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