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