remaining;
3590 u32 num_blocks = psx_gpu->num_blocks;
3591 block_struct *block = psx_gpu->blocks + num_blocks;
3592
3593 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3594 u16 *texture_block_ptr;
3595
3596 texture_offset_base &= ~0x7;
3597
3598 sprites_16bpp++;
3599
3600 if(block_width == 1)
3601 {
3602 u32 mask_bits = left_mask_bits | right_mask_bits;
3603
3604 while(height)
3605 {
3606 num_blocks++;
3607 sprite_blocks++;
3608
3609 if(num_blocks > MAX_BLOCKS)
3610 {
3611 flush_render_block_buffer(psx_gpu);
3612 num_blocks = 1;
3613 block = psx_gpu->blocks;
3614 }
3615
3616 texture_block_ptr =
3617 texture_page_ptr + (texture_offset_base & texture_mask);
3618
3619 load_128b(block->texels, texture_block_ptr);
3620 block->draw_mask_bits = mask_bits;
3621 block->fb_ptr = fb_ptr;
3622
3623 block++;
3624
3625 texture_offset_base += 1024;
3626 fb_ptr += 1024;
3627
3628 height--;
3629 psx_gpu->num_blocks = num_blocks;
3630 }
3631 }
3632 else
3633 {
3634 u32 texture_offset;
3635
3636 while(height)
3637 {
3638 blocks_remaining = block_width - 2;
3639 num_blocks += block_width;
3640 sprite_blocks += block_width;
3641
3642 if(num_blocks > MAX_BLOCKS)
3643 {
3644 flush_render_block_buffer(psx_gpu);
3645 num_blocks = block_width;
3646 block = psx_gpu->blocks;
3647 }
3648
3649 texture_offset = texture_offset_base;
3650 texture_offset_base += 1024;
3651
3652 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3653 load_128b(block->texels, texture_block_ptr);
3654
3655 block->draw_mask_bits = left_mask_bits;
3656 block->fb_ptr = fb_ptr;
3657
3658 texture_offset += 8;
3659 fb_ptr += 8;
3660 block++;
3661
3662 while(blocks_remaining)
3663 {
3664 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3665 load_128b(block->texels, texture_block_ptr);
3666
3667 block->draw_mask_bits = 0;
3668 block->fb_ptr = fb_ptr;
3669
3670 texture_offset += 8;
3671 fb_ptr += 8;
3672 block++;
3673
3674 blocks_remaining--;
3675 }
3676
3677 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3678 load_128b(block->texels, texture_block_ptr);
3679
3680 block->draw_mask_bits = right_mask_bits;
3681 block->fb_ptr = fb_ptr;
3682
3683 fb_ptr += fb_ptr_pitch;
3684 block++;
3685
3686 height--;
3687 psx_gpu->num_blocks = num_blocks;
3688 }
3689 }
3690}
3691
3692#endif
3693
3694void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3695 s32 v, s32 width, s32 height, u32 color)
3696{
3697 u32 right_width = ((width - 1) & 0x7) + 1;
3698 u32 right_mask_bits = (0xFF << right_width);
3699 u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + x;
3700 u32 block_width = (width + 7) / 8;
3701 u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3702 u32 blocks_remaining;
3703 u32 num_blocks = psx_gpu->num_blocks;
3704 block_struct *block = psx_gpu->blocks + num_blocks;
3705
3706 u32 color_r = color & 0xFF;
3707 u32 color_g = (color >> 8) & 0xFF;
3708 u32 color_b = (color >> 16) & 0xFF;
3709 vec_8x16u colors;
3710 vec_8x16u right_mask;
3711 vec_8x16u test_mask = psx_gpu->test_mask;
3712 vec_8x16u zero_mask;
3713
3714 sprites_untextured++;
3715
3716 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3717
3718 dup_8x16b(colors, color);
3719 dup_8x16b(zero_mask, 0x00);
3720 dup_8x16b(right_mask, right_mask_bits);
3721 tst_8x16b(right_mask, right_mask, test_mask);
3722
3723 while(height)
3724 {
3725 blocks_remaining = block_width - 1;
3726 num_blocks += block_width;
3727
3728#ifdef PROFILE
3729 sprite_blocks += block_width;
3730#endif
3731
3732 if(num_blocks > MAX_BLOCKS)
3733 {
3734 flush_render_block_buffer(psx_gpu);
3735 num_blocks = block_width;
3736 block = psx_gpu->blocks;
3737 }
3738
3739 while(blocks_remaining)
3740 {
3741 block->pixels = colors;
3742 block->draw_mask = zero_mask;
3743 block->fb_ptr = fb_ptr;
3744
3745 fb_ptr += 8;
3746 block++;
3747 blocks_remaining--;
3748 }
3749
3750 block->pixels = colors;
3751 block->draw_mask = right_mask;
3752 block->fb_ptr = fb_ptr;
3753
3754 block++;
3755 fb_ptr += fb_ptr_pitch;
3756
3757 height--;
3758 psx_gpu->num_blocks = num_blocks;
3759 }
3760}
3761
3762
3763
3764#define setup_sprite_blocks_switch_textured(texture_mode) \
3765 setup_sprite_##texture_mode \
3766
3767#define setup_sprite_blocks_switch_untextured(texture_mode) \
3768 setup_sprite_untextured \
3769
3770#define setup_sprite_blocks_switch(texturing, texture_mode) \
3771 setup_sprite_blocks_switch_##texturing(texture_mode) \
3772
3773
3774#define texture_sprite_blocks_switch_4bpp() \
3775 texture_blocks_untextured \
3776
3777#define texture_sprite_blocks_switch_8bpp() \
3778 texture_sprite_blocks_8bpp \
3779
3780#define texture_sprite_blocks_switch_16bpp() \
3781 texture_blocks_untextured \
3782
3783#define texture_sprite_blocks_switch_untextured(texture_mode) \
3784 texture_blocks_untextured \
3785
3786#define texture_sprite_blocks_switch_textured(texture_mode) \
3787 texture_sprite_blocks_switch_##texture_mode() \
3788
3789#define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3790 mask_evaluate, shading, dithering, texturing, blending, modulation) \
3791{ \
3792 setup_sprite_blocks_switch(texturing, texture_mode), \
3793 texture_sprite_blocks_switch_##texturing(texture_mode), \
3794 shade_blocks_switch(unshaded, texturing, modulation, undithered, blending, \
3795 mask_evaluate), \
3796 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
3797} \
3798
3799#define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3800 mask_evaluate, shading, dithering, texturing, blending) \
3801 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3802 mask_evaluate, shading, dithering, texturing, blending, modulated), \
3803 render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3804 mask_evaluate, shading, dithering, texturing, blending, unmodulated) \
3805
3806#define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3807 mask_evaluate, shading, dithering, texturing) \
3808 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3809 mask_evaluate, shading, dithering, texturing, unblended), \
3810 render_sprite_blocks_switch_block_blending(texture_mode, blend_mode, \
3811 mask_evaluate, shading, dithering, texturing, blended) \
3812
3813#define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3814 mask_evaluate, shading, dithering) \
3815 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3816 mask_evaluate, shading, dithering, untextured), \
3817 render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode, \
3818 mask_evaluate, shading, dithering, textured) \
3819
3820#define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3821 mask_evaluate, shading) \
3822 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3823 mask_evaluate, shading, undithered), \
3824 render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode, \
3825 mask_evaluate, shading, dithered) \
3826
3827#define render_sprite_blocks_switch_block_mask_evaluate(texture_mode, \
3828 blend_mode, mask_evaluate) \
3829 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3830 mask_evaluate, unshaded), \
3831 render_sprite_blocks_switch_block_shading(texture_mode, blend_mode, \
3832 mask_evaluate, shaded) \
3833
3834#define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
3835 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3836 off), \
3837 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
3838 on) \
3839
3840#define render_sprite_blocks_switch_block_texture_mode(texture_mode) \
3841 render_sprite_blocks_switch_block_blend_mode(texture_mode, average), \
3842 render_sprite_blocks_switch_block_blend_mode(texture_mode, add), \
3843 render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract), \
3844 render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth) \
3845
3846#define render_sprite_blocks_switch_block() \
3847 render_sprite_blocks_switch_block_texture_mode(4bpp), \
3848 render_sprite_blocks_switch_block_texture_mode(8bpp), \
3849 render_sprite_blocks_switch_block_texture_mode(16bpp), \
3850 render_sprite_blocks_switch_block_texture_mode(4bpp) \
3851
3852
3853render_block_handler_struct render_sprite_block_handlers[] =
3854{
3855 render_sprite_blocks_switch_block()
3856};
3857
3858
3859void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
3860 s32 width, s32 height, u32 flags, u32 color)
3861{
3862 s32 x_right = x + width - 1;
3863 s32 y_bottom = y + height - 1;
3864
3865#ifdef PROFILE
3866 sprites++;
3867#endif
3868
3869 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
3870 y_bottom) == 0)
3871 {
3872 return;
3873 }
3874
3875 if(x < psx_gpu->viewport_start_x)
3876 {
3877 u32 clip = psx_gpu->viewport_start_x - x;
3878 x += clip;
3879 u += clip;
3880 width -= clip;
3881 }
3882
3883 if(y < psx_gpu->viewport_start_y)
3884 {
3885 s32 clip = psx_gpu->viewport_start_y - y;
3886 y += clip;
3887 v += clip;
3888 height -= clip;
3889 }
3890
3891 if(x_right > psx_gpu->viewport_end_x)
3892 width -= x_right - psx_gpu->viewport_end_x;
3893
3894 if(y_bottom > psx_gpu->viewport_end_y)
3895 height -= y_bottom - psx_gpu->viewport_end_y;
3896
3897 if((width <= 0) || (height <= 0))
3898 return;
3899
3900#ifdef PROFILE
3901 span_pixels += width * height;
3902 spans += height;
3903#endif
3904
3905 u32 render_state = flags &
3906 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3907 RENDER_FLAGS_TEXTURE_MAP);
3908 render_state |=
3909 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
3910
3911 if((psx_gpu->render_state != render_state) ||
3912 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
3913 {
3914 psx_gpu->render_state = render_state;
3915 flush_render_block_buffer(psx_gpu);
3916#ifdef PROFILE
3917 state_changes++;
3918#endif
3919 }
3920
3921 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
3922
3923 color &= 0xFFFFFF;
3924
3925 if(psx_gpu->triangle_color != color)
3926 {
3927 flush_render_block_buffer(psx_gpu);
3928 psx_gpu->triangle_color = color;
3929 }
3930
3931 if(color == 0x808080)
3932 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
3933
3934 render_block_handler_struct *render_block_handler =
3935 &(render_sprite_block_handlers[render_state]);
3936 psx_gpu->render_block_handler = render_block_handler;
3937
3938 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
3939 (psx_gpu, x, y, u, v, width, height, color);
3940}
3941
3942#define draw_pixel_line_mask_evaluate_yes() \
3943 if(*vram_ptr & 0x8000) \
3944
3945#define draw_pixel_line_mask_evaluate_no() \
3946
3947
3948#define draw_pixel_line_shaded() \
3949{ \
3950 color_r = fixed_to_int(current_r); \
3951 color_g = fixed_to_int(current_g); \
3952 color_b = fixed_to_int(current_b); \
3953 \
3954 current_r += gradient_r; \
3955 current_g += gradient_g; \
3956 current_b += gradient_b; \
3957} \
3958
3959#define draw_pixel_line_unshaded() \
3960{ \
3961 color_r = color & 0xFF; \
3962 color_g = (color >> 8) & 0xFF; \
3963 color_b = (color >> 16) & 0xFF; \
3964} \
3965
3966
3967#define draw_pixel_line_dithered(_x, _y) \
3968{ \
3969 u32 dither_xor = _x ^ _y; \
3970 s32 dither_offset = (dither_xor >> 1) & 0x1; \
3971 dither_offset |= (_y & 0x1) << 1; \
3972 dither_offset |= (dither_xor & 0x1) << 2; \
3973 dither_offset -= 4; \
3974 \
3975 color_r += dither_offset; \
3976 color_g += dither_offset; \
3977 color_b += dither_offset; \
3978 \
3979 if(color_r < 0) \
3980 color_r = 0; \
3981 \
3982 if(color_g < 0) \
3983 color_g = 0; \
3984 \
3985 if(color_b < 0) \
3986 color_b = 0; \
3987 \
3988 if(color_r > 255) \
3989 color_r = 255; \
3990 \
3991 if(color_g > 255) \
3992 color_g = 255; \
3993 \
3994 if(color_b > 255) \
3995 color_b = 255; \
3996} \
3997
3998#define draw_pixel_line_undithered(_x, _y) \
3999
4000
4001#define draw_pixel_line_average() \
4002 color_r = (color_r + fb_r) / 2; \
4003 color_g = (color_g + fb_g) / 2; \
4004 color_b = (color_b + fb_b) / 2 \
4005
4006#define draw_pixel_line_add() \
4007 color_r += fb_r; \
4008 color_g += fb_g; \
4009 color_b += fb_b; \
4010 \
4011 if(color_r > 31) \
4012 color_r = 31; \
4013 \
4014 if(color_g > 31) \
4015 color_g = 31; \
4016 \
4017 if(color_b > 31) \
4018 color_b = 31 \
4019 \
4020
4021#define draw_pixel_line_subtract() \
4022 color_r = fb_r - color_r; \
4023 color_g = fb_g - color_g; \
4024 color_b = fb_b - color_b; \
4025 \
4026 if(color_r < 0) \
4027 color_r = 0; \
4028 \
4029 if(color_g < 0) \
4030 color_g = 0; \
4031 \
4032 if(color_b < 0) \
4033 color_b = 0 \
4034
4035#define draw_pixel_line_add_fourth() \
4036 color_r = fb_r + (color_r / 4); \
4037 color_g = fb_g + (color_g / 4); \
4038 color_b = fb_b + (color_b / 4); \
4039 \
4040 if(color_r > 31) \
4041 color_r = 31; \
4042 \
4043 if(color_g > 31) \
4044 color_g = 31; \
4045 \
4046 if(color_b > 31) \
4047 color_b = 31 \
4048
4049
4050#define draw_pixel_line_blended(blend_mode) \
4051 s32 fb_pixel = *vram_ptr; \
4052 s32 fb_r = fb_pixel & 0x1F; \
4053 s32 fb_g = (fb_pixel >> 5) & 0x1F; \
4054 s32 fb_b = (fb_pixel >> 10) & 0x1F; \
4055 \
4056 draw_pixel_line_##blend_mode() \
4057
4058#define draw_pixel_line_unblended(blend_mode) \
4059
4060
4061#define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
4062 blend_mode) \
4063 if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4064 (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y)) \
4065 { \
4066 draw_pixel_line_mask_evaluate_##mask_evaluate() \
4067 { \
4068 draw_pixel_line_##shading(); \
4069 draw_pixel_line_##dithering(_x, _y); \
4070 \
4071 color_r >>= 3; \
4072 color_g >>= 3; \
4073 color_b >>= 3; \
4074 \
4075 draw_pixel_line_##blending(blend_mode); \
4076 \
4077 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4078 psx_gpu->mask_msb; \
4079 } \
4080 } \
4081
4082#define update_increment(value) \
4083 value++ \
4084
4085#define update_decrement(value) \
4086 value-- \
4087
4088#define update_vram_row_increment(value) \
4089 vram_ptr += 1024 \
4090
4091#define update_vram_row_decrement(value) \
4092 vram_ptr -= 1024 \
4093
4094#define compare_increment(a, b) \
4095 (a <= b) \
4096
4097#define compare_decrement(a, b) \
4098 (a >= b) \
4099
4100#define set_line_gradients(minor) \
4101{ \
4102 s32 gradient_divisor = delta_##minor; \
4103 if(gradient_divisor != 0) \
4104 { \
4105 gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor; \
4106 gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor; \
4107 gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor; \
4108 } \
4109 else \
4110 { \
4111 gradient_r = 0; \
4112 gradient_g = 0; \
4113 gradient_b = 0; \
4114 } \
4115 current_r = fixed_center(vertex_a->r); \
4116 current_g = fixed_center(vertex_a->g); \
4117 current_b = fixed_center(vertex_a->b); \
4118}
4119
4120#define draw_line_span_horizontal(direction, shading, blending, dithering, \
4121 mask_evaluate, blend_mode) \
4122do \
4123{ \
4124 error_step = delta_y * 2; \
4125 error_wrap = delta_x * 2; \
4126 error = delta_x; \
4127 \
4128 current_y = y_a; \
4129 set_line_gradients(x); \
4130 \
4131 for(current_x = x_a; current_x <= x_b; current_x++) \
4132 { \
4133 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4134 mask_evaluate, blend_mode); \
4135 error += error_step; \
4136 vram_ptr++; \
4137 \
4138 if(error >= error_wrap) \
4139 { \
4140 update_##direction(current_y); \
4141 update_vram_row_##direction(); \
4142 error -= error_wrap; \
4143 } \
4144 } \
4145} while(0) \
4146
4147#define draw_line_span_vertical(direction, shading, blending, dithering, \
4148 mask_evaluate, blend_mode) \
4149do \
4150{ \
4151 error_step = delta_x * 2; \
4152 error_wrap = delta_y * 2; \
4153 error = delta_y; \
4154 \
4155 current_x = x_a; \
4156 set_line_gradients(y); \
4157 \
4158 for(current_y = y_a; compare_##direction(current_y, y_b); \
4159 update_##direction(current_y)) \
4160 { \
4161 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4162 mask_evaluate, blend_mode); \
4163 error += error_step; \
4164 update_vram_row_##direction(); \
4165 \
4166 if(error > error_wrap) \
4167 { \
4168 vram_ptr++; \
4169 current_x++; \
4170 error -= error_wrap; \
4171 } \
4172 } \
4173} while(0) \
4174
4175
4176#define render_line_body(shading, blending, dithering, mask_evaluate, \
4177 blend_mode) \
4178 if(delta_y < 0) \
4179 { \
4180 delta_y *= -1; \
4181 \
4182 if(delta_x > delta_y) \
4183 { \
4184 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4185 mask_evaluate, blend_mode); \
4186 } \
4187 else \
4188 { \
4189 draw_line_span_vertical(decrement, shading, blending, dithering, \
4190 mask_evaluate, blend_mode); \
4191 } \
4192 } \
4193 else \
4194 { \
4195 if(delta_x > delta_y) \
4196 { \
4197 draw_line_span_horizontal(increment, shading, blending, dithering, \
4198 mask_evaluate, blend_mode); \
4199 } \
4200 else \
4201 { \
4202 draw_line_span_vertical(increment, shading, blending, dithering, \
4203 mask_evaluate, blend_mode); \
4204 } \
4205 } \
4206
4207
4208void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4209 u32 color, int double_resolution)
4210{
4211 s32 color_r, color_g, color_b;
4212 u32 triangle_winding = 0;
4213
4214 fixed_type gradient_r = 0;
4215 fixed_type gradient_g = 0;
4216 fixed_type gradient_b = 0;
4217 fixed_type current_r = 0;
4218 fixed_type current_g = 0;
4219 fixed_type current_b = 0;
4220
4221 s32 y_a, y_b;
4222 s32 x_a, x_b;
4223
4224 s32 delta_x, delta_y;
4225
4226 s32 current_x;
4227 s32 current_y;
4228
4229 u32 error_step;
4230 u32 error;
4231 u32 error_wrap;
4232
4233 u16 *vram_ptr;
4234
4235 flush_render_block_buffer(psx_gpu);
4236 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4237
4238 vertex_struct *vertex_a = &(vertexes[0]);
4239 vertex_struct *vertex_b = &(vertexes[1]);
4240
4241 u32 control_mask;
4242
4243#ifdef PROFILE
4244 lines++;
4245#endif
4246
4247 if(vertex_a->x >= vertex_b->x)
4248 {
4249 vertex_swap(vertex_a, vertex_b);
4250 }
4251
4252 x_a = vertex_a->x;
4253 x_b = vertex_b->x;
4254
4255 y_a = vertex_a->y;
4256 y_b = vertex_b->y;
4257
4258 delta_x = x_b - x_a;
4259 delta_y = y_b - y_a;
4260
4261 if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
4262 return;
4263
4264 if(double_resolution)
4265 {
4266 x_a *= 2;
4267 x_b *= 2;
4268 y_a *= 2;
4269 y_b *= 2;
4270 delta_x *= 2;
4271 delta_y *= 2;
4272 }
4273
4274 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4275
4276 vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
4277
4278 control_mask = 0x0;
4279
4280 if(flags & RENDER_FLAGS_SHADE)
4281 control_mask |= 0x1;
4282
4283 if(flags & RENDER_FLAGS_BLEND)
4284 {
4285 control_mask |= 0x2;
4286 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4287 }
4288
4289 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4290 control_mask |= 0x4;
4291
4292 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4293 control_mask |= 0x8;
4294
4295 switch(control_mask)
4296 {
4297 case 0x0:
4298 render_line_body(unshaded, unblended, undithered, no, none);
4299 break;
4300
4301 case 0x1:
4302 render_line_body(shaded, unblended, undithered, no, none);
4303 break;
4304
4305 case 0x2:
4306 render_line_body(unshaded, blended, undithered, no, average);
4307 break;
4308
4309 case 0x3:
4310 render_line_body(shaded, blended, undithered, no, average);
4311 break;
4312
4313 case 0x4:
4314 render_line_body(unshaded, unblended, dithered, no, none);
4315 break;
4316
4317 case 0x5:
4318 render_line_body(shaded, unblended, dithered, no, none);
4319 break;
4320
4321 case 0x6:
4322 render_line_body(unshaded, blended, dithered, no, average);
4323 break;
4324
4325 case 0x7:
4326 render_line_body(shaded, blended, dithered, no, average);
4327 break;
4328
4329 case 0x8:
4330 render_line_body(unshaded, unblended, undithered, yes, none);
4331 break;
4332
4333 case 0x9:
4334 render_line_body(shaded, unblended, undithered, yes, none);
4335 break;
4336
4337 case 0xA:
4338 render_line_body(unshaded, blended, undithered, yes, average);
4339 break;
4340
4341 case 0xB:
4342 render_line_body(shaded, blended, undithered, yes, average);
4343 break;
4344
4345 case 0xC:
4346 render_line_body(unshaded, unblended, dithered, yes, none);
4347 break;
4348
4349 case 0xD:
4350 render_line_body(shaded, unblended, dithered, yes, none);
4351 break;
4352
4353 case 0xE:
4354 render_line_body(unshaded, blended, dithered, yes, average);
4355 break;
4356
4357 case 0xF:
4358 render_line_body(shaded, blended, dithered, yes, average);
4359 break;
4360
4361 case 0x12:
4362 render_line_body(unshaded, blended, undithered, no, add);
4363 break;
4364
4365 case 0x13:
4366 render_line_body(shaded, blended, undithered, no, add);
4367 break;
4368
4369 case 0x16:
4370 render_line_body(unshaded, blended, dithered, no, add);
4371 break;
4372
4373 case 0x17:
4374 render_line_body(shaded, blended, dithered, no, add);
4375 break;
4376
4377 case 0x1A:
4378 render_line_body(unshaded, blended, undithered, yes, add);
4379 break;
4380
4381 case 0x1B:
4382 render_line_body(shaded, blended, undithered, yes, add);
4383 break;
4384
4385 case 0x1E:
4386 render_line_body(unshaded, blended, dithered, yes, add);
4387 break;
4388
4389 case 0x1F:
4390 render_line_body(shaded, blended, dithered, yes, add);
4391 break;
4392
4393 case 0x22:
4394 render_line_body(unshaded, blended, undithered, no, subtract);
4395 break;
4396
4397 case 0x23:
4398 render_line_body(shaded, blended, undithered, no, subtract);
4399 break;
4400
4401 case 0x26:
4402 render_line_body(unshaded, blended, dithered, no, subtract);
4403 break;
4404
4405 case 0x27:
4406 render_line_body(shaded, blended, dithered, no, subtract);
4407 break;
4408
4409 case 0x2A:
4410 render_line_body(unshaded, blended, undithered, yes, subtract);
4411 break;
4412
4413 case 0x2B:
4414 render_line_body(shaded, blended, undithered, yes, subtract);
4415 break;
4416
4417 case 0x2E:
4418 render_line_body(unshaded, blended, dithered, yes, subtract);
4419 break;
4420
4421 case 0x2F:
4422 render_line_body(shaded, blended, dithered, yes, subtract);
4423 break;
4424
4425 case 0x32:
4426 render_line_body(unshaded, blended, undithered, no, add_fourth);
4427 break;
4428
4429 case 0x33:
4430 render_line_body(shaded, blended, undithered, no, add_fourth);
4431 break;
4432
4433 case 0x36:
4434 render_line_body(unshaded, blended, dithered, no, add_fourth);
4435 break;
4436
4437 case 0x37:
4438 render_line_body(shaded, blended, dithered, no, add_fourth);
4439 break;
4440
4441 case 0x3A:
4442 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4443 break;
4444
4445 case 0x3B:
4446 render_line_body(shaded, blended, undithered, yes, add_fourth);
4447 break;
4448
4449 case 0x3E:
4450 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4451 break;
4452
4453 case 0x3F:
4454 render_line_body(shaded, blended, dithered, yes, add_fourth);
4455 break;
4456 }
4457}
4458
4459
4460void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4461 u32 width, u32 height)
4462{
4463 if((width == 0) || (height == 0))
4464 return;
4465
4466 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4467
4468 u32 r = color & 0xFF;
4469 u32 g = (color >> 8) & 0xFF;
4470 u32 b = (color >> 16) & 0xFF;
4471 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4472 psx_gpu->mask_msb;
4473 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4474
4475 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
4476
4477 u32 pitch = 512 - (width / 2);
4478 u32 num_width;
4479
4480 if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
4481 {
4482 pitch += 512;
4483 height /= 2;
4484
4485 if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
4486 vram_ptr += 512;
4487 }
4488
4489 while(height)
4490 {
4491 num_width = width;
4492 while(num_width)
4493 {
4494 vram_ptr[0] = color_32bpp;
4495 vram_ptr[1] = color_32bpp;
4496 vram_ptr[2] = color_32bpp;
4497 vram_ptr[3] = color_32bpp;
4498 vram_ptr[4] = color_32bpp;
4499 vram_ptr[5] = color_32bpp;
4500 vram_ptr[6] = color_32bpp;
4501 vram_ptr[7] = color_32bpp;
4502
4503 vram_ptr += 8;
4504 num_width -= 16;
4505 }
4506
4507 vram_ptr += pitch;
4508 height--;
4509 }
4510}
4511
4512void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4513 u32 width, u32 height)
4514{
4515 if((width == 0) || (height == 0))
4516 return;
4517
4518 if(width > 1024)
4519 width = 1024;
4520
4521 u32 r = color & 0xFF;
4522 u32 g = (color >> 8) & 0xFF;
4523 u32 b = (color >> 16) & 0xFF;
4524 u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4525 psx_gpu->mask_msb;
4526 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4527
4528 u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
4529
4530 u32 pitch = 1024 / 2 - (width / 2);
4531 u32 num_width;
4532
4533 while(height)
4534 {
4535 num_width = width;
4536 while(num_width)
4537 {
4538 vram_ptr[0] = color_32bpp;
4539 vram_ptr[1] = color_32bpp;
4540 vram_ptr[2] = color_32bpp;
4541 vram_ptr[3] = color_32bpp;
4542 vram_ptr[4] = color_32bpp;
4543 vram_ptr[5] = color_32bpp;
4544 vram_ptr[6] = color_32bpp;
4545 vram_ptr[7] = color_32bpp;
4546
4547 vram_ptr += 8;
4548 num_width -= 16;
4549 }
4550
4551 vram_ptr += pitch;
4552 height--;
4553 }
4554}
4555
4556void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4557 u32 width, u32 height, u32 pitch)
4558{
4559 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4560 u32 draw_x, draw_y;
4561 u32 mask_msb = psx_gpu->mask_msb;
4562
4563 if((width == 0) || (height == 0))
4564 return;
4565
4566 flush_render_block_buffer(psx_gpu);
4567 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4568
4569 for(draw_y = 0; draw_y < height; draw_y++)
4570 {
4571 for(draw_x = 0; draw_x < width; draw_x++)
4572 {
4573 vram_ptr[draw_x] = source[draw_x] | mask_msb;
4574 }
4575
4576 source += pitch;
4577 vram_ptr += 1024;
4578 }
4579}
4580
4581void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4582 u32 dest_x, u32 dest_y, u32 width, u32 height)
4583{
4584 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4585 dest_x, dest_y, width, height, 1024);
4586}
4587
4588
4589void initialize_reciprocal_table(void)
4590{
4591 u32 height;
4592 u32 height_normalized;
4593 u32 height_reciprocal;
4594 s32 shift;
4595
4596 for(height = 1; height < sizeof(reciprocal_table)
4597 / sizeof(reciprocal_table[0]); height++)
4598 {
4599 shift = __builtin_clz(height);
4600 height_normalized = height << shift;
4601 height_reciprocal = ((1ULL << 52) + (height_normalized - 1)) /
4602 height_normalized;
4603
4604 shift = 32 - (52 - shift);
4605
4606 reciprocal_table[height] = (height_reciprocal << 10) | shift;
4607 }
4608}
4609
4610
4611#define dither_table_row(a, b, c, d) \
4612 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4613
4614void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
4615{
4616 vec_8x16u test_mask =
4617 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4618
4619 psx_gpu->test_mask = test_mask;
4620
4621 psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4622 psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4623 psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4624 psx_gpu->viewport_mask = 0;
4625 psx_gpu->current_texture_page = 0;
4626 psx_gpu->current_texture_mask = 0;
4627 psx_gpu->last_8bpp_texture_page = 0;
4628
4629 psx_gpu->clut_settings = 0;
4630 psx_gpu->texture_settings = 0;
4631 psx_gpu->render_state = 0;
4632 psx_gpu->render_state_base = 0;
4633 psx_gpu->num_blocks = 0;
4634 psx_gpu->uvrgb_phase = 0x8000;
4635
4636 psx_gpu->vram_ptr = vram;
4637 psx_gpu->vram_out_ptr = vram;
4638
4639 psx_gpu->texture_page_base = psx_gpu->vram_ptr;
4640 psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4641 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4642
4643 psx_gpu->mask_msb = 0;
4644
4645 psx_gpu->texture_window_x = 0;
4646 psx_gpu->texture_window_y = 0;
4647 psx_gpu->texture_mask_width = 0xFF;
4648 psx_gpu->texture_mask_height = 0xFF;
4649
4650 psx_gpu->render_mode = 0;
4651
4652 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4653
4654 initialize_reciprocal_table();
4655
4656 // 00 01 10 11
4657 // 00 0 4 1 5
4658 // 01 6 2 7 3
4659 // 10 1 5 0 4
4660 // 11 7 3 6 2
4661 // (minus ones(4) * 4)
4662
4663 // d0: (1 3 5 7): x1 ^ y1
4664 // d1: (2 3 6 7): y0
4665 // d2: (4 5 6 7): x0 ^ y0
4666
4667 psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4668 psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4669 psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4670 psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4671
4672 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4673
4674 psx_gpu->enhancement_x_threshold = 256;
4675}
4676
4677u64 get_us(void)
4678{
4679 struct timeval tv;
4680 gettimeofday(&tv, NULL);
4681
4682 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4683}
4684
4685#ifdef NEON_BUILD
4686
4687u32 get_counter()
4688{
4689 u32 counter;
4690 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4691
4692 return counter;
4693}
4694
4695void init_counter(void)
4696{
4697 u32 value;
4698 asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4699 value |= 5; // master enable, ccnt reset
4700 value &= ~8; // ccnt divider 0
4701 asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4702 // enable cycle counter
4703 asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4704}
4705
4706void triangle_benchmark(psx_gpu_struct *psx_gpu)
4707{
4708 u32 i;
4709
4710 u32 ticks;
4711 u32 ticks_elapsed;
4712
4713 const u32 iterations = 500000;
4714
4715 psx_gpu->num_blocks = 64;
4716 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4717
4718 for(i = 0; i < 64; i++)
4719 {
4720 memset(&(psx_gpu->blocks[i].r), 0, 16);
4721 }
4722
4723 init_counter();
4724
4725 ticks = get_counter();
4726
4727 for(i = 0; i < iterations; i++)
4728 {
4729 texture_sprite_blocks_8bpp(psx_gpu);
4730 }
4731
4732 ticks_elapsed = get_counter() - ticks;
4733
4734 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
4735}
4736
4737#endif
4738