gpu_neon: fix x86 build
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
1 /*
2  * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License as
6  * published by the Free Software Foundation; either version 2 of
7  * the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12  * General Public License for more details.
13  */
14
15 #include <stdio.h>
16 #include <stdlib.h>
17 #include <string.h>
18
19 #include "common.h"
20
21 u32 span_pixels = 0;
22 u32 span_pixel_blocks = 0;
23 u32 spans = 0;
24 u32 triangles = 0;
25 u32 sprites = 0;
26 u32 sprites_4bpp = 0;
27 u32 sprites_8bpp = 0;
28 u32 sprites_16bpp = 0;
29 u32 sprite_blocks = 0;
30 u32 sprites_untextured = 0;
31 u32 lines = 0;
32 u32 trivial_rejects = 0;
33 u32 texels_4bpp = 0;
34 u32 texels_8bpp = 0;
35 u32 texels_16bpp = 0;
36 u32 texel_blocks_4bpp = 0;
37 u32 texel_blocks_8bpp = 0;
38 u32 texel_blocks_16bpp = 0;
39 u32 texel_blocks_untextured = 0;
40 u32 blend_blocks = 0;
41 u32 render_buffer_flushes = 0;
42 u32 state_changes = 0;
43 u32 left_split_triangles = 0;
44 u32 flat_triangles = 0;
45 u32 clipped_triangles = 0;
46 u32 zero_block_spans = 0;
47 u32 texture_cache_loads = 0;
48 u32 false_modulated_blocks = 0;
49
50 u32 reciprocal_table[512];
51
52
53 typedef s32 fixed_type;
54
55 #define EDGE_STEP_BITS 32
56 #define FIXED_BITS     12
57
58 #define fixed_center(value)                                                    \
59   ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1)))            \
60
61 #define int_to_fixed(value)                                                    \
62   (((fixed_type)(value)) << FIXED_BITS)                                        \
63
64 #define fixed_to_int(value)                                                    \
65   ((value) >> FIXED_BITS)                                                      \
66
67 #define fixed_to_double(value)                                                 \
68   ((value) / (double)(1 << FIXED_BITS))                                        \
69
70 #define double_to_fixed(value)                                                 \
71   (fixed_type)(((value) * (double)(1 << FIXED_BITS)))                          \
72
73 typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
74 typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
75 typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
76 typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
77
78 typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
79  s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
80
81 struct render_block_handler_struct
82 {
83   void *setup_blocks;
84   texture_blocks_function_type *texture_blocks;
85   shade_blocks_function_type *shade_blocks;
86   blend_blocks_function_type *blend_blocks; 
87 };
88
89 #ifndef NEON_BUILD
90
91 u32 fixed_reciprocal(u32 denominator, u32 *_shift)
92 {
93   u32 shift = __builtin_clz(denominator);
94   u32 denominator_normalized = denominator << shift;
95
96   double numerator = (1ULL << 62) + denominator_normalized;
97   double numerator_b;
98
99   double denominator_normalized_dp_b;
100   u64 denominator_normalized_dp_u64;
101
102   u32 reciprocal;
103   double reciprocal_dp;
104
105   u64 numerator_u64 = (denominator_normalized >> 10) |
106    ((u64)(62 + 1023) << 52);
107   *((u64 *)(&numerator_b)) = numerator_u64;
108
109   denominator_normalized_dp_u64 =
110    (u64)(denominator_normalized << 21) |
111    ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
112   *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
113
114   // Implement with a DP divide
115   reciprocal_dp = numerator / denominator_normalized_dp_b;
116   reciprocal = reciprocal_dp;
117
118   if(reciprocal == 0x80000001)
119     reciprocal = 0x80000000;
120
121   *_shift = 62 - shift;
122   return reciprocal;
123 }
124
125 double reciprocal_estimate(double a)
126 {
127   int q, s;
128   double r;
129
130   q = (int)(a * 512.0);
131   /* a in units of 1/512 rounded down */
132   r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
133   s = (int)(256.0 * r + 0.5);
134
135   /* r in units of 1/256 rounded to nearest */
136   
137   return (double)s / 256.0;
138 }
139
140 u32 reciprocal_estimate_u32(u32 value)
141 {
142   u64 dp_value_u64;
143   volatile double dp_value;
144   volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
145
146   if((value >> 31) == 0)
147     return 0xFFFFFFFF;
148
149   dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
150
151   *dp_value_ptr = dp_value_u64;
152
153   dp_value = reciprocal_estimate(dp_value);
154   dp_value_u64 = *dp_value_ptr;
155
156   return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
157 }
158
159 u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
160 {
161   u32 shift = __builtin_clz(value);
162   u32 value_normalized = value << shift;
163
164   *_shift = 62 - shift;
165
166   value_normalized -= 2;
167
168   u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
169
170   u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
171   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
172   temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
173   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
174   temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
175   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
176
177   return reciprocal_normalized;
178 }
179
180 #endif
181
182
183 s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
184 {
185         return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
186 }
187
188 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
189 {
190   s32 coverage_x, coverage_y;
191
192   u32 mask_up_left;
193   u32 mask_down_right;
194
195   coverage_x = x2 >> 6;
196   coverage_y = y2 >> 8;
197
198   if(coverage_x < 0)
199     coverage_x = 0;
200
201   if(coverage_x > 31)
202     coverage_x = 31;
203
204   mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
205
206   if(coverage_y >= 1)
207     mask_down_right |= mask_down_right << 16;
208
209   coverage_x = x1 >> 6;
210
211   mask_up_left = 0xFFFF0000 << coverage_x;
212   if(coverage_x < 0)
213     mask_up_left = 0xFFFF0000;
214
215   coverage_y = y1 >> 8;
216   if(coverage_y <= 0)
217     mask_up_left |= mask_up_left >> 16;
218
219   return mask_up_left & mask_down_right;
220 }
221
222 u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
223  u32 x2, u32 y2)
224 {
225   u32 mask = texture_region_mask(x1, y1, x2, y2);
226
227   psx_gpu->dirty_textures_4bpp_mask |= mask;
228   psx_gpu->dirty_textures_8bpp_mask |= mask;
229   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
230
231   return mask;
232 }
233
234 u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
235  u32 y1, u32 x2, u32 y2)
236 {
237   u32 mask = texture_region_mask(x1, y1, x2, y2) &
238    psx_gpu->viewport_mask;
239
240   psx_gpu->dirty_textures_4bpp_mask |= mask;
241   psx_gpu->dirty_textures_8bpp_mask |= mask;
242   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
243
244   return mask;
245 }
246
247
248 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
249  u32 texture_page);
250
251 #ifndef NEON_BUILD
252
253 void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
254 {
255   u32 current_texture_page = psx_gpu->current_texture_page;
256   u8 *texture_page_ptr = psx_gpu->texture_page_base;
257   u16 *vram_ptr = psx_gpu->vram_ptr;
258
259   u32 texel_block;
260   u32 tile_x, tile_y;
261   u32 sub_x, sub_y;
262
263   vram_ptr += (current_texture_page >> 4) * 256 * 1024;
264   vram_ptr += (current_texture_page & 0xF) * 64;
265
266   texture_cache_loads++;
267
268   tile_y = 16;
269   tile_x = 16;
270   sub_x = 4;
271   sub_y = 16;
272
273   psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
274
275   while(tile_y)
276   {
277     while(tile_x)
278     {
279       while(sub_y)
280       {
281         while(sub_x)
282         {
283           texel_block = *vram_ptr;
284
285           texture_page_ptr[0] = texel_block & 0xF;
286           texture_page_ptr[1] = (texel_block >> 4) & 0xF;
287           texture_page_ptr[2] = (texel_block >> 8) & 0xF;
288           texture_page_ptr[3] = texel_block >> 12;
289           
290           vram_ptr++;
291           texture_page_ptr += 4;
292
293           sub_x--;          
294         }
295
296         vram_ptr -= 4;
297         sub_x = 4;
298
299         sub_y--;
300         vram_ptr += 1024;
301       }
302
303       sub_y = 16;
304
305       vram_ptr -= (1024 * 16) - 4;
306       tile_x--;
307     }
308
309     tile_x = 16;
310
311     vram_ptr += (16 * 1024) - (4 * 16);
312     tile_y--;
313   }
314 }
315
316 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
317  u32 texture_page)
318 {
319   u16 *texture_page_ptr = psx_gpu->texture_page_base;
320   u16 *vram_ptr = psx_gpu->vram_ptr;
321
322   u32 tile_x, tile_y;
323   u32 sub_y;
324
325   vec_8x16u texels;
326
327   texture_cache_loads++;
328
329   vram_ptr += (texture_page >> 4) * 256 * 1024;
330   vram_ptr += (texture_page & 0xF) * 64;
331
332   if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
333     texture_page_ptr += (8 * 16) * 8;
334
335   tile_x = 8;
336   tile_y = 16;
337
338   sub_y = 16;
339
340   while(tile_y)
341   {
342     while(tile_x)
343     {
344       while(sub_y)
345       {
346         load_128b(texels, vram_ptr);
347         store_128b(texels, texture_page_ptr);
348
349         texture_page_ptr += 8;
350         vram_ptr += 1024;
351
352         sub_y--;
353       }
354
355       sub_y = 16;
356
357       vram_ptr -= (1024 * 16);
358       vram_ptr += 8;
359
360       tile_x--;
361     }
362
363     tile_x = 8;
364
365     vram_ptr -= (8 * 8);
366     vram_ptr += (16 * 1024);
367
368     texture_page_ptr += (8 * 16) * 8;
369     tile_y--;
370   }
371 }
372
373 #endif
374
375
376 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
377 {
378   u32 current_texture_page = psx_gpu->current_texture_page;
379   u32 update_textures =
380    psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
381
382   psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
383
384   if(update_textures & (1 << current_texture_page))
385   {
386     update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
387     update_textures &= ~(1 << current_texture_page);
388   }
389
390   if(update_textures)
391   {
392     u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
393      (current_texture_page & 0x10);
394
395     update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
396   }
397 }
398
399 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
400  psx_gpu_struct *psx_gpu);
401
402 void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
403 {
404   if(psx_gpu->num_blocks)
405   {
406     render_block_handler_struct *render_block_handler =
407      psx_gpu->render_block_handler;
408
409     render_block_handler->texture_blocks(psx_gpu);
410     render_block_handler->shade_blocks(psx_gpu);
411     render_block_handler->blend_blocks(psx_gpu);
412
413 #ifdef PROFILE
414     span_pixel_blocks += psx_gpu->num_blocks;
415     render_buffer_flushes++;
416 #endif
417
418     psx_gpu->num_blocks = 0;
419   }
420 }
421
422
423 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
424  vertex_struct *b, vertex_struct *c);
425
426 #ifndef NEON_BUILD
427
428 #define setup_gradient_calculation_input(set, vertex)                          \
429   /* First type is:  uvrg bxxx xxxx                                          */\
430   /* Second type is: yyyy ybyy uvrg                                          */\
431   /* Since x_a and y_c are the same the same variable is used for both.      */\
432   x##set##_a_y##set##_c.e[0] = vertex->u;                                      \
433   x##set##_a_y##set##_c.e[1] = vertex->v;                                      \
434   x##set##_a_y##set##_c.e[2] = vertex->r;                                      \
435   x##set##_a_y##set##_c.e[3] = vertex->g;                                      \
436   dup_4x16b(x##set##_b, vertex->x);                                            \
437   dup_4x16b(x##set##_c, vertex->x);                                            \
438   dup_4x16b(y##set##_a, vertex->y);                                            \
439   dup_4x16b(y##set##_b, vertex->y);                                            \
440   x##set##_b.e[0] = vertex->b;                                                 \
441   y##set##_b.e[1] = vertex->b                                                  \
442   
443
444 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
445  vertex_struct *b, vertex_struct *c)
446 {
447   u32 triangle_area = psx_gpu->triangle_area;
448   u32 winding_mask_scalar;
449
450   u32 triangle_area_shift;
451   u64 triangle_area_reciprocal =
452    fixed_reciprocal(triangle_area, &triangle_area_shift);
453   triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
454
455   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
456   // ( d0       *  d1      ) - ( d2       *  d3      ) =
457   // ( m0                  ) - ( m1                  ) = gradient
458
459   // This is split to do 12 elements at a time over three sets: a, b, and c.
460   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
461   // two of the slots are unused.
462
463   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
464   // is g.
465
466   vec_4x16s x0_a_y0_c, x0_b, x0_c;
467   vec_4x16s y0_a, y0_b;
468   vec_4x16s x1_a_y1_c, x1_b, x1_c;
469   vec_4x16s y1_a, y1_b;
470   vec_4x16s x2_a_y2_c, x2_b, x2_c;
471   vec_4x16s y2_a, y2_b;
472
473   vec_4x32u uvrg_base;
474   vec_4x32u b_base;
475   vec_4x32u const_0x8000;
476
477   vec_4x16s d0_a_d3_c, d0_b, d0_c;
478   vec_4x16s d1_a, d1_b, d1_c_d2_a;
479   vec_4x16s d2_b, d2_c;
480   vec_4x16s d3_a, d3_b;
481
482   vec_4x32s m0_a, m0_b, m0_c;
483   vec_4x32s m1_a, m1_b, m1_c;
484
485   vec_4x32u gradient_area_a, gradient_area_c;
486   vec_2x32u gradient_area_b;  
487
488   vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
489   vec_2x32u gradient_area_sign_b;
490   vec_4x32u winding_mask;
491
492   vec_2x64u gradient_wide_a0, gradient_wide_a1;
493   vec_2x64u gradient_wide_c0, gradient_wide_c1;
494   vec_2x64u gradient_wide_b;
495
496   vec_4x32u gradient_a, gradient_c;
497   vec_2x32u gradient_b;
498   vec_16x8s gradient_shift;
499
500   setup_gradient_calculation_input(0, a);
501   setup_gradient_calculation_input(1, b);
502   setup_gradient_calculation_input(2, c);
503
504   dup_4x32b(const_0x8000, 0x8000);
505   shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
506   shl_long_4x16b(b_base, x0_b, 16);
507
508   add_4x32b(uvrg_base, uvrg_base, const_0x8000);
509   add_4x32b(b_base, b_base, const_0x8000);
510
511   // Can probably pair these, but it'll require careful register allocation
512   sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
513   sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
514
515   sub_4x16b(d0_b, x1_b, x0_b);
516   sub_4x16b(d0_c, x1_c, x0_c);
517
518   sub_4x16b(d1_a, y2_a, y1_a);
519   sub_4x16b(d1_b, y2_b, y1_b);
520
521   sub_4x16b(d2_b, x2_b, x1_b);
522   sub_4x16b(d2_c, x2_c, x1_c);
523
524   sub_4x16b(d3_a, y1_a, y0_a);
525   sub_4x16b(d3_b, y1_b, y0_b);
526
527   mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
528   mul_long_4x16b(m0_b, d0_b, d1_b);
529   mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
530
531   mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
532   mul_long_4x16b(m1_b, d2_b, d3_b);
533   mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
534
535   sub_4x32b(gradient_area_a, m0_a, m1_a);
536   sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
537   sub_4x32b(gradient_area_c, m0_c, m1_c);
538
539   cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
540   cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
541   cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
542
543   abs_4x32b(gradient_area_a, gradient_area_a);
544   abs_2x32b(gradient_area_b, gradient_area_b);
545   abs_4x32b(gradient_area_c, gradient_area_c);
546
547   winding_mask_scalar = -psx_gpu->triangle_winding;
548
549   dup_4x32b(winding_mask, winding_mask_scalar);
550   eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
551   eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
552   eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
553
554   mul_scalar_long_2x32b(gradient_wide_a0, 
555    vector_cast(vec_2x32s, gradient_area_a.low), 
556    (s64)triangle_area_reciprocal);
557   mul_scalar_long_2x32b(gradient_wide_a1,
558    vector_cast(vec_2x32s, gradient_area_a.high),
559    (s64)triangle_area_reciprocal);
560   mul_scalar_long_2x32b(gradient_wide_b, 
561    vector_cast(vec_2x32s, gradient_area_b),
562    (s64)triangle_area_reciprocal);
563   mul_scalar_long_2x32b(gradient_wide_c0, 
564    vector_cast(vec_2x32s, gradient_area_c.low),
565    (s64)triangle_area_reciprocal);
566   mul_scalar_long_2x32b(gradient_wide_c1, 
567    vector_cast(vec_2x32s, gradient_area_c.high),
568    (s64)triangle_area_reciprocal);
569
570   dup_16x8b(gradient_shift, triangle_area_shift);
571   shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
572    vector_cast(vec_2x64u, gradient_shift));
573   shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
574    vector_cast(vec_2x64u, gradient_shift));
575   shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
576    vector_cast(vec_2x64u, gradient_shift));
577   shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
578    vector_cast(vec_2x64u, gradient_shift));
579   shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
580    vector_cast(vec_2x64u, gradient_shift));
581
582   mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
583   mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
584   mov_narrow_2x64b(gradient_b, gradient_wide_b);
585   mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
586   mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
587
588   shl_4x32b(gradient_a, gradient_a, 4);
589   shl_2x32b(gradient_b, gradient_b, 4);
590   shl_4x32b(gradient_c, gradient_c, 4);
591
592   eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
593   eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
594   eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
595
596   sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
597   sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
598   sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
599
600   u32 left_adjust = a->x;
601   mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
602   mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
603
604   vec_4x32u uvrg_dx2;
605   vec_2x32u b_dx2;
606
607   vec_4x32u uvrg_dx3;
608   vec_2x32u b_dx3;
609
610   vec_4x32u zero;
611
612   eor_4x32b(zero, zero, zero);
613   add_4x32b(uvrg_dx2, gradient_a, gradient_a);
614   add_2x32b(b_dx2, gradient_b, gradient_b);
615   add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
616   add_2x32b(b_dx3, gradient_b, b_dx2);
617
618   // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
619   // lined up properly
620   psx_gpu->u_block_span.e[0] = zero.e[0];
621   psx_gpu->u_block_span.e[1] = gradient_a.e[0];
622   psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
623   psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
624
625   psx_gpu->v_block_span.e[0] = zero.e[1];
626   psx_gpu->v_block_span.e[1] = gradient_a.e[1];
627   psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
628   psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
629
630   psx_gpu->r_block_span.e[0] = zero.e[2];
631   psx_gpu->r_block_span.e[1] = gradient_a.e[2];
632   psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
633   psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
634
635   psx_gpu->g_block_span.e[0] = zero.e[3];
636   psx_gpu->g_block_span.e[1] = gradient_a.e[3];
637   psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
638   psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
639
640   psx_gpu->b_block_span.e[0] = zero.e[0];
641   psx_gpu->b_block_span.e[1] = gradient_b.e[0];
642   psx_gpu->b_block_span.e[2] = b_dx2.e[0];
643   psx_gpu->b_block_span.e[3] = b_dx3.e[0];
644
645   psx_gpu->uvrg = uvrg_base;
646   psx_gpu->b = b_base.e[0];
647
648   psx_gpu->uvrg_dx = gradient_a;
649   psx_gpu->uvrg_dy = gradient_c;
650   psx_gpu->b_dy = gradient_b.e[1];
651 }
652 #endif
653
654 #define vector_check(_a, _b)                                                   \
655   if(memcmp(&_a, &_b, sizeof(_b)))                                             \
656   {                                                                            \
657     if(sizeof(_b) == 8)                                                        \
658     {                                                                          \
659       printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n",                     \
660        #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]);                          \
661     }                                                                          \
662     else                                                                       \
663     {                                                                          \
664       printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n",         \
665        #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1],         \
666        _b.e[2], _b.e[3]);                                                      \
667     }                                                                          \
668   }                                                                            \
669
670 #define scalar_check(_a, _b)                                                   \
671   if(_a != _b)                                                                 \
672     printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b)                  \
673
674
675 #define setup_spans_prologue_alternate_yes()                                   \
676   vec_2x64s alternate_x;                                                       \
677   vec_2x64s alternate_dx_dy;                                                   \
678   vec_4x32s alternate_x_32;                                                    \
679   vec_2x32s alternate_x_16;                                                    \
680                                                                                \
681   vec_4x16u alternate_select;                                                  \
682   vec_4x16s y_mid_point;                                                       \
683                                                                                \
684   s32 y_b = v_b->y;                                                            \
685   s64 edge_alt;                                                                \
686   s32 edge_dx_dy_alt;                                                          \
687   u32 edge_shift_alt                                                           \
688
689 #define setup_spans_prologue_alternate_no()                                    \
690
691 #define setup_spans_prologue(alternate_active)                                 \
692   edge_data_struct *span_edge_data;                                            \
693   vec_4x32u *span_uvrg_offset;                                                 \
694   u32 *span_b_offset;                                                          \
695                                                                                \
696   s32 clip;                                                                    \
697                                                                                \
698   vec_2x64s edges_xy;                                                          \
699   vec_2x32s edges_dx_dy;                                                       \
700   vec_2x32u edge_shifts;                                                       \
701                                                                                \
702   vec_2x64s left_x, right_x;                                                   \
703   vec_2x64s left_dx_dy, right_dx_dy;                                           \
704   vec_4x32s left_x_32, right_x_32;                                             \
705   vec_8x16s left_right_x_16;                                                   \
706   vec_4x16s y_x4;                                                              \
707   vec_8x16s left_edge;                                                         \
708   vec_8x16s right_edge;                                                        \
709   vec_4x16u span_shift;                                                        \
710                                                                                \
711   vec_2x32u c_0x01;                                                            \
712   vec_4x16u c_0x04;                                                            \
713   vec_4x16u c_0xFFFE;                                                          \
714   vec_4x16u c_0x07;                                                            \
715                                                                                \
716   vec_2x32s x_starts;                                                          \
717   vec_2x32s x_ends;                                                            \
718                                                                                \
719   s32 x_a = v_a->x;                                                            \
720   s32 x_b = v_b->x;                                                            \
721   s32 x_c = v_c->x;                                                            \
722   s32 y_a = v_a->y;                                                            \
723   s32 y_c = v_c->y;                                                            \
724                                                                                \
725   vec_4x32u uvrg = psx_gpu->uvrg;                                              \
726   vec_4x32u uvrg_dy = psx_gpu->uvrg_dy;                                        \
727   u32 b = psx_gpu->b;                                                          \
728   u32 b_dy = psx_gpu->b_dy;                                                    \
729                                                                                \
730   dup_2x32b(c_0x01, 0x01);                                                     \
731   setup_spans_prologue_alternate_##alternate_active()                          \
732
733 #define setup_spans_prologue_b()                                               \
734   span_edge_data = psx_gpu->span_edge_data;                                    \
735   span_uvrg_offset = psx_gpu->span_uvrg_offset;                                \
736   span_b_offset = psx_gpu->span_b_offset;                                      \
737                                                                                \
738   vec_8x16u c_0x0001;                                                          \
739                                                                                \
740   dup_8x16b(c_0x0001, 0x0001);                                                 \
741   dup_8x16b(left_edge, psx_gpu->viewport_start_x);                             \
742   dup_8x16b(right_edge, psx_gpu->viewport_end_x);                              \
743   add_8x16b(right_edge, right_edge, c_0x0001);                                 \
744   dup_4x16b(c_0x04, 0x04);                                                     \
745   dup_4x16b(c_0x07, 0x07);                                                     \
746   dup_4x16b(c_0xFFFE, 0xFFFE);                                                 \
747
748
749 #define compute_edge_delta_x2()                                                \
750 {                                                                              \
751   vec_2x32s heights;                                                           \
752   vec_2x32s height_reciprocals;                                                \
753   vec_2x32s heights_b;                                                         \
754   vec_4x32u widths;                                                            \
755                                                                                \
756   u32 edge_shift = reciprocal_table[height];                                   \
757                                                                                \
758   dup_2x32b(heights, height);                                                  \
759   sub_2x32b(widths, x_ends, x_starts);                                         \
760                                                                                \
761   dup_2x32b(edge_shifts, edge_shift);                                          \
762   sub_2x32b(heights_b, heights, c_0x01);                                       \
763   shr_2x32b(height_reciprocals, edge_shifts, 12);                              \
764                                                                                \
765   mla_2x32b(heights_b, x_starts, heights);                                     \
766   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
767   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
768   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
769 }                                                                              \
770
771 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
772 {                                                                              \
773   vec_2x32s heights;                                                           \
774   vec_2x32s height_reciprocals;                                                \
775   vec_2x32s heights_b;                                                         \
776   vec_2x32u widths;                                                            \
777                                                                                \
778   u32 width_alt;                                                               \
779   s32 height_b_alt;                                                            \
780   u32 height_reciprocal_alt;                                                   \
781                                                                                \
782   heights.e[0] = height_a;                                                     \
783   heights.e[1] = height_b;                                                     \
784                                                                                \
785   edge_shifts.e[0] = reciprocal_table[height_a];                               \
786   edge_shifts.e[1] = reciprocal_table[height_b];                               \
787   edge_shift_alt = reciprocal_table[height_minor_b];                           \
788                                                                                \
789   sub_2x32b(widths, x_ends, x_starts);                                         \
790   width_alt = x_c - start_c;                                                   \
791                                                                                \
792   shr_2x32b(height_reciprocals, edge_shifts, 12);                              \
793   height_reciprocal_alt = edge_shift_alt >> 12;                                \
794                                                                                \
795   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
796   edge_shift_alt &= 0x1F;                                                      \
797                                                                                \
798   sub_2x32b(heights_b, heights, c_0x01);                                       \
799   height_b_alt = height_minor_b - 1;                                           \
800                                                                                \
801   mla_2x32b(heights_b, x_starts, heights);                                     \
802   height_b_alt += height_minor_b * start_c;                                    \
803                                                                                \
804   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
805   edge_alt = (s64)height_b_alt * height_reciprocal_alt;                        \
806                                                                                \
807   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
808   edge_dx_dy_alt = width_alt * height_reciprocal_alt;                          \
809 }                                                                              \
810
811
812 #define setup_spans_adjust_y_up()                                              \
813   sub_4x32b(y_x4, y_x4, c_0x04)                                                \
814
815 #define setup_spans_adjust_y_down()                                            \
816   add_4x32b(y_x4, y_x4, c_0x04)                                                \
817
818 #define setup_spans_adjust_interpolants_up()                                   \
819   sub_4x32b(uvrg, uvrg, uvrg_dy);                                              \
820   b -= b_dy                                                                    \
821
822 #define setup_spans_adjust_interpolants_down()                                 \
823   add_4x32b(uvrg, uvrg, uvrg_dy);                                              \
824   b += b_dy                                                                    \
825
826
827 #define setup_spans_clip_interpolants_increment()                              \
828   mla_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
829   b += b_dy * clip                                                             \
830
831 #define setup_spans_clip_interpolants_decrement()                              \
832   mls_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
833   b -= b_dy * clip                                                             \
834
835 #define setup_spans_clip_alternate_yes()                                       \
836   edge_alt += edge_dx_dy_alt * (s64)(clip)                                     \
837
838 #define setup_spans_clip_alternate_no()                                        \
839
840 #define setup_spans_clip(direction, alternate_active)                          \
841 {                                                                              \
842   clipped_triangles++;                                                         \
843   mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip);                     \
844   setup_spans_clip_alternate_##alternate_active();                             \
845   setup_spans_clip_interpolants_##direction();                                 \
846 }                                                                              \
847
848
849 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
850 {                                                                              \
851   vec_2x64u edge_shifts_64;                                                    \
852   vec_2x64s edges_dx_dy_64;                                                    \
853                                                                                \
854   mov_wide_2x32b(edge_shifts_64, edge_shifts);                                 \
855   shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64);                      \
856                                                                                \
857   mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy);                                 \
858   shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64);          \
859                                                                                \
860   left_x.e[0] = edges_xy.e[left_index];                                        \
861   right_x.e[0] = edges_xy.e[right_index];                                      \
862                                                                                \
863   left_dx_dy.e[0] = edges_dx_dy_64.e[left_index];                              \
864   left_dx_dy.e[1] = edges_dx_dy_64.e[left_index];                              \
865   right_dx_dy.e[0] = edges_dx_dy_64.e[right_index];                            \
866   right_dx_dy.e[1] = edges_dx_dy_64.e[right_index];                            \
867                                                                                \
868   add_1x64b(left_x.high, left_x.low, left_dx_dy.low);                          \
869   add_1x64b(right_x.high, right_x.low, right_dx_dy.low);                       \
870                                                                                \
871   add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy);                               \
872   add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy);                            \
873 }                                                                              \
874
875 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
876 {                                                                              \
877   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
878   s64 edge_dx_dy_alt_64;                                                       \
879                                                                                \
880   dup_4x16b(y_mid_point, y_b);                                                 \
881                                                                                \
882   edge_alt <<= edge_shift_alt;                                                 \
883   edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt;                   \
884                                                                                \
885   alternate_x.e[0] = edge_alt;                                                 \
886   alternate_dx_dy.e[0] = edge_dx_dy_alt_64;                                    \
887   alternate_dx_dy.e[1] = edge_dx_dy_alt_64;                                    \
888                                                                                \
889   add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low);           \
890   add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy);                \
891 }                                                                              \
892
893
894 #define setup_spans_y_select_up()                                              \
895   cmplt_4x16b(alternate_select, y_x4, y_mid_point)                             \
896
897 #define setup_spans_y_select_down()                                            \
898   cmpgt_4x16b(alternate_select, y_x4, y_mid_point)                             \
899
900 #define setup_spans_y_select_alternate_yes(direction)                          \
901   setup_spans_y_select_##direction()                                           \
902
903 #define setup_spans_y_select_alternate_no(direction)                           \
904
905 #define setup_spans_alternate_select_left()                                    \
906   bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select)             \
907
908 #define setup_spans_alternate_select_right()                                   \
909   bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select)            \
910
911 #define setup_spans_alternate_select_none()                                    \
912
913 #define setup_spans_increment_alternate_yes()                                  \
914   shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32);                       \
915   add_2x64b(alternate_x, alternate_x, alternate_dx_dy);                        \
916   shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32);                      \
917   add_2x64b(alternate_x, alternate_x, alternate_dx_dy);                        \
918   mov_narrow_4x32b(alternate_x_16, alternate_x_32)                             \
919
920 #define setup_spans_increment_alternate_no()                                   \
921
922 #define setup_spans_set_x4(alternate, direction, alternate_active)             \
923 {                                                                              \
924   span_uvrg_offset[0] = uvrg;                                                  \
925   span_b_offset[0] = b;                                                        \
926   setup_spans_adjust_interpolants_##direction();                               \
927                                                                                \
928   span_uvrg_offset[1] = uvrg;                                                  \
929   span_b_offset[1] = b;                                                        \
930   setup_spans_adjust_interpolants_##direction();                               \
931                                                                                \
932   span_uvrg_offset[2] = uvrg;                                                  \
933   span_b_offset[2] = b;                                                        \
934   setup_spans_adjust_interpolants_##direction();                               \
935                                                                                \
936   span_uvrg_offset[3] = uvrg;                                                  \
937   span_b_offset[3] = b;                                                        \
938   setup_spans_adjust_interpolants_##direction();                               \
939                                                                                \
940   span_uvrg_offset += 4;                                                       \
941   span_b_offset += 4;                                                          \
942                                                                                \
943   shr_narrow_2x64b(left_x_32.low, left_x, 32);                                 \
944   shr_narrow_2x64b(right_x_32.low, right_x, 32);                               \
945                                                                                \
946   add_2x64b(left_x, left_x, left_dx_dy);                                       \
947   add_2x64b(right_x, right_x, right_dx_dy);                                    \
948                                                                                \
949   shr_narrow_2x64b(left_x_32.high, left_x, 32);                                \
950   shr_narrow_2x64b(right_x_32.high, right_x, 32);                              \
951                                                                                \
952   add_2x64b(left_x, left_x, left_dx_dy);                                       \
953   add_2x64b(right_x, right_x, right_dx_dy);                                    \
954                                                                                \
955   mov_narrow_4x32b(left_right_x_16.low, left_x_32);                            \
956   mov_narrow_4x32b(left_right_x_16.high, right_x_32);                          \
957                                                                                \
958   setup_spans_increment_alternate_##alternate_active();                        \
959   setup_spans_y_select_alternate_##alternate_active(direction);                \
960   setup_spans_alternate_select_##alternate();                                  \
961                                                                                \
962   max_8x16b(left_right_x_16, left_right_x_16, left_edge);                      \
963   min_8x16b(left_right_x_16, left_right_x_16, right_edge);                     \
964                                                                                \
965   sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low);  \
966   add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07);               \
967   and_4x16b(span_shift, left_right_x_16.high, c_0x07);                         \
968   shl_variable_4x16b(span_shift, c_0xFFFE, span_shift);                        \
969   shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3);                    \
970                                                                                \
971   u32 i;                                                                       \
972   for(i = 0; i < 4; i++)                                                       \
973   {                                                                            \
974     span_edge_data[i].left_x = left_right_x_16.low.e[i];                       \
975     span_edge_data[i].num_blocks = left_right_x_16.high.e[i];                  \
976     span_edge_data[i].right_mask = span_shift.e[i];                            \
977     span_edge_data[i].y = y_x4.e[i];                                           \
978   }                                                                            \
979                                                                                \
980   span_edge_data += 4;                                                         \
981                                                                                \
982   setup_spans_adjust_y_##direction();                                          \
983 }                                                                              \
984
985
986 #define setup_spans_alternate_adjust_yes()                                     \
987   edge_alt -= edge_dx_dy_alt * (s64)height_minor_a                             \
988
989 #define setup_spans_alternate_adjust_no()                                      \
990
991
992 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
993   setup_spans_alternate_adjust_##alternate_active();                           \
994   if(y_c > psx_gpu->viewport_end_y)                                            \
995     height -= y_c - psx_gpu->viewport_end_y - 1;                               \
996                                                                                \
997   clip = psx_gpu->viewport_start_y - y_a;                                      \
998   if(clip > 0)                                                                 \
999   {                                                                            \
1000     height -= clip;                                                            \
1001     y_a += clip;                                                               \
1002     setup_spans_clip(increment, alternate_active);                             \
1003   }                                                                            \
1004                                                                                \
1005   setup_spans_prologue_b();                                                    \
1006                                                                                \
1007   if(height > 0)                                                               \
1008   {                                                                            \
1009     y_x4.e[0] = y_a;                                                           \
1010     y_x4.e[1] = y_a + 1;                                                       \
1011     y_x4.e[2] = y_a + 2;                                                       \
1012     y_x4.e[3] = y_a + 3;                                                       \
1013     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
1014      right_index);                                                             \
1015                                                                                \
1016     psx_gpu->num_spans = height;                                               \
1017     do                                                                         \
1018     {                                                                          \
1019       setup_spans_set_x4(alternate, down, alternate_active);                   \
1020       height -= 4;                                                             \
1021     } while(height > 0);                                                       \
1022   }                                                                            \
1023
1024
1025 #define setup_spans_alternate_pre_increment_yes()                              \
1026   edge_alt += edge_dx_dy_alt                                                   \
1027
1028 #define setup_spans_alternate_pre_increment_no()                               \
1029
1030 #define setup_spans_up_decrement_height_yes()                                  \
1031   height--                                                                     \
1032
1033 #define setup_spans_up_decrement_height_no()                                   \
1034   {}                                                                           \
1035
1036 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
1037   setup_spans_alternate_adjust_##alternate_active();                           \
1038   y_a--;                                                                       \
1039                                                                                \
1040   if(y_c < psx_gpu->viewport_start_y)                                          \
1041     height -= psx_gpu->viewport_start_y - y_c;                                 \
1042   else                                                                         \
1043     setup_spans_up_decrement_height_##alternate_active();                      \
1044                                                                                \
1045   clip = y_a - psx_gpu->viewport_end_y;                                        \
1046   if(clip > 0)                                                                 \
1047   {                                                                            \
1048     height -= clip;                                                            \
1049     y_a -= clip;                                                               \
1050     setup_spans_clip(decrement, alternate_active);                             \
1051   }                                                                            \
1052                                                                                \
1053   setup_spans_prologue_b();                                                    \
1054                                                                                \
1055   if(height > 0)                                                               \
1056   {                                                                            \
1057     y_x4.e[0] = y_a;                                                           \
1058     y_x4.e[1] = y_a - 1;                                                       \
1059     y_x4.e[2] = y_a - 2;                                                       \
1060     y_x4.e[3] = y_a - 3;                                                       \
1061     add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);                           \
1062     setup_spans_alternate_pre_increment_##alternate_active();                  \
1063     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
1064      right_index);                                                             \
1065     setup_spans_adjust_interpolants_up();                                      \
1066                                                                                \
1067     psx_gpu->num_spans = height;                                               \
1068     while(height > 0)                                                          \
1069     {                                                                          \
1070       setup_spans_set_x4(alternate, up, alternate_active);                     \
1071       height -= 4;                                                             \
1072     }                                                                          \
1073   }                                                                            \
1074
1075 #define index_left  0
1076 #define index_right 1
1077
1078 #define setup_spans_up_up(minor, major)                                        \
1079   setup_spans_prologue(yes);                                                   \
1080   s32 height_minor_a = y_a - y_b;                                              \
1081   s32 height_minor_b = y_b - y_c;                                              \
1082   s32 height = y_a - y_c;                                                      \
1083                                                                                \
1084   dup_2x32b(x_starts, x_a);                                                    \
1085   x_ends.e[0] = x_c;                                                           \
1086   x_ends.e[1] = x_b;                                                           \
1087                                                                                \
1088   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1089   setup_spans_up(index_##major, index_##minor, minor, yes)                     \
1090
1091
1092 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1093  vertex_struct *v_b, vertex_struct *v_c);
1094 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1095  vertex_struct *v_b, vertex_struct *v_c);
1096 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1097  vertex_struct *v_b, vertex_struct *v_c);
1098 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1099  vertex_struct *v_b, vertex_struct *v_c);
1100 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1101  vertex_struct *v_b, vertex_struct *v_c);
1102 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1103  vertex_struct *v_b, vertex_struct *v_c);
1104 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1105  vertex_struct *v_b, vertex_struct *v_c);
1106 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1107  vertex_struct *v_b, vertex_struct *v_c);
1108 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1109  vertex_struct *v_b, vertex_struct *v_c);
1110
1111
1112 #ifndef NEON_BUILD
1113
1114 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1115  vertex_struct *v_b, vertex_struct *v_c)
1116 {
1117   setup_spans_up_up(left, right);
1118 }
1119
1120 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1121  vertex_struct *v_b, vertex_struct *v_c)
1122 {
1123   setup_spans_up_up(right, left);
1124 }
1125
1126 #define setup_spans_down_down(minor, major)                                    \
1127   setup_spans_prologue(yes);                                                   \
1128   s32 height_minor_a = y_b - y_a;                                              \
1129   s32 height_minor_b = y_c - y_b;                                              \
1130   s32 height = y_c - y_a;                                                      \
1131                                                                                \
1132   dup_2x32b(x_starts, x_a);                                                    \
1133   x_ends.e[0] = x_c;                                                           \
1134   x_ends.e[1] = x_b;                                                           \
1135                                                                                \
1136   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1137   setup_spans_down(index_##major, index_##minor, minor, yes)                   \
1138
1139 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1140  vertex_struct *v_b, vertex_struct *v_c)
1141 {
1142   setup_spans_down_down(left, right);
1143 }
1144
1145 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1146  vertex_struct *v_b, vertex_struct *v_c)
1147 {
1148   setup_spans_down_down(right, left);
1149 }
1150
1151 #define setup_spans_up_flat()                                                  \
1152   s32 height = y_a - y_c;                                                      \
1153                                                                                \
1154   flat_triangles++;                                                            \
1155   compute_edge_delta_x2();                                                     \
1156   setup_spans_up(index_left, index_right, none, no)                            \
1157
1158 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1159  vertex_struct *v_b, vertex_struct *v_c)
1160 {
1161   setup_spans_prologue(no);
1162   x_starts.e[0] = x_a;
1163   x_starts.e[1] = x_b;
1164   dup_2x32b(x_ends, x_c);
1165
1166   setup_spans_up_flat();
1167 }
1168
1169 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1170  vertex_struct *v_b, vertex_struct *v_c)
1171 {
1172   setup_spans_prologue(no);
1173   dup_2x32b(x_starts, x_a);
1174   x_ends.e[0] = x_b;
1175   x_ends.e[1] = x_c;
1176
1177   setup_spans_up_flat();
1178 }
1179
1180 #define setup_spans_down_flat()                                                \
1181   s32 height = y_c - y_a;                                                      \
1182                                                                                \
1183   flat_triangles++;                                                            \
1184   compute_edge_delta_x2();                                                     \
1185   setup_spans_down(index_left, index_right, none, no)                          \
1186
1187 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1188  vertex_struct *v_b, vertex_struct *v_c)
1189 {
1190   setup_spans_prologue(no);
1191   x_starts.e[0] = x_a;
1192   x_starts.e[1] = x_b;
1193   dup_2x32b(x_ends, x_c);
1194
1195   setup_spans_down_flat();
1196 }
1197
1198 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1199  vertex_struct *v_b, vertex_struct *v_c)
1200 {
1201   setup_spans_prologue(no);
1202   dup_2x32b(x_starts, x_a);
1203   x_ends.e[0] = x_b;
1204   x_ends.e[1] = x_c;
1205
1206   setup_spans_down_flat();
1207 }
1208
1209 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1210  vertex_struct *v_b, vertex_struct *v_c)
1211 {
1212   setup_spans_prologue(no);
1213
1214   s32 y_b = v_b->y;
1215   s64 edge_alt;
1216   s32 edge_dx_dy_alt;
1217   u32 edge_shift_alt;
1218
1219   s32 middle_y = y_a;
1220   s32 height_minor_a = y_a - y_b;
1221   s32 height_minor_b = y_c - y_a;
1222   s32 height_major = y_c - y_b;
1223
1224   vec_2x64s edges_xy_b;
1225   vec_2x32s edges_dx_dy_b;
1226   vec_2x32u edge_shifts_b;
1227
1228   vec_2x32s height_increment;
1229
1230   x_starts.e[0] = x_a;
1231   x_starts.e[1] = x_c;
1232   dup_2x32b(x_ends, x_b);
1233
1234   compute_edge_delta_x3(x_a, height_minor_a, height_major);
1235
1236   height_increment.e[0] = 0;
1237   height_increment.e[1] = height_minor_b;
1238
1239   mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1240
1241   edges_xy_b.e[0] = edge_alt;
1242   edges_xy_b.e[1] = edges_xy.e[1];
1243
1244   edge_shifts_b = edge_shifts;
1245   edge_shifts_b.e[0] = edge_shift_alt;
1246
1247   neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1248   edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1249   
1250   y_a--;
1251
1252   if(y_b < psx_gpu->viewport_start_y)
1253     height_minor_a -= psx_gpu->viewport_start_y - y_b;
1254
1255   clip = y_a - psx_gpu->viewport_end_y;
1256   if(clip > 0)
1257   {
1258     height_minor_a -= clip;
1259     y_a -= clip;
1260     setup_spans_clip(decrement, no);
1261   }
1262
1263   setup_spans_prologue_b();
1264
1265   if(height_minor_a > 0)
1266   {
1267     y_x4.e[0] = y_a;
1268     y_x4.e[1] = y_a - 1;
1269     y_x4.e[2] = y_a - 2;
1270     y_x4.e[3] = y_a - 3;
1271     add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1272     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1273     setup_spans_adjust_interpolants_up();
1274
1275     psx_gpu->num_spans = height_minor_a;
1276     while(height_minor_a > 0)
1277     {
1278       setup_spans_set_x4(none, up, no);
1279       height_minor_a -= 4;
1280     }
1281
1282     span_edge_data += height_minor_a;
1283     span_uvrg_offset += height_minor_a;
1284     span_b_offset += height_minor_a;
1285   }
1286   
1287   edges_xy = edges_xy_b;
1288   edges_dx_dy = edges_dx_dy_b;
1289   edge_shifts = edge_shifts_b;
1290
1291   uvrg = psx_gpu->uvrg;
1292   b = psx_gpu->b;
1293
1294   y_a = middle_y;
1295
1296   if(y_c > psx_gpu->viewport_end_y)
1297     height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1298
1299   clip = psx_gpu->viewport_start_y - y_a;
1300   if(clip > 0)
1301   {
1302     height_minor_b -= clip;
1303     y_a += clip;
1304     setup_spans_clip(increment, no);
1305   }
1306
1307   if(height_minor_b > 0)
1308   {
1309     y_x4.e[0] = y_a;
1310     y_x4.e[1] = y_a + 1;
1311     y_x4.e[2] = y_a + 2;
1312     y_x4.e[3] = y_a + 3;
1313     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1314
1315     psx_gpu->num_spans += height_minor_b;
1316     do
1317     {
1318       setup_spans_set_x4(none, down, no);
1319       height_minor_b -= 4;
1320     } while(height_minor_b > 0);
1321   }
1322
1323   left_split_triangles++;
1324 }
1325
1326 #endif
1327
1328
1329 #define dither_table_entry_normal(value)                                       \
1330   (value)                                                                      \
1331
1332
1333 #define setup_blocks_load_msb_mask_indirect()                                  \
1334
1335 #define setup_blocks_load_msb_mask_direct()                                    \
1336   vec_8x16u msb_mask;                                                          \
1337   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
1338
1339
1340 #define setup_blocks_variables_shaded_textured(target)                         \
1341   vec_4x32u u_block;                                                           \
1342   vec_4x32u v_block;                                                           \
1343   vec_4x32u r_block;                                                           \
1344   vec_4x32u g_block;                                                           \
1345   vec_4x32u b_block;                                                           \
1346   vec_4x32u uvrg_dx = psx_gpu->uvrg_dx;                                        \
1347   vec_4x32u uvrg_dx4;                                                          \
1348   vec_4x32u uvrg_dx8;                                                          \
1349   vec_4x32u uvrg;                                                              \
1350   u32 b_dx = psx_gpu->b_block_span.e[1];                                       \
1351   u32 b_dx4 = b_dx << 2;                                                       \
1352   u32 b_dx8 = b_dx << 3;                                                       \
1353   u32 b;                                                                       \
1354                                                                                \
1355   vec_16x8u texture_mask;                                                      \
1356   shl_4x32b(uvrg_dx4, uvrg_dx, 2);                                             \
1357   shl_4x32b(uvrg_dx8, uvrg_dx, 3);                                             \
1358   dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width);                     \
1359   dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height)                    \
1360
1361 #define setup_blocks_variables_shaded_untextured(target)                       \
1362   vec_4x32u r_block;                                                           \
1363   vec_4x32u g_block;                                                           \
1364   vec_4x32u b_block;                                                           \
1365   vec_4x32u rgb_dx;                                                            \
1366   vec_4x32u rgb_dx4;                                                           \
1367   vec_4x32u rgb_dx8;                                                           \
1368   vec_4x32u rgb;                                                               \
1369                                                                                \
1370   vec_8x8u d64_0x07;                                                           \
1371   vec_8x8u d64_1;                                                              \
1372   vec_8x8u d64_4;                                                              \
1373   vec_8x8u d64_128;                                                            \
1374                                                                                \
1375   dup_8x8b(d64_0x07, 0x07);                                                    \
1376   dup_8x8b(d64_1, 1);                                                          \
1377   dup_8x8b(d64_4, 4);                                                          \
1378   dup_8x8b(d64_128, 128);                                                      \
1379                                                                                \
1380   rgb_dx.low = psx_gpu->uvrg_dx.high;                                          \
1381   rgb_dx.e[2] = psx_gpu->b_block_span.e[1];                                    \
1382   shl_4x32b(rgb_dx4, rgb_dx, 2);                                               \
1383   shl_4x32b(rgb_dx8, rgb_dx, 3)                                                \
1384
1385 #define setup_blocks_variables_unshaded_textured(target)                       \
1386   vec_4x32u u_block;                                                           \
1387   vec_4x32u v_block;                                                           \
1388   vec_2x32u uv_dx = psx_gpu->uvrg_dx.low;                                      \
1389   vec_2x32u uv_dx4;                                                            \
1390   vec_2x32u uv_dx8;                                                            \
1391   vec_2x32u uv = psx_gpu->uvrg.low;                                            \
1392                                                                                \
1393   vec_16x8u texture_mask;                                                      \
1394   shl_2x32b(uv_dx4, uv_dx, 2);                                                 \
1395   shl_2x32b(uv_dx8, uv_dx, 3);                                                 \
1396   dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width);                     \
1397   dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height)                    \
1398
1399
1400 #define setup_blocks_variables_unshaded_untextured_direct()                    \
1401   or_8x16b(colors, colors, msb_mask)                                           \
1402
1403 #define setup_blocks_variables_unshaded_untextured_indirect()                  \
1404
1405 #define setup_blocks_variables_unshaded_untextured(target)                     \
1406   u32 color = psx_gpu->triangle_color;                                         \
1407   vec_8x16u colors;                                                            \
1408                                                                                \
1409   u32 color_r = color & 0xFF;                                                  \
1410   u32 color_g = (color >> 8) & 0xFF;                                           \
1411   u32 color_b = (color >> 16) & 0xFF;                                          \
1412                                                                                \
1413   color = (color_r >> 3) | ((color_g >> 3) << 5) |                             \
1414    ((color_b >> 3) << 10);                                                     \
1415   dup_8x16b(colors, color);                                                    \
1416   setup_blocks_variables_unshaded_untextured_##target()                        \
1417
1418 #define setup_blocks_span_initialize_dithered_textured()                       \
1419   vec_8x16u dither_offsets;                                                    \
1420   shl_long_8x8b(dither_offsets, dither_offsets_short, 4)                       \
1421
1422 #define setup_blocks_span_initialize_dithered_untextured()                     \
1423   vec_8x8u dither_offsets;                                                     \
1424   add_8x8b(dither_offsets, dither_offsets_short, d64_4)                        \
1425
1426 #define setup_blocks_span_initialize_dithered(texturing)                       \
1427   u32 dither_row = psx_gpu->dither_table[y & 0x3];                             \
1428   u32 dither_shift = (span_edge_data->left_x & 0x3) * 8;                       \
1429   vec_8x8s dither_offsets_short;                                               \
1430                                                                                \
1431   dither_row =                                                                 \
1432    (dither_row >> dither_shift) | (dither_row << (32 - dither_shift));         \
1433   dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row);         \
1434   setup_blocks_span_initialize_dithered_##texturing()                          \
1435
1436 #define setup_blocks_span_initialize_undithered(texturing)                     \
1437
1438
1439 #define setup_blocks_span_initialize_shaded_textured()                         \
1440 {                                                                              \
1441   vec_4x32u block_span;                                                        \
1442   u32 offset = span_edge_data->left_x;                                         \
1443                                                                                \
1444   uvrg = *span_uvrg_offset;                                                    \
1445   mla_scalar_4x32b(uvrg, uvrg_dx, offset);                                     \
1446   b = *span_b_offset;                                                          \
1447   b += b_dx * offset;                                                          \
1448                                                                                \
1449   dup_4x32b(u_block, uvrg.e[0]);                                               \
1450   dup_4x32b(v_block, uvrg.e[1]);                                               \
1451   dup_4x32b(r_block, uvrg.e[2]);                                               \
1452   dup_4x32b(g_block, uvrg.e[3]);                                               \
1453   dup_4x32b(b_block, b);                                                       \
1454                                                                                \
1455   block_span = psx_gpu->u_block_span;                                          \
1456   add_4x32b(u_block, u_block, block_span);                                     \
1457   block_span = psx_gpu->v_block_span;                                          \
1458   add_4x32b(v_block, v_block, block_span);                                     \
1459   block_span = psx_gpu->r_block_span;                                          \
1460   add_4x32b(r_block, r_block, block_span);                                     \
1461   block_span = psx_gpu->g_block_span;                                          \
1462   add_4x32b(g_block, g_block, block_span);                                     \
1463   block_span = psx_gpu->b_block_span;                                          \
1464   add_4x32b(b_block, b_block, block_span);                                     \
1465 }
1466   
1467 #define setup_blocks_span_initialize_shaded_untextured()                       \
1468 {                                                                              \
1469   vec_4x32u block_span;                                                        \
1470   u32 offset = span_edge_data->left_x;                                         \
1471                                                                                \
1472   rgb.low = span_uvrg_offset->high;                                            \
1473   rgb.high.e[0] = *span_b_offset;                                              \
1474   mla_scalar_4x32b(rgb, rgb_dx, offset);                                       \
1475                                                                                \
1476   dup_4x32b(r_block, rgb.e[0]);                                                \
1477   dup_4x32b(g_block, rgb.e[1]);                                                \
1478   dup_4x32b(b_block, rgb.e[2]);                                                \
1479                                                                                \
1480   block_span = psx_gpu->r_block_span;                                          \
1481   add_4x32b(r_block, r_block, block_span);                                     \
1482   block_span = psx_gpu->g_block_span;                                          \
1483   add_4x32b(g_block, g_block, block_span);                                     \
1484   block_span = psx_gpu->b_block_span;                                          \
1485   add_4x32b(b_block, b_block, block_span);                                     \
1486 }                                                                              \
1487   
1488 #define setup_blocks_span_initialize_unshaded_textured()                       \
1489 {                                                                              \
1490   vec_4x32u block_span;                                                        \
1491   u32 offset = span_edge_data->left_x;                                         \
1492                                                                                \
1493   uv = span_uvrg_offset->low;                                                  \
1494   mla_scalar_2x32b(uv, uv_dx, offset);                                         \
1495                                                                                \
1496   dup_4x32b(u_block, uv.e[0]);                                                 \
1497   dup_4x32b(v_block, uv.e[1]);                                                 \
1498                                                                                \
1499   block_span = psx_gpu->u_block_span;                                          \
1500   add_4x32b(u_block, u_block, block_span);                                     \
1501   block_span = psx_gpu->v_block_span;                                          \
1502   add_4x32b(v_block, v_block, block_span);                                     \
1503 }                                                                              \
1504
1505 #define setup_blocks_span_initialize_unshaded_untextured()                     \
1506
1507
1508 #define setup_blocks_texture_swizzled()                                        \
1509 {                                                                              \
1510   vec_8x8u u_saved = u;                                                        \
1511   sli_8x8b(u, v, 4);                                                           \
1512   sri_8x8b(v, u_saved, 4);                                                     \
1513 }                                                                              \
1514
1515 #define setup_blocks_texture_unswizzled()                                      \
1516
1517 #define setup_blocks_store_shaded_textured(swizzling, dithering, target,       \
1518  edge_type)                                                                    \
1519 {                                                                              \
1520   vec_8x16u u_whole;                                                           \
1521   vec_8x16u v_whole;                                                           \
1522   vec_8x16u r_whole;                                                           \
1523   vec_8x16u g_whole;                                                           \
1524   vec_8x16u b_whole;                                                           \
1525                                                                                \
1526   vec_8x8u u;                                                                  \
1527   vec_8x8u v;                                                                  \
1528   vec_8x8u r;                                                                  \
1529   vec_8x8u g;                                                                  \
1530   vec_8x8u b;                                                                  \
1531   vec_8x16u uv;                                                                \
1532                                                                                \
1533   vec_4x32u dx4;                                                               \
1534   vec_4x32u dx8;                                                               \
1535                                                                                \
1536   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1537   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1538   shr_narrow_4x32b(r_whole.low, r_block, 16);                                  \
1539   shr_narrow_4x32b(g_whole.low, g_block, 16);                                  \
1540   shr_narrow_4x32b(b_whole.low, b_block, 16);                                  \
1541                                                                                \
1542   dup_4x32b(dx4, uvrg_dx4.e[0]);                                               \
1543   add_high_narrow_4x32b(u_whole.high, u_block, dx4);                           \
1544   dup_4x32b(dx4, uvrg_dx4.e[1]);                                               \
1545   add_high_narrow_4x32b(v_whole.high, v_block, dx4);                           \
1546   dup_4x32b(dx4, uvrg_dx4.e[2]);                                               \
1547   add_high_narrow_4x32b(r_whole.high, r_block, dx4);                           \
1548   dup_4x32b(dx4, uvrg_dx4.e[3]);                                               \
1549   add_high_narrow_4x32b(g_whole.high, g_block, dx4);                           \
1550   dup_4x32b(dx4, b_dx4);                                                       \
1551   add_high_narrow_4x32b(b_whole.high, b_block, dx4);                           \
1552                                                                                \
1553   mov_narrow_8x16b(u, u_whole);                                                \
1554   mov_narrow_8x16b(v, v_whole);                                                \
1555   mov_narrow_8x16b(r, r_whole);                                                \
1556   mov_narrow_8x16b(g, g_whole);                                                \
1557   mov_narrow_8x16b(b, b_whole);                                                \
1558                                                                                \
1559   dup_4x32b(dx8, uvrg_dx8.e[0]);                                               \
1560   add_4x32b(u_block, u_block, dx8);                                            \
1561   dup_4x32b(dx8, uvrg_dx8.e[1]);                                               \
1562   add_4x32b(v_block, v_block, dx8);                                            \
1563   dup_4x32b(dx8, uvrg_dx8.e[2]);                                               \
1564   add_4x32b(r_block, r_block, dx8);                                            \
1565   dup_4x32b(dx8, uvrg_dx8.e[3]);                                               \
1566   add_4x32b(g_block, g_block, dx8);                                            \
1567   dup_4x32b(dx8, b_dx8);                                                       \
1568   add_4x32b(b_block, b_block, dx8);                                            \
1569                                                                                \
1570   and_8x8b(u, u, texture_mask.low);                                            \
1571   and_8x8b(v, v, texture_mask.high);                                           \
1572   setup_blocks_texture_##swizzling();                                          \
1573                                                                                \
1574   zip_8x16b(uv, u, v);                                                         \
1575   block->uv = uv;                                                              \
1576   block->r = r;                                                                \
1577   block->g = g;                                                                \
1578   block->b = b;                                                                \
1579   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1580   block->fb_ptr = fb_ptr;                                                      \
1581 }                                                                              \
1582
1583 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target,     \
1584  edge_type)                                                                    \
1585 {                                                                              \
1586   vec_8x16u u_whole;                                                           \
1587   vec_8x16u v_whole;                                                           \
1588                                                                                \
1589   vec_8x8u u;                                                                  \
1590   vec_8x8u v;                                                                  \
1591   vec_8x16u uv;                                                                \
1592                                                                                \
1593   vec_4x32u dx4;                                                               \
1594   vec_4x32u dx8;                                                               \
1595                                                                                \
1596   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1597   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1598                                                                                \
1599   dup_4x32b(dx4, uv_dx4.e[0]);                                                 \
1600   add_high_narrow_4x32b(u_whole.high, u_block, dx4);                           \
1601   dup_4x32b(dx4, uv_dx4.e[1]);                                                 \
1602   add_high_narrow_4x32b(v_whole.high, v_block, dx4);                           \
1603                                                                                \
1604   mov_narrow_8x16b(u, u_whole);                                                \
1605   mov_narrow_8x16b(v, v_whole);                                                \
1606                                                                                \
1607   dup_4x32b(dx8, uv_dx8.e[0]);                                                 \
1608   add_4x32b(u_block, u_block, dx8);                                            \
1609   dup_4x32b(dx8, uv_dx8.e[1]);                                                 \
1610   add_4x32b(v_block, v_block, dx8);                                            \
1611                                                                                \
1612   and_8x8b(u, u, texture_mask.low);                                            \
1613   and_8x8b(v, v, texture_mask.high);                                           \
1614   setup_blocks_texture_##swizzling();                                          \
1615                                                                                \
1616   zip_8x16b(uv, u, v);                                                         \
1617   block->uv = uv;                                                              \
1618   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1619   block->fb_ptr = fb_ptr;                                                      \
1620 }                                                                              \
1621
1622 #define setup_blocks_store_shaded_untextured_dithered()                        \
1623   addq_8x8b(r, r, dither_offsets);                                             \
1624   addq_8x8b(g, g, dither_offsets);                                             \
1625   addq_8x8b(b, b, dither_offsets);                                             \
1626                                                                                \
1627   subq_8x8b(r, r, d64_4);                                                      \
1628   subq_8x8b(g, g, d64_4);                                                      \
1629   subq_8x8b(b, b, d64_4)                                                       \
1630
1631 #define setup_blocks_store_shaded_untextured_undithered()                      \
1632   
1633
1634 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels)            \
1635   block->pixels = _pixels;                                                     \
1636   block->fb_ptr = fb_ptr                                                       \
1637
1638 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels)            \
1639   block->pixels = _pixels;                                                     \
1640   block->fb_ptr = fb_ptr                                                       \
1641
1642 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect()            \
1643   mul_long_8x8b(pixels, r, d64_1)                                              \
1644
1645
1646 #define setup_blocks_store_untextured_pixels_direct_full(_pixels)              \
1647   store_8x16b(_pixels, fb_ptr)                                                 \
1648
1649 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels)              \
1650 {                                                                              \
1651   vec_8x16u fb_pixels;                                                         \
1652   vec_8x16u draw_mask;                                                         \
1653   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1654                                                                                \
1655   load_8x16b(fb_pixels, fb_ptr);                                               \
1656   dup_8x16b(draw_mask, span_edge_data->right_mask);                            \
1657   tst_8x16b(draw_mask, draw_mask, test_mask);                                  \
1658   bif_8x16b(fb_pixels, _pixels, draw_mask);                                    \
1659   store_8x16b(fb_pixels, fb_ptr);                                              \
1660 }                                                                              \
1661
1662 #define setup_blocks_store_shaded_untextured_seed_pixels_direct()              \
1663   pixels = msb_mask;                                                           \
1664   mla_long_8x8b(pixels, r, d64_1)                                              \
1665
1666
1667 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target,     \
1668  edge_type)                                                                    \
1669 {                                                                              \
1670   vec_8x16u r_whole;                                                           \
1671   vec_8x16u g_whole;                                                           \
1672   vec_8x16u b_whole;                                                           \
1673                                                                                \
1674   vec_8x8u r;                                                                  \
1675   vec_8x8u g;                                                                  \
1676   vec_8x8u b;                                                                  \
1677                                                                                \
1678   vec_4x32u dx4;                                                               \
1679   vec_4x32u dx8;                                                               \
1680                                                                                \
1681   vec_8x16u pixels;                                                            \
1682                                                                                \
1683   shr_narrow_4x32b(r_whole.low, r_block, 16);                                  \
1684   shr_narrow_4x32b(g_whole.low, g_block, 16);                                  \
1685   shr_narrow_4x32b(b_whole.low, b_block, 16);                                  \
1686                                                                                \
1687   dup_4x32b(dx4, rgb_dx4.e[0]);                                                \
1688   add_high_narrow_4x32b(r_whole.high, r_block, dx4);                           \
1689   dup_4x32b(dx4, rgb_dx4.e[1]);                                                \
1690   add_high_narrow_4x32b(g_whole.high, g_block, dx4);                           \
1691   dup_4x32b(dx4, rgb_dx4.e[2]);                                                \
1692   add_high_narrow_4x32b(b_whole.high, b_block, dx4);                           \
1693                                                                                \
1694   mov_narrow_8x16b(r, r_whole);                                                \
1695   mov_narrow_8x16b(g, g_whole);                                                \
1696   mov_narrow_8x16b(b, b_whole);                                                \
1697                                                                                \
1698   dup_4x32b(dx8, rgb_dx8.e[0]);                                                \
1699   add_4x32b(r_block, r_block, dx8);                                            \
1700   dup_4x32b(dx8, rgb_dx8.e[1]);                                                \
1701   add_4x32b(g_block, g_block, dx8);                                            \
1702   dup_4x32b(dx8, rgb_dx8.e[2]);                                                \
1703   add_4x32b(b_block, b_block, dx8);                                            \
1704                                                                                \
1705   setup_blocks_store_shaded_untextured_##dithering();                          \
1706                                                                                \
1707   shr_8x8b(r, r, 3);                                                           \
1708   bic_8x8b(g, g, d64_0x07);                                                    \
1709   bic_8x8b(b, b, d64_0x07);                                                    \
1710                                                                                \
1711   setup_blocks_store_shaded_untextured_seed_pixels_##target();                 \
1712   mla_long_8x8b(pixels, g, d64_4);                                             \
1713   mla_long_8x8b(pixels, b, d64_128)                                            \
1714                                                                                \
1715   setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels);         \
1716 }                                                                              \
1717
1718 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target,   \
1719  edge_type)                                                                    \
1720   setup_blocks_store_untextured_pixels_##target##_##edge_type(colors)          \
1721
1722
1723 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits)           \
1724   (_block)->draw_mask_bits = bits                                              \
1725
1726 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits)         \
1727 {                                                                              \
1728   vec_8x16u bits_mask;                                                         \
1729   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1730   dup_8x16b(bits_mask, bits);                                                  \
1731   tst_8x16b(bits_mask, bits_mask, test_mask);                                  \
1732   (_block)->draw_mask = bits_mask;                                             \
1733 }                                                                              \
1734
1735 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits)           \
1736
1737
1738 #define setup_blocks_add_blocks_indirect()                                     \
1739   num_blocks += span_num_blocks;                                               \
1740                                                                                \
1741   if(num_blocks > MAX_BLOCKS)                                                  \
1742   {                                                                            \
1743     psx_gpu->num_blocks = num_blocks - span_num_blocks;                        \
1744     flush_render_block_buffer(psx_gpu);                                        \
1745     num_blocks = span_num_blocks;                                              \
1746     block = psx_gpu->blocks;                                                   \
1747   }                                                                            \
1748
1749 #define setup_blocks_add_blocks_direct()                                       \
1750   texel_blocks_untextured += span_num_blocks;                                  \
1751   span_pixel_blocks += span_num_blocks                                         \
1752
1753
1754 #define setup_blocks_builder(shading, texturing, dithering, sw, target)        \
1755 void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target(     \
1756  psx_gpu_struct *psx_gpu)                                                      \
1757 {                                                                              \
1758   setup_blocks_load_msb_mask_##target();                                       \
1759   setup_blocks_variables_##shading##_##texturing(target);                      \
1760                                                                                \
1761   edge_data_struct *span_edge_data = psx_gpu->span_edge_data;                  \
1762   vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset;                     \
1763   u32 *span_b_offset = psx_gpu->span_b_offset;                                 \
1764                                                                                \
1765   block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks;                 \
1766                                                                                \
1767   u32 num_spans = psx_gpu->num_spans;                                          \
1768                                                                                \
1769   u16 *fb_ptr;                                                                 \
1770   u32 y;                                                                       \
1771                                                                                \
1772   u32 num_blocks = psx_gpu->num_blocks;                                        \
1773   u32 span_num_blocks;                                                         \
1774                                                                                \
1775   while(num_spans)                                                             \
1776   {                                                                            \
1777     span_num_blocks = span_edge_data->num_blocks;                              \
1778     if(span_num_blocks)                                                        \
1779     {                                                                          \
1780       y = span_edge_data->y;                                                   \
1781       fb_ptr = psx_gpu->vram_ptr + span_edge_data->left_x + (y * 1024);        \
1782                                                                                \
1783       setup_blocks_span_initialize_##shading##_##texturing();                  \
1784       setup_blocks_span_initialize_##dithering(texturing);                     \
1785                                                                                \
1786       setup_blocks_add_blocks_##target();                                      \
1787                                                                                \
1788       s32 pixel_span = span_num_blocks * 8;                                    \
1789       pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF);     \
1790       span_pixels += pixel_span;                                               \
1791                                                                                \
1792       span_num_blocks--;                                                       \
1793       while(span_num_blocks)                                                   \
1794       {                                                                        \
1795         setup_blocks_store_##shading##_##texturing(sw, dithering, target,      \
1796          full);                                                                \
1797         setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00);      \
1798                                                                                \
1799         fb_ptr += 8;                                                           \
1800         block++;                                                               \
1801         span_num_blocks--;                                                     \
1802       }                                                                        \
1803                                                                                \
1804       setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1805       setup_blocks_store_draw_mask_##texturing##_##target(block,               \
1806        span_edge_data->right_mask);                                            \
1807                                                                                \
1808       block++;                                                                 \
1809     }                                                                          \
1810     else                                                                       \
1811     {                                                                          \
1812       zero_block_spans++;                                                      \
1813     }                                                                          \
1814                                                                                \
1815     num_spans--;                                                               \
1816     span_edge_data++;                                                          \
1817     span_uvrg_offset++;                                                        \
1818     span_b_offset++;                                                           \
1819   }                                                                            \
1820                                                                                \
1821   psx_gpu->num_blocks = num_blocks;                                            \
1822 }                                                                              \
1823
1824 void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1825  *psx_gpu);
1826
1827 void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1828  *psx_gpu);
1829 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
1830  psx_gpu_struct *psx_gpu);
1831 void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1832  *psx_gpu);
1833 void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1834  psx_gpu_struct *psx_gpu);
1835
1836 void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1837  *psx_gpu);
1838 void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1839  psx_gpu_struct *psx_gpu);
1840 void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1841  psx_gpu_struct *psx_gpu);
1842
1843 void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1844  *psx_gpu);
1845 void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1846  *psx_gpu);
1847
1848
1849 //setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1850
1851 #ifndef NEON_BUILD
1852
1853 setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1854 setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1855
1856 setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1857 setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1858
1859 setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1860 setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1861 setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1862 setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1863
1864 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1865 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1866
1867 #endif
1868
1869 void texture_blocks_untextured(psx_gpu_struct *psx_gpu);
1870 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu);
1871 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu);
1872 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu);
1873
1874 #ifndef NEON_BUILD
1875
1876 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1877 {
1878   if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1879     texel_blocks_untextured += psx_gpu->num_blocks;
1880 }
1881
1882 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1883 {
1884   block_struct *block = psx_gpu->blocks;
1885   u32 num_blocks = psx_gpu->num_blocks;
1886   texel_blocks_4bpp += num_blocks;
1887
1888   vec_8x8u texels_low;
1889   vec_8x8u texels_high;
1890   vec_8x8u texels;
1891   vec_8x16u pixels;
1892
1893   vec_8x16u clut_a;
1894   vec_8x16u clut_b;
1895   vec_16x8u clut_low;
1896   vec_16x8u clut_high;
1897
1898   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1899   u16 *clut_ptr = psx_gpu->clut_ptr;
1900
1901   // Can be done with one deinterleaving load on NEON
1902   load_8x16b(clut_a, clut_ptr);
1903   load_8x16b(clut_b, clut_ptr + 8);
1904   unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1905
1906   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1907     update_texture_4bpp_cache(psx_gpu);
1908
1909   while(num_blocks)
1910   {
1911     texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1912     texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1913     texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1914     texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1915     texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1916     texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1917     texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1918     texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1919
1920     tbl_16(texels_low, texels, clut_low);
1921     tbl_16(texels_high, texels, clut_high);
1922
1923     // Can be done with an interleaving store on NEON
1924     zip_8x16b(pixels, texels_low, texels_high);
1925
1926     block->texels = pixels;
1927
1928     num_blocks--;
1929     block++;
1930   }
1931 }
1932
1933 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
1934 {
1935   block_struct *block = psx_gpu->blocks;
1936   u32 num_blocks = psx_gpu->num_blocks;
1937
1938   texel_blocks_8bpp += num_blocks;
1939
1940   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
1941     update_texture_8bpp_cache(psx_gpu);
1942
1943   vec_8x16u texels;
1944   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1945
1946   u32 texel;
1947   u32 offset;
1948   u32 i;
1949
1950   while(num_blocks)
1951   {
1952     for(i = 0; i < 8; i++)
1953     {
1954       offset = block->uv.e[i];
1955
1956       texel = texture_ptr_8bpp[offset];
1957       texels.e[i] = psx_gpu->clut_ptr[texel];
1958     }
1959
1960     block->texels = texels;
1961
1962     num_blocks--;
1963     block++;
1964   }
1965 }
1966
1967 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
1968 {
1969   block_struct *block = psx_gpu->blocks;
1970   u32 num_blocks = psx_gpu->num_blocks;
1971
1972   texel_blocks_16bpp += num_blocks;
1973
1974   vec_8x16u texels;
1975
1976   u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
1977   u32 offset;
1978   u32 i;
1979
1980   while(num_blocks)
1981   {
1982     for(i = 0; i < 8; i++)
1983     {
1984       offset = block->uv.e[i];
1985       offset += ((offset & 0xFF00) * 3);
1986
1987       texels.e[i] = texture_ptr_16bpp[offset];
1988     }
1989
1990     block->texels = texels;
1991
1992     num_blocks--;
1993     block++;
1994   }
1995 }
1996
1997 #endif
1998
1999
2000 #define shade_blocks_load_msb_mask_indirect()                                  \
2001
2002 #define shade_blocks_load_msb_mask_direct()                                    \
2003   vec_8x16u msb_mask;                                                          \
2004   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2005
2006 #define shade_blocks_store_indirect(_draw_mask, _pixels)                       \
2007   block->draw_mask = _draw_mask;                                               \
2008   block->pixels = _pixels                                                      \
2009
2010 #define shade_blocks_store_direct(_draw_mask, _pixels)                         \
2011 {                                                                              \
2012   vec_8x16u fb_pixels;                                                         \
2013   or_8x16b(_pixels, _pixels, msb_mask);                                        \
2014   load_8x16b(fb_pixels, block->fb_ptr);                                        \
2015   bif_8x16b(fb_pixels, _pixels, _draw_mask);                                   \
2016   store_8x16b(fb_pixels, block->fb_ptr);                                       \
2017 }                                                                              \
2018
2019
2020 #define shade_blocks_textured_false_modulated_check_dithered(target)           \
2021   if(psx_gpu->triangle_color == 0x808080)                                      \
2022   {                                                                            \
2023     false_modulated_blocks += num_blocks;                                      \
2024   }                                                                            \
2025
2026 #define shade_blocks_textured_false_modulated_check_undithered(target)         \
2027   if(psx_gpu->triangle_color == 0x808080)                                      \
2028   {                                                                            \
2029                                                                                \
2030     shade_blocks_textured_unmodulated_##target(psx_gpu);                       \
2031     false_modulated_blocks += num_blocks;                                      \
2032     return;                                                                    \
2033   }                                                                            \
2034
2035
2036 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering,       \
2037  target)                                                                       \
2038
2039 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering,     \
2040  target)                                                                       \
2041 {                                                                              \
2042   u32 color = psx_gpu->triangle_color;                                         \
2043   dup_8x8b(colors_r, color);                                                   \
2044   dup_8x8b(colors_g, color >> 8);                                              \
2045   dup_8x8b(colors_b, color >> 16);                                             \
2046   shade_blocks_textured_false_modulated_check_##dithering(target);             \
2047 }                                                                              \
2048
2049 #define shade_blocks_textured_modulated_shaded_block_load()                    \
2050   colors_r = block->r;                                                         \
2051   colors_g = block->g;                                                         \
2052   colors_b = block->b                                                          \
2053
2054 #define shade_blocks_textured_modulated_unshaded_block_load()                  \
2055
2056 #define shade_blocks_textured_modulate_dithered(component)                     \
2057   pixels_##component = block->dither_offsets;                                  \
2058   mla_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2059
2060 #define shade_blocks_textured_modulate_undithered(component)                   \
2061   mul_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2062
2063 #define shade_blocks_textured_modulated_builder(shading, dithering, target)    \
2064 void shade_blocks_##shading##_textured_modulated_##dithering##_##target(       \
2065  psx_gpu_struct *psx_gpu)                                                      \
2066 {                                                                              \
2067   block_struct *block = psx_gpu->blocks;                                       \
2068   u32 num_blocks = psx_gpu->num_blocks;                                        \
2069   vec_8x16u texels;                                                            \
2070                                                                                \
2071   vec_8x8u texels_r;                                                           \
2072   vec_8x8u texels_g;                                                           \
2073   vec_8x8u texels_b;                                                           \
2074                                                                                \
2075   vec_8x8u colors_r;                                                           \
2076   vec_8x8u colors_g;                                                           \
2077   vec_8x8u colors_b;                                                           \
2078                                                                                \
2079   vec_8x8u pixels_r_low;                                                       \
2080   vec_8x8u pixels_g_low;                                                       \
2081   vec_8x8u pixels_b_low;                                                       \
2082   vec_8x16u pixels;                                                            \
2083                                                                                \
2084   vec_8x16u pixels_r;                                                          \
2085   vec_8x16u pixels_g;                                                          \
2086   vec_8x16u pixels_b;                                                          \
2087                                                                                \
2088   vec_8x16u draw_mask;                                                         \
2089   vec_8x16u zero_mask;                                                         \
2090                                                                                \
2091   vec_8x8u d64_0x07;                                                           \
2092   vec_8x8u d64_0x1F;                                                           \
2093   vec_8x8u d64_1;                                                              \
2094   vec_8x8u d64_4;                                                              \
2095   vec_8x8u d64_128;                                                            \
2096                                                                                \
2097   vec_8x16u d128_0x8000;                                                       \
2098                                                                                \
2099   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2100   u32 draw_mask_bits;                                                          \
2101   shade_blocks_load_msb_mask_##target();                                       \
2102                                                                                \
2103   dup_8x8b(d64_0x07, 0x07);                                                    \
2104   dup_8x8b(d64_0x1F, 0x1F);                                                    \
2105   dup_8x8b(d64_1, 1);                                                          \
2106   dup_8x8b(d64_4, 4);                                                          \
2107   dup_8x8b(d64_128, 128);                                                      \
2108                                                                                \
2109   dup_8x16b(d128_0x8000, 0x8000);                                              \
2110                                                                                \
2111   shade_blocks_textured_modulated_##shading##_primitive_load(dithering,        \
2112    target);                                                                    \
2113                                                                                \
2114   while(num_blocks)                                                            \
2115   {                                                                            \
2116     draw_mask_bits = block->draw_mask_bits;                                    \
2117     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2118     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2119                                                                                \
2120     shade_blocks_textured_modulated_##shading##_block_load();                  \
2121                                                                                \
2122     texels = block->texels;                                                    \
2123                                                                                \
2124     mov_narrow_8x16b(texels_r, texels);                                        \
2125     shr_narrow_8x16b(texels_g, texels, 5);                                     \
2126     shr_narrow_8x16b(texels_b, texels, 7);                                     \
2127                                                                                \
2128     and_8x8b(texels_r, texels_r, d64_0x1F);                                    \
2129     and_8x8b(texels_g, texels_g, d64_0x1F);                                    \
2130     shr_8x8b(texels_b, texels_b, 3);                                           \
2131                                                                                \
2132     shade_blocks_textured_modulate_##dithering(r);                             \
2133     shade_blocks_textured_modulate_##dithering(g);                             \
2134     shade_blocks_textured_modulate_##dithering(b);                             \
2135                                                                                \
2136     cmpeqz_8x16b(zero_mask, texels);                                           \
2137     and_8x16b(pixels, texels, d128_0x8000);                                    \
2138                                                                                \
2139     shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4);                       \
2140     shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4);                       \
2141     shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4);                       \
2142                                                                                \
2143     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2144                                                                                \
2145     shr_8x8b(pixels_r_low, pixels_r_low, 3);                                   \
2146     bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07);                            \
2147     bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07);                            \
2148                                                                                \
2149     mla_long_8x8b(pixels, pixels_r_low, d64_1);                                \
2150     mla_long_8x8b(pixels, pixels_g_low, d64_4);                                \
2151     mla_long_8x8b(pixels, pixels_b_low, d64_128);                              \
2152                                                                                \
2153     shade_blocks_store_##target(zero_mask, pixels);                            \
2154                                                                                \
2155     num_blocks--;                                                              \
2156     block++;                                                                   \
2157   }                                                                            \
2158 }                                                                              \
2159
2160 void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2161  *psx_gpu);
2162 void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2163  *psx_gpu);
2164 void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2165  *psx_gpu);
2166 void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2167  *psx_gpu);
2168
2169 void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2170  *psx_gpu);
2171 void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2172  *psx_gpu);
2173 void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2174  *psx_gpu);
2175 void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2176  *psx_gpu);
2177
2178 void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2179 void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
2180
2181 #ifndef NEON_BUILD
2182
2183 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2184 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2185 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2186 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2187
2188 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2189 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2190 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2191 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2192
2193 #endif
2194
2195
2196 #define shade_blocks_textured_unmodulated_builder(target)                      \
2197 void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu)       \
2198 {                                                                              \
2199   block_struct *block = psx_gpu->blocks;                                       \
2200   u32 num_blocks = psx_gpu->num_blocks;                                        \
2201   vec_8x16u draw_mask;                                                         \
2202   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2203   u32 draw_mask_bits;                                                          \
2204                                                                                \
2205   vec_8x16u pixels;                                                            \
2206   shade_blocks_load_msb_mask_##target();                                       \
2207                                                                                \
2208   while(num_blocks)                                                            \
2209   {                                                                            \
2210     vec_8x16u zero_mask;                                                       \
2211                                                                                \
2212     draw_mask_bits = block->draw_mask_bits;                                    \
2213     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2214     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2215                                                                                \
2216     pixels = block->texels;                                                    \
2217                                                                                \
2218     cmpeqz_8x16b(zero_mask, pixels);                                           \
2219     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2220                                                                                \
2221     shade_blocks_store_##target(zero_mask, pixels);                            \
2222                                                                                \
2223     num_blocks--;                                                              \
2224     block++;                                                                   \
2225   }                                                                            \
2226 }                                                                              \
2227
2228 #define shade_blocks_textured_unmodulated_dithered_builder(target)             \
2229 void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct        \
2230  *psx_gpu)                                                                     \
2231 {                                                                              \
2232   block_struct *block = psx_gpu->blocks;                                       \
2233   u32 num_blocks = psx_gpu->num_blocks;                                        \
2234   vec_8x16u draw_mask;                                                         \
2235   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2236   u32 draw_mask_bits;                                                          \
2237                                                                                \
2238   vec_8x16u pixels;                                                            \
2239   shade_blocks_load_msb_mask_##target();                                       \
2240                                                                                \
2241   while(num_blocks)                                                            \
2242   {                                                                            \
2243     vec_8x16u zero_mask;                                                       \
2244                                                                                \
2245     draw_mask_bits = block->draw_mask_bits;                                    \
2246     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2247     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2248                                                                                \
2249     pixels = block->texels;                                                    \
2250                                                                                \
2251     cmpeqz_8x16b(zero_mask, pixels);                                           \
2252     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2253                                                                                \
2254     shade_blocks_store_##target(zero_mask, pixels);                            \
2255                                                                                \
2256     num_blocks--;                                                              \
2257     block++;                                                                   \
2258   }                                                                            \
2259 }                                                                              \
2260
2261 #ifndef NEON_BUILD
2262
2263 shade_blocks_textured_unmodulated_builder(indirect)
2264 shade_blocks_textured_unmodulated_builder(direct)
2265
2266 #endif
2267
2268
2269 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2270 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2271
2272 #ifndef NEON_BUILD
2273                                                                                
2274 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2275 {
2276 }
2277
2278 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2279 {
2280   block_struct *block = psx_gpu->blocks;
2281   u32 num_blocks = psx_gpu->num_blocks;
2282
2283   vec_8x16u pixels = block->pixels;
2284   shade_blocks_load_msb_mask_direct();
2285
2286   while(num_blocks)
2287   {
2288     shade_blocks_store_direct(block->draw_mask, pixels);
2289
2290     num_blocks--;
2291     block++;
2292   }
2293 }
2294
2295 #endif
2296
2297 void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2298 {
2299 }
2300
2301
2302 #define blend_blocks_mask_evaluate_on()                                        \
2303   vec_8x16u mask_pixels;                                                       \
2304   cmpltz_8x16b(mask_pixels, framebuffer_pixels);                               \
2305   or_8x16b(draw_mask, draw_mask, mask_pixels)                                  \
2306
2307 #define blend_blocks_mask_evaluate_off()                                       \
2308
2309 #define blend_blocks_average()                                                 \
2310 {                                                                              \
2311   vec_8x16u pixels_no_msb;                                                     \
2312   vec_8x16u fb_pixels_no_msb;                                                  \
2313                                                                                \
2314   vec_8x16u d128_0x0421;                                                       \
2315   vec_8x16u d128_0x8000;                                                       \
2316                                                                                \
2317   dup_8x16b(d128_0x0421, 0x0421);                                              \
2318   dup_8x16b(d128_0x8000, 0x8000);                                              \
2319                                                                                \
2320   eor_8x16b(blend_pixels, pixels, framebuffer_pixels);                         \
2321   bic_8x16b(pixels_no_msb, pixels, d128_0x8000);                               \
2322   and_8x16b(blend_pixels, blend_pixels, d128_0x0421);                          \
2323   sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels);                        \
2324   bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000);                \
2325   average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels);                 \
2326 }                                                                              \
2327
2328 #define blend_blocks_add()                                                     \
2329 {                                                                              \
2330   vec_8x16u pixels_rb, pixels_g;                                               \
2331   vec_8x16u fb_rb, fb_g;                                                       \
2332                                                                                \
2333   vec_8x16u d128_0x7C1F;                                                       \
2334   vec_8x16u d128_0x03E0;                                                       \
2335                                                                                \
2336   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2337   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2338                                                                                \
2339   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2340   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2341                                                                                \
2342   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2343   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2344                                                                                \
2345   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2346   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2347                                                                                \
2348   min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb),      \
2349    vector_cast(vec_16x8u, d128_0x7C1F));                                       \
2350   min_8x16b(fb_g, fb_g, d128_0x03E0);                                          \
2351                                                                                \
2352   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2353 }                                                                              \
2354
2355 #define blend_blocks_subtract()                                                \
2356 {                                                                              \
2357   vec_8x16u pixels_rb, pixels_g;                                               \
2358   vec_8x16u fb_rb, fb_g;                                                       \
2359                                                                                \
2360   vec_8x16u d128_0x7C1F;                                                       \
2361   vec_8x16u d128_0x03E0;                                                       \
2362                                                                                \
2363   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2364   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2365                                                                                \
2366   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2367   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2368                                                                                \
2369   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2370   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2371                                                                                \
2372   subs_16x8b(vector_cast(vec_16x8u, fb_rb),                                    \
2373    vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb));          \
2374   subs_8x16b(fb_g, fb_g, pixels_g);                                            \
2375                                                                                \
2376   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2377 }                                                                              \
2378
2379 #define blend_blocks_add_fourth()                                              \
2380 {                                                                              \
2381   vec_8x16u pixels_rb, pixels_g;                                               \
2382   vec_8x16u pixels_fourth;                                                     \
2383   vec_8x16u fb_rb, fb_g;                                                       \
2384                                                                                \
2385   vec_8x16u d128_0x7C1F;                                                       \
2386   vec_8x16u d128_0x1C07;                                                       \
2387   vec_8x16u d128_0x03E0;                                                       \
2388   vec_8x16u d128_0x00E0;                                                       \
2389                                                                                \
2390   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2391   dup_8x16b(d128_0x1C07, 0x1C07);                                              \
2392   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2393   dup_8x16b(d128_0x00E0, 0x00E0);                                              \
2394                                                                                \
2395   shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2);                 \
2396                                                                                \
2397   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2398   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2399                                                                                \
2400   and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07);                            \
2401   and_8x16b(pixels_g, pixels_fourth, d128_0x00E0);                             \
2402                                                                                \
2403   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2404   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2405                                                                                \
2406   min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb),      \
2407    vector_cast(vec_16x8u, d128_0x7C1F));                                       \
2408   min_8x16b(fb_g, fb_g, d128_0x03E0);                                          \
2409                                                                                \
2410   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2411 }                                                                              \
2412
2413 #define blend_blocks_blended_combine_textured()                                \
2414 {                                                                              \
2415   vec_8x16u blend_mask;                                                        \
2416   cmpltz_8x16b(blend_mask, pixels);                                            \
2417                                                                                \
2418   or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000);                      \
2419   bif_8x16b(blend_pixels, pixels, blend_mask);                                 \
2420 }                                                                              \
2421
2422 #define blend_blocks_blended_combine_untextured()                              \
2423
2424
2425 #define blend_blocks_body_blend(blend_mode, texturing)                         \
2426 {                                                                              \
2427   blend_blocks_##blend_mode();                                                 \
2428   blend_blocks_blended_combine_##texturing();                                  \
2429 }                                                                              \
2430
2431 #define blend_blocks_body_average(texturing)                                   \
2432   blend_blocks_body_blend(average, texturing)                                  \
2433
2434 #define blend_blocks_body_add(texturing)                                       \
2435   blend_blocks_body_blend(add, texturing)                                      \
2436
2437 #define blend_blocks_body_subtract(texturing)                                  \
2438   blend_blocks_body_blend(subtract, texturing)                                 \
2439
2440 #define blend_blocks_body_add_fourth(texturing)                                \
2441   blend_blocks_body_blend(add_fourth, texturing)                               \
2442
2443 #define blend_blocks_body_unblended(texturing)                                 \
2444   blend_pixels = pixels                                                        \
2445
2446
2447 #define blend_blocks_builder(texturing, blend_mode, mask_evaluate)             \
2448 void                                                                           \
2449  blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct      \
2450  *psx_gpu)                                                                     \
2451 {                                                                              \
2452   block_struct *block = psx_gpu->blocks;                                       \
2453   u32 num_blocks = psx_gpu->num_blocks;                                        \
2454   vec_8x16u draw_mask;                                                         \
2455   vec_8x16u pixels;                                                            \
2456   vec_8x16u blend_pixels;                                                      \
2457   vec_8x16u framebuffer_pixels;                                                \
2458   vec_8x16u msb_mask;                                                          \
2459                                                                                \
2460   u16 *fb_ptr;                                                                 \
2461                                                                                \
2462   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2463                                                                                \
2464   while(num_blocks)                                                            \
2465   {                                                                            \
2466     pixels = block->pixels;                                                    \
2467     draw_mask = block->draw_mask;                                              \
2468     fb_ptr = block->fb_ptr;                                                    \
2469                                                                                \
2470     load_8x16b(framebuffer_pixels, fb_ptr);                                    \
2471                                                                                \
2472     blend_blocks_mask_evaluate_##mask_evaluate();                              \
2473     blend_blocks_body_##blend_mode(texturing);                                 \
2474                                                                                \
2475     or_8x16b(blend_pixels, blend_pixels, msb_mask);                            \
2476     bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask);                    \
2477     store_8x16b(framebuffer_pixels, fb_ptr);                                   \
2478                                                                                \
2479     blend_blocks++;                                                            \
2480     num_blocks--;                                                              \
2481     block++;                                                                   \
2482   }                                                                            \
2483 }                                                                              \
2484
2485 void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu);
2486 void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu);
2487 void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu);
2488 void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu);
2489 void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu);
2490 void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu);
2491 void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu);
2492 void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu);
2493
2494 void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu);
2495 void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu);
2496 void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu);
2497 void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu);
2498 void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu);
2499 void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu);
2500 void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu);
2501 void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu);
2502
2503 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2504 void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2505
2506 #ifndef NEON_BUILD
2507
2508 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2509 {
2510 }
2511
2512 blend_blocks_builder(textured, average, off);
2513 blend_blocks_builder(textured, average, on);
2514 blend_blocks_builder(textured, add, off);
2515 blend_blocks_builder(textured, add, on);
2516 blend_blocks_builder(textured, subtract, off);
2517 blend_blocks_builder(textured, subtract, on);
2518 blend_blocks_builder(textured, add_fourth, off);
2519 blend_blocks_builder(textured, add_fourth, on);
2520
2521 blend_blocks_builder(untextured, average, off);
2522 blend_blocks_builder(untextured, average, on);
2523 blend_blocks_builder(untextured, add, off);
2524 blend_blocks_builder(untextured, add, on);
2525 blend_blocks_builder(untextured, subtract, off);
2526 blend_blocks_builder(untextured, subtract, on);
2527 blend_blocks_builder(untextured, add_fourth, off);
2528 blend_blocks_builder(untextured, add_fourth, on);
2529
2530 blend_blocks_builder(textured, unblended, on);
2531
2532 #endif
2533
2534                                                                                
2535 #define vertex_swap(_a, _b)                                                    \
2536 {                                                                              \
2537   vertex_struct *temp_vertex = _a;                                             \
2538   _a = _b;                                                                     \
2539   _b = temp_vertex;                                                            \
2540   triangle_winding ^= 1;                                                       \
2541 }                                                                              \
2542
2543
2544 // Setup blocks parametric-variables:
2545 // SHADE  TEXTURE_MAP SWIZZLING
2546 // 0      0           x          
2547 // 0      1           0
2548 // 0      1           1
2549 // 1      0           x
2550 // 1      1           0
2551 // 1      1           1
2552 // 8 inputs, 6 combinations
2553
2554 #define setup_blocks_switch_untextured_unshaded(dithering, target)             \
2555   setup_blocks_unshaded_untextured_undithered_unswizzled_##target              \
2556
2557 #define setup_blocks_switch_untextured_shaded(dithering, target)               \
2558   setup_blocks_shaded_untextured_##dithering##_unswizzled_##target             \
2559
2560 #define setup_blocks_switch_untextured(shading, texture_mode, dithering,       \
2561  target)                                                                       \
2562   setup_blocks_switch_untextured_##shading(dithering, target)                  \
2563
2564 #define setup_blocks_switch_texture_mode_4bpp(shading)                         \
2565   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2566
2567 #define setup_blocks_switch_texture_mode_8bpp(shading)                         \
2568   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2569
2570 #define setup_blocks_switch_texture_mode_16bpp(shading)                        \
2571   setup_blocks_##shading##_textured_dithered_unswizzled_indirect               \
2572
2573 #define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2574   setup_blocks_switch_texture_mode_##texture_mode(shading)                     \
2575
2576 #define setup_blocks_switch_blended(shading, texturing, texture_mode,          \
2577  dithering, mask_evaluate)                                                     \
2578   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2579
2580 #define setup_blocks_switch_unblended_on(shading, texturing, texture_mode,     \
2581  dithering)                                                                    \
2582   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2583
2584 #define setup_blocks_switch_unblended_off(shading, texturing, texture_mode,    \
2585  dithering)                                                                    \
2586   setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct)    \
2587
2588 #define setup_blocks_switch_unblended(shading, texturing, texture_mode,        \
2589  dithering, mask_evaluate)                                                     \
2590   setup_blocks_switch_unblended_##mask_evaluate(shading, texturing,            \
2591    texture_mode, dithering)                                                    \
2592
2593 #define setup_blocks_switch(shading, texturing, texture_mode, dithering,       \
2594  blending, mask_evaluate)                                                      \
2595   setup_blocks_switch_##blending(shading, texturing, texture_mode,             \
2596    dithering, mask_evaluate)                                                   \
2597
2598
2599 // Texture blocks:
2600
2601 #define texture_blocks_switch_untextured(texture_mode)                         \
2602   texture_blocks_untextured                                                    \
2603
2604 #define texture_blocks_switch_textured(texture_mode)                           \
2605   texture_blocks_##texture_mode                                                \
2606
2607 #define texture_blocks_switch(texturing, texture_mode)                         \
2608   texture_blocks_switch_##texturing(texture_mode)                              \
2609
2610
2611 // Shade blocks parametric-variables:
2612 // SHADE  TEXTURE_MAP  MODULATE_TEXELS  dither_mode
2613 // 0      0            x                x
2614 // 0      1            0                0
2615 // 0      1            0                1
2616 // x      1            1                x
2617 // 1      0            x                0
2618 // 1      0            x                1
2619 // 1      1            0                0
2620 // 1      1            0                1
2621 // 16 inputs, 8 combinations
2622
2623 #define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2624   shade_blocks_unshaded_untextured_##target                                    \
2625
2626 #define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target)   \
2627   shade_blocks_textured_unmodulated_##target                                   \
2628
2629 #define shade_blocks_switch_unshaded_textured_modulated(dithering, target)     \
2630   shade_blocks_unshaded_textured_modulated_##dithering##_##target              \
2631
2632 #define shade_blocks_switch_unshaded_textured(modulation, dithering, target)   \
2633   shade_blocks_switch_unshaded_textured_##modulation(dithering, target)        \
2634
2635 #define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2636   shade_blocks_switch_unshaded_##texturing(modulation, dithering, target)      \
2637
2638 #define shade_blocks_switch_shaded_untextured(modulation, dithering, target)   \
2639   shade_blocks_shaded_untextured                                               \
2640
2641 #define shade_blocks_switch_shaded_textured_unmodulated(dithering, target)     \
2642   shade_blocks_textured_unmodulated_##target                                   \
2643
2644 #define shade_blocks_switch_shaded_textured_modulated(dithering, target)       \
2645   shade_blocks_shaded_textured_modulated_##dithering##_##target                \
2646
2647 #define shade_blocks_switch_shaded_textured(modulation, dithering, target)     \
2648   shade_blocks_switch_shaded_textured_##modulation(dithering, target)          \
2649
2650 #define shade_blocks_switch_shaded(texturing, modulation, dithering, target)   \
2651   shade_blocks_switch_shaded_##texturing(modulation, dithering, target)        \
2652
2653 #define shade_blocks_switch_mask_off(shading, texturing, modulation,           \
2654  dithering)                                                                    \
2655   shade_blocks_switch_##shading(texturing, modulation, dithering, direct)      \
2656
2657 #define shade_blocks_switch_mask_on(shading, texturing, modulation,            \
2658  dithering)                                                                    \
2659   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2660
2661 #define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2662  mask_evaluate)                                                                \
2663   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2664
2665 #define shade_blocks_switch_unblended(shading, texturing, modulation,          \
2666  dithering, mask_evaluate)                                                     \
2667   shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation,     \
2668    dithering)                                                                  \
2669
2670 #define shade_blocks_switch(shading, texturing, modulation, dithering,         \
2671  blending, mask_evaluate)                                                      \
2672   shade_blocks_switch_##blending(shading, texturing, modulation, dithering,    \
2673    mask_evaluate)                                                              \
2674
2675
2676 // Blend blocks parametric-variables:
2677 // TEXTURE_MAP BLEND  BM_A BM_B mask_evaluate
2678 // x           0      x    x    0
2679 // x           0      x    x    1
2680 // 0           1      0    0    0
2681 // 0           1      0    0    1
2682 // 0           1      0    1    0
2683 // 0           1      0    1    1
2684 // 0           1      1    0    0
2685 // 0           1      1    0    1
2686 // 0           1      1    1    0
2687 // 0           1      1    1    1
2688 // 1           1      0    0    0
2689 // 1           1      0    0    1
2690 // 1           1      0    1    0
2691 // 1           1      0    1    1
2692 // 1           1      1    0    0
2693 // 1           1      1    0    1
2694 // 1           1      1    1    0
2695 // 1           1      1    1    1
2696 // 32 inputs, 18 combinations
2697
2698 #define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate)    \
2699   blend_blocks_textured_unblended_##mask_evaluate                              \
2700
2701 #define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate)      \
2702   blend_blocks_##texturing##_##blend_mode##_##mask_evaluate                    \
2703
2704 #define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)    \
2705   blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate)         \
2706
2707
2708 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2709  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2710 {                                                                              \
2711   setup_blocks_switch(shading, texturing, texture_mode, dithering, blending,   \
2712    mask_evaluate),                                                             \
2713   texture_blocks_switch(texturing, texture_mode),                              \
2714   shade_blocks_switch(shading, texturing, modulation, dithering, blending,     \
2715    mask_evaluate),                                                             \
2716   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
2717 }                                                                              \
2718
2719 #define render_blocks_switch_block_blending(texture_mode, blend_mode,          \
2720  mask_evaluate, shading, dithering, texturing, blending)                       \
2721   render_blocks_switch_block_modulation(texture_mode, blend_mode,              \
2722    mask_evaluate, shading, dithering, texturing, blending, modulated),         \
2723   render_blocks_switch_block_modulation(texture_mode, blend_mode,              \
2724    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \
2725
2726 #define render_blocks_switch_block_texturing(texture_mode, blend_mode,         \
2727  mask_evaluate, shading, dithering, texturing)                                 \
2728   render_blocks_switch_block_blending(texture_mode, blend_mode,                \
2729    mask_evaluate, shading, dithering, texturing, unblended),                   \
2730   render_blocks_switch_block_blending(texture_mode, blend_mode,                \
2731    mask_evaluate, shading, dithering, texturing, blended)                      \
2732
2733 #define render_blocks_switch_block_dithering(texture_mode, blend_mode,         \
2734  mask_evaluate, shading, dithering)                                            \
2735   render_blocks_switch_block_texturing(texture_mode, blend_mode,               \
2736    mask_evaluate, shading, dithering, untextured),                             \
2737   render_blocks_switch_block_texturing(texture_mode, blend_mode,               \
2738    mask_evaluate, shading, dithering, textured)                                \
2739
2740 #define render_blocks_switch_block_shading(texture_mode, blend_mode,           \
2741  mask_evaluate, shading)                                                       \
2742   render_blocks_switch_block_dithering(texture_mode, blend_mode,               \
2743    mask_evaluate, shading, undithered),                                        \
2744   render_blocks_switch_block_dithering(texture_mode, blend_mode,               \
2745    mask_evaluate, shading, dithered)                                           \
2746
2747 #define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,     \
2748  mask_evaluate)                                                                \
2749   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2750    unshaded),                                                                  \
2751   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2752    shaded)                                                                     \
2753
2754 #define render_blocks_switch_block_blend_mode(texture_mode, blend_mode)        \
2755   render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off),     \
2756   render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on)       \
2757
2758 #define render_blocks_switch_block_texture_mode(texture_mode)                  \
2759   render_blocks_switch_block_blend_mode(texture_mode, average),                \
2760   render_blocks_switch_block_blend_mode(texture_mode, add),                    \
2761   render_blocks_switch_block_blend_mode(texture_mode, subtract),               \
2762   render_blocks_switch_block_blend_mode(texture_mode, add_fourth)              \
2763
2764 #define render_blocks_switch_block()                                           \
2765   render_blocks_switch_block_texture_mode(4bpp),                               \
2766   render_blocks_switch_block_texture_mode(8bpp),                               \
2767   render_blocks_switch_block_texture_mode(16bpp),                              \
2768   render_blocks_switch_block_texture_mode(4bpp)                                \
2769
2770
2771 render_block_handler_struct render_triangle_block_handlers[] =
2772 {
2773   render_blocks_switch_block()
2774 };
2775
2776 #undef render_blocks_switch_block_modulation
2777
2778 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2779  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2780   "render flags:\n"                                                            \
2781   "texture mode:     " #texture_mode "\n"                                      \
2782   "blend mode:       " #blend_mode "\n"                                        \
2783   "mask evaluation:  " #mask_evaluate "\n"                                     \
2784   #shading "\n"                                                                \
2785   #dithering "\n"                                                              \
2786   #texturing "\n"                                                              \
2787   #blending "\n"                                                               \
2788   #modulation "\n"                                                             \
2789
2790 char *render_block_flag_strings[] =
2791 {                                                                               
2792   render_blocks_switch_block()
2793 };
2794
2795
2796 #define triangle_y_direction_up   1
2797 #define triangle_y_direction_flat 2
2798 #define triangle_y_direction_down 0
2799
2800 #define triangle_winding_positive 0
2801 #define triangle_winding_negative 1
2802
2803 #define triangle_set_direction(direction_variable, value)                      \
2804   u32 direction_variable = (u32)(value) >> 31;                                 \
2805   if(value == 0)                                                               \
2806     direction_variable = 2                                                     \
2807
2808 #define triangle_case(direction_a, direction_b, direction_c, winding)          \
2809   case (triangle_y_direction_##direction_a |                                   \
2810    (triangle_y_direction_##direction_b << 2) |                                 \
2811    (triangle_y_direction_##direction_c << 4) |                                 \
2812    (triangle_winding_##winding << 6))                                          \
2813
2814 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2815  u32 flags)
2816 {
2817   s32 y_top, y_bottom;
2818   s32 triangle_area;
2819   u32 triangle_winding = 0;
2820
2821   vertex_struct *a = &(vertexes[0]);
2822   vertex_struct *b = &(vertexes[1]);
2823   vertex_struct *c = &(vertexes[2]);
2824
2825   triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2826
2827 #ifdef PROFILE
2828   triangles++;
2829 #endif
2830
2831   if(triangle_area == 0)
2832   {
2833 #ifdef PROFILE
2834     trivial_rejects++;
2835 #endif
2836     return;
2837   }
2838
2839   if(b->y < a->y)
2840     vertex_swap(a, b);
2841
2842   if(c->y < b->y)
2843   {
2844     vertex_swap(b, c);
2845
2846     if(b->y < a->y)
2847       vertex_swap(a, b);
2848   }
2849
2850   y_bottom = c->y;
2851   y_top = a->y;
2852
2853   if((y_bottom - y_top) >= 512)
2854   {
2855 #ifdef PROFILE
2856     trivial_rejects++;
2857 #endif
2858     return;
2859   }
2860
2861   if(triangle_area < 0)
2862   {
2863     triangle_area = -triangle_area;
2864     triangle_winding ^= 1;
2865     vertex_swap(a, c);
2866   }
2867
2868   if(b->x < a->x)
2869     vertex_swap(a, b);
2870
2871   if(c->x < b->x) 
2872   {
2873     vertex_swap(b, c);
2874
2875     if(b->x < a->x)
2876       vertex_swap(a, b);
2877   }
2878
2879   if((c->x - a->x) >= 1024)
2880   {
2881 #ifdef PROFILE
2882     trivial_rejects++;
2883 #endif
2884     return;
2885   }
2886
2887   if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2888    y_bottom) == 0)
2889   {
2890 #ifdef PROFILE
2891     trivial_rejects++;
2892 #endif
2893     return;
2894   }
2895
2896   psx_gpu->num_spans = 0;
2897   psx_gpu->triangle_area = triangle_area;
2898   psx_gpu->triangle_winding = triangle_winding;
2899
2900   s32 y_delta_a = b->y - a->y;
2901   s32 y_delta_b = c->y - b->y;
2902   s32 y_delta_c = c->y - a->y;
2903
2904   triangle_set_direction(y_direction_a, y_delta_a);
2905   triangle_set_direction(y_direction_b, y_delta_b);
2906   triangle_set_direction(y_direction_c, y_delta_c);
2907
2908   compute_all_gradients(psx_gpu, a, b, c);
2909
2910   switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
2911    (triangle_winding << 6))
2912   {
2913     triangle_case(up, up, up, negative):
2914     triangle_case(up, up, flat, negative):
2915     triangle_case(up, up, down, negative):
2916       setup_spans_up_right(psx_gpu, a, b, c);
2917       break;
2918
2919     triangle_case(flat, up, up, negative):
2920     triangle_case(flat, up, flat, negative):
2921     triangle_case(flat, up, down, negative):
2922       setup_spans_up_a(psx_gpu, a, b, c);
2923       break;
2924
2925     triangle_case(down, up, up, negative):
2926       setup_spans_up_down(psx_gpu, a, c, b);
2927       break;
2928
2929     triangle_case(down, up, flat, negative):
2930       setup_spans_down_a(psx_gpu, a, c, b);
2931       break;
2932
2933     triangle_case(down, up, down, negative):
2934       setup_spans_down_right(psx_gpu, a, c, b);
2935       break;
2936
2937     triangle_case(down, flat, up, negative):
2938     triangle_case(down, flat, flat, negative):
2939     triangle_case(down, flat, down, negative):
2940       setup_spans_down_b(psx_gpu, a, b, c);
2941       break;
2942
2943     triangle_case(down, down, up, negative):
2944     triangle_case(down, down, flat, negative):
2945     triangle_case(down, down, down, negative):
2946       setup_spans_down_left(psx_gpu, a, b, c);
2947       break;
2948
2949     triangle_case(up, up, up, positive):
2950     triangle_case(up, up, flat, positive):
2951     triangle_case(up, up, down, positive):
2952       setup_spans_up_left(psx_gpu, a, b, c);
2953       break;
2954
2955     triangle_case(up, flat, up, positive):
2956     triangle_case(up, flat, flat, positive):
2957     triangle_case(up, flat, down, positive):
2958       setup_spans_up_b(psx_gpu, a, b, c);
2959       break;
2960
2961     triangle_case(up, down, up, positive):
2962       setup_spans_up_right(psx_gpu, a, c, b);
2963       break;
2964
2965     triangle_case(up, down, flat, positive):
2966       setup_spans_up_a(psx_gpu, a, c, b);
2967       break;
2968
2969     triangle_case(up, down, down, positive):
2970       setup_spans_up_down(psx_gpu, a, b, c);
2971       break;
2972
2973     triangle_case(flat, down, up, positive):
2974     triangle_case(flat, down, flat, positive):
2975     triangle_case(flat, down, down, positive):
2976       setup_spans_down_a(psx_gpu, a, b, c);
2977       break;
2978
2979     triangle_case(down, down, up, positive):
2980     triangle_case(down, down, flat, positive):
2981     triangle_case(down, down, down, positive):
2982       setup_spans_down_right(psx_gpu, a, b, c);
2983       break;
2984   }
2985
2986 #ifdef PROFILE
2987   spans += psx_gpu->num_spans;
2988 #endif
2989
2990   u32 render_state = flags &
2991    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND | 
2992    RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
2993   render_state |= psx_gpu->render_state_base;
2994   
2995   if((psx_gpu->render_state != render_state) ||
2996    (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
2997   {
2998     psx_gpu->render_state = render_state;
2999     flush_render_block_buffer(psx_gpu);
3000 #ifdef PROFILE
3001     state_changes++;
3002 #endif
3003   }
3004
3005   psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3006
3007   psx_gpu->render_block_handler =
3008    &(render_triangle_block_handlers[render_state]);
3009   ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3010    (psx_gpu);
3011 }
3012
3013
3014 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
3015
3016 #ifndef NEON_BUILD
3017
3018 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3019 {
3020   block_struct *block = psx_gpu->blocks;
3021   u32 num_blocks = psx_gpu->num_blocks;
3022
3023   vec_8x16u texels;
3024   vec_8x8u texel_indexes;
3025
3026   u16 *clut_ptr = psx_gpu->clut_ptr;
3027   u32 i;
3028
3029   while(num_blocks)
3030   {
3031     texel_indexes = block->r;
3032
3033     for(i = 0; i < 8; i++)
3034     {
3035       texels.e[i] = clut_ptr[texel_indexes.e[i]];
3036     }
3037
3038     block->texels = texels;
3039
3040     num_blocks--;
3041     block++;
3042   }
3043 }
3044
3045 #endif
3046
3047
3048 #define setup_sprite_tiled_initialize_4bpp()                                   \
3049   u16 *clut_ptr = psx_gpu->clut_ptr;                                           \
3050   vec_8x16u clut_a, clut_b;                                                    \
3051   vec_16x8u clut_low, clut_high;                                               \
3052                                                                                \
3053   load_8x16b(clut_a, clut_ptr);                                                \
3054   load_8x16b(clut_b, clut_ptr + 8);                                            \
3055   unzip_16x8b(clut_low, clut_high, clut_a, clut_b);                            \
3056                                                                                \
3057   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)        \
3058     update_texture_4bpp_cache(psx_gpu)                                         \
3059
3060 #define setup_sprite_tiled_initialize_8bpp()                                   \
3061   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)        \
3062     update_texture_8bpp_cache(psx_gpu)                                         \
3063
3064
3065 #define setup_sprite_tile_fetch_texel_block_8bpp(offset)                       \
3066   texture_block_ptr = psx_gpu->texture_page_ptr +                              \
3067    ((texture_offset + offset) & texture_mask);                                 \
3068                                                                                \
3069   load_64b(texels, texture_block_ptr)                                          \
3070
3071
3072 #define setup_sprite_tile_setup_block_yes(side, offset, texture_mode)          \
3073
3074 #define setup_sprite_tile_setup_block_no(side, offset, texture_mode)           \
3075
3076 #define setup_sprite_tile_add_blocks(tile_num_blocks)                          \
3077   num_blocks += tile_num_blocks;                                               \
3078   sprite_blocks += tile_num_blocks;                                            \
3079                                                                                \
3080   if(num_blocks > MAX_BLOCKS)                                                  \
3081   {                                                                            \
3082     flush_render_block_buffer(psx_gpu);                                        \
3083     num_blocks = tile_num_blocks;                                              \
3084     block = psx_gpu->blocks;                                                   \
3085   }                                                                            \
3086
3087 #define setup_sprite_tile_full_4bpp(edge)                                      \
3088 {                                                                              \
3089   vec_8x8u texels_low, texels_high;                                            \
3090   vec_8x16u pixels;                                                            \
3091   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3092                                                                                \
3093   while(sub_tile_height)                                                       \
3094   {                                                                            \
3095     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3096     tbl_16(texels_low, texels, clut_low);                                      \
3097     tbl_16(texels_high, texels, clut_high);                                    \
3098     zip_8x16b(pixels, texels_low, texels_high);                                \
3099                                                                                \
3100     block->texels = pixels;                                                    \
3101     block->draw_mask_bits = left_mask_bits;                                    \
3102     block->fb_ptr = fb_ptr;                                                    \
3103     block++;                                                                   \
3104                                                                                \
3105     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3106     tbl_16(texels_low, texels, clut_low);                                      \
3107     tbl_16(texels_high, texels, clut_high);                                    \
3108     zip_8x16b(pixels, texels_low, texels_high);                                \
3109                                                                                \
3110     block->texels = pixels;                                                    \
3111     block->draw_mask_bits = right_mask_bits;                                   \
3112     block->fb_ptr = fb_ptr + 8;                                                \
3113     block++;                                                                   \
3114                                                                                \
3115     fb_ptr += 1024;                                                            \
3116     texture_offset += 0x10;                                                    \
3117     sub_tile_height--;                                                         \
3118   }                                                                            \
3119   texture_offset += 0xF00;                                                     \
3120   psx_gpu->num_blocks = num_blocks;                                            \
3121 }                                                                              \
3122
3123 #define setup_sprite_tile_half_4bpp(edge)                                      \
3124 {                                                                              \
3125   vec_8x8u texels_low, texels_high;                                            \
3126   vec_8x16u pixels;                                                            \
3127   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3128                                                                                \
3129   while(sub_tile_height)                                                       \
3130   {                                                                            \
3131     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3132     tbl_16(texels_low, texels, clut_low);                                      \
3133     tbl_16(texels_high, texels, clut_high);                                    \
3134     zip_8x16b(pixels, texels_low, texels_high);                                \
3135                                                                                \
3136     block->texels = pixels;                                                    \
3137     block->draw_mask_bits = edge##_mask_bits;                                  \
3138     block->fb_ptr = fb_ptr;                                                    \
3139     block++;                                                                   \
3140                                                                                \
3141     fb_ptr += 1024;                                                            \
3142     texture_offset += 0x10;                                                    \
3143     sub_tile_height--;                                                         \
3144   }                                                                            \
3145   texture_offset += 0xF00;                                                     \
3146   psx_gpu->num_blocks = num_blocks;                                            \
3147 }                                                                              \
3148
3149   
3150 #define setup_sprite_tile_full_8bpp(edge)                                      \
3151 {                                                                              \
3152   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3153                                                                                \
3154   while(sub_tile_height)                                                       \
3155   {                                                                            \
3156     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3157     block->r = texels;                                                         \
3158     block->draw_mask_bits = left_mask_bits;                                    \
3159     block->fb_ptr = fb_ptr;                                                    \
3160     block++;                                                                   \
3161                                                                                \
3162     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3163     block->r = texels;                                                         \
3164     block->draw_mask_bits = right_mask_bits;                                   \
3165     block->fb_ptr = fb_ptr + 8;                                                \
3166     block++;                                                                   \
3167                                                                                \
3168     fb_ptr += 1024;                                                            \
3169     texture_offset += 0x10;                                                    \
3170     sub_tile_height--;                                                         \
3171   }                                                                            \
3172   texture_offset += 0xF00;                                                     \
3173   psx_gpu->num_blocks = num_blocks;                                            \
3174 }                                                                              \
3175
3176 #define setup_sprite_tile_half_8bpp(edge)                                      \
3177 {                                                                              \
3178   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3179                                                                                \
3180   while(sub_tile_height)                                                       \
3181   {                                                                            \
3182     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3183     block->r = texels;                                                         \
3184     block->draw_mask_bits = edge##_mask_bits;                                  \
3185     block->fb_ptr = fb_ptr;                                                    \
3186     block++;                                                                   \
3187                                                                                \
3188     fb_ptr += 1024;                                                            \
3189     texture_offset += 0x10;                                                    \
3190     sub_tile_height--;                                                         \
3191   }                                                                            \
3192   texture_offset += 0xF00;                                                     \
3193   psx_gpu->num_blocks = num_blocks;                                            \
3194 }                                                                              \
3195
3196   
3197 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
3198   texture_offset = texture_offset_base + 8;                                    \
3199   fb_ptr += 8                                                                  \
3200
3201 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
3202   texture_offset = texture_offset_base                                         \
3203
3204 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
3205   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
3206
3207 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
3208   texture_offset = texture_offset_base                                         \
3209
3210 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
3211   fb_ptr -= 8                                                                  \
3212
3213 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
3214
3215 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
3216   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
3217
3218 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
3219
3220
3221 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode)  \
3222 do                                                                             \
3223 {                                                                              \
3224   sub_tile_height = column_data;                                               \
3225   setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge);                  \
3226   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
3227   setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge);                 \
3228 } while(0)                                                                     \
3229
3230 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode)   \
3231 do                                                                             \
3232 {                                                                              \
3233   u32 tiles_remaining = column_data >> 16;                                     \
3234   sub_tile_height = column_data & 0xFF;                                        \
3235   setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge);                  \
3236   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
3237   tiles_remaining -= 1;                                                        \
3238                                                                                \
3239   while(tiles_remaining)                                                       \
3240   {                                                                            \
3241     sub_tile_height = 16;                                                      \
3242     setup_sprite_tile_##edge_mode##_##texture_mode(edge);                      \
3243     tiles_remaining--;                                                         \
3244   }                                                                            \
3245                                                                                \
3246   sub_tile_height = (column_data >> 8) & 0xFF;                                 \
3247   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
3248   setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge);                 \
3249 } while(0)                                                                     \
3250
3251
3252 #define setup_sprite_column_data_single()                                      \
3253   column_data = height                                                         \
3254
3255 #define setup_sprite_column_data_multi()                                       \
3256   column_data = 16 - offset_v;                                                 \
3257   column_data |= ((height_rounded & 0xF) + 1) << 8;                            \
3258   column_data |= (tile_height - 1) << 16                                       \
3259
3260
3261 #define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
3262  edge_mode, edge)                                                              \
3263 {                                                                              \
3264   setup_sprite_column_data_##multi_height();                                   \
3265   left_mask_bits = left_block_mask | right_block_mask;                         \
3266   right_mask_bits = left_mask_bits >> 8;                                       \
3267                                                                                \
3268   setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
3269    texture_mode);                                                              \
3270 }                                                                              \
3271
3272 #define setup_sprite_tiled_advance_column()                                    \
3273   texture_offset_base += 0x100;                                                \
3274   if((texture_offset_base & 0xF00) == 0)                                       \
3275     texture_offset_base -= (0x100 + 0xF00)                                     \
3276
3277 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height,       \
3278  left_mode, right_mode)                                                        \
3279 {                                                                              \
3280   setup_sprite_column_data_##multi_height();                                   \
3281   s32 fb_ptr_advance_column = 16 - (1024 * height);                            \
3282                                                                                \
3283   tile_width -= 2;                                                             \
3284   left_mask_bits = left_block_mask;                                            \
3285   right_mask_bits = left_mask_bits >> 8;                                       \
3286                                                                                \
3287   setup_sprite_tile_column_height_##multi_height(left_mode, right,             \
3288    texture_mode);                                                              \
3289   fb_ptr += fb_ptr_advance_column;                                             \
3290                                                                                \
3291   left_mask_bits = 0x00;                                                       \
3292   right_mask_bits = 0x00;                                                      \
3293                                                                                \
3294   while(tile_width)                                                            \
3295   {                                                                            \
3296     setup_sprite_tiled_advance_column();                                       \
3297     setup_sprite_tile_column_height_##multi_height(full, none, texture_mode);  \
3298     fb_ptr += fb_ptr_advance_column;                                           \
3299     tile_width--;                                                              \
3300   }                                                                            \
3301                                                                                \
3302   left_mask_bits = right_block_mask;                                           \
3303   right_mask_bits = left_mask_bits >> 8;                                       \
3304                                                                                \
3305   setup_sprite_tiled_advance_column();                                         \
3306   setup_sprite_tile_column_height_##multi_height(right_mode, left,             \
3307    texture_mode);                                                              \
3308 }                                                                              \
3309
3310
3311 #define setup_sprite_tiled_builder(texture_mode)                               \
3312 void setup_sprite_##texture_mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,        \
3313  s32 u, s32 v, s32 width, s32 height, u32 color)                               \
3314 {                                                                              \
3315   s32 offset_u = u & 0xF;                                                      \
3316   s32 offset_v = v & 0xF;                                                      \
3317                                                                                \
3318   s32 width_rounded = offset_u + width + 15;                                   \
3319   s32 height_rounded = offset_v + height + 15;                                 \
3320   s32 tile_height = height_rounded / 16;                                       \
3321   s32 tile_width = width_rounded / 16;                                         \
3322   u32 offset_u_right = width_rounded & 0xF;                                    \
3323                                                                                \
3324   u32 left_block_mask = ~(0xFFFF << offset_u);                                 \
3325   u32 right_block_mask = 0xFFFE << offset_u_right;                             \
3326                                                                                \
3327   u32 left_mask_bits;                                                          \
3328   u32 right_mask_bits;                                                         \
3329                                                                                \
3330   u32 sub_tile_height;                                                         \
3331   u32 column_data;                                                             \
3332                                                                                \
3333   u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \
3334    ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \
3335    ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \
3336    ((psx_gpu->texture_mask_height >> 4) << 12);                                \
3337   u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \
3338    ((v & 0xF0) << 8);                                                          \
3339   u32 texture_offset_base = texture_offset;                                    \
3340   u32 control_mask;                                                            \
3341                                                                                \
3342   u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u);               \
3343   u32 num_blocks = psx_gpu->num_blocks;                                        \
3344   block_struct *block = psx_gpu->blocks + num_blocks;                          \
3345                                                                                \
3346   u16 *texture_block_ptr;                                                      \
3347   vec_8x8u texels;                                                             \
3348                                                                                \
3349   setup_sprite_tiled_initialize_##texture_mode();                              \
3350                                                                                \
3351   control_mask = tile_width == 1;                                              \
3352   control_mask |= (tile_height == 1) << 1;                                     \
3353   control_mask |= ((left_block_mask & 0xFF) == 0xFF) << 2;                     \
3354   control_mask |= (((right_block_mask >> 8) & 0xFF) == 0xFF) << 3;             \
3355                                                                                \
3356   sprites_##texture_mode++;                                                    \
3357                                                                                \
3358   switch(control_mask)                                                         \
3359   {                                                                            \
3360     default:                                                                   \
3361     case 0x0:                                                                  \
3362       setup_sprite_tile_column_width_multi(texture_mode, multi, full, full);   \
3363       break;                                                                   \
3364                                                                                \
3365     case 0x1:                                                                  \
3366       setup_sprite_tile_column_width_single(texture_mode, multi, full, none);  \
3367       break;                                                                   \
3368                                                                                \
3369     case 0x2:                                                                  \
3370       setup_sprite_tile_column_width_multi(texture_mode, single, full, full);  \
3371       break;                                                                   \
3372                                                                                \
3373     case 0x3:                                                                  \
3374       setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
3375       break;                                                                   \
3376                                                                                \
3377     case 0x4:                                                                  \
3378       setup_sprite_tile_column_width_multi(texture_mode, multi, half, full);   \
3379       break;                                                                   \
3380                                                                                \
3381     case 0x5:                                                                  \
3382       setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
3383       break;                                                                   \
3384                                                                                \
3385     case 0x6:                                                                  \
3386       setup_sprite_tile_column_width_multi(texture_mode, single, half, full);  \
3387       break;                                                                   \
3388                                                                                \
3389     case 0x7:                                                                  \
3390       setup_sprite_tile_column_width_single(texture_mode, single, half, right);\
3391       break;                                                                   \
3392                                                                                \
3393     case 0x8:                                                                  \
3394       setup_sprite_tile_column_width_multi(texture_mode, multi, full, half);   \
3395       break;                                                                   \
3396                                                                                \
3397     case 0x9:                                                                  \
3398       setup_sprite_tile_column_width_single(texture_mode, multi, half, left);  \
3399       break;                                                                   \
3400                                                                                \
3401     case 0xA:                                                                  \
3402       setup_sprite_tile_column_width_multi(texture_mode, single, full, half);  \
3403       break;                                                                   \
3404                                                                                \
3405     case 0xB:                                                                  \
3406       setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
3407       break;                                                                   \
3408                                                                                \
3409     case 0xC:                                                                  \
3410       setup_sprite_tile_column_width_multi(texture_mode, multi, half, half);   \
3411       break;                                                                   \
3412                                                                                \
3413     case 0xE:                                                                  \
3414       setup_sprite_tile_column_width_multi(texture_mode, single, half, half);  \
3415       break;                                                                   \
3416   }                                                                            \
3417 }                                                                              \
3418
3419
3420 void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3421  s32 width, s32 height, u32 color);
3422 void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3423  s32 width, s32 height, u32 color);
3424 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3425  s32 width, s32 height, u32 color);
3426
3427 #ifndef NEON_BUILD
3428 setup_sprite_tiled_builder(4bpp);
3429 setup_sprite_tiled_builder(8bpp);
3430
3431 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3432  s32 v, s32 width, s32 height, u32 color)
3433 {
3434   u32 left_offset = u & 0x7;
3435   u32 width_rounded = width + left_offset + 7;
3436
3437   u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset);
3438   u32 right_width = width_rounded & 0x7;
3439   u32 block_width = width_rounded / 8;
3440   u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3441
3442   u32 left_mask_bits = ~(0xFF << left_offset);
3443   u32 right_mask_bits = 0xFE << right_width;
3444
3445   u32 texture_offset_base = u + (v * 1024);
3446   u32 texture_mask =
3447    psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3448
3449   u32 blocks_remaining;
3450   u32 num_blocks = psx_gpu->num_blocks;
3451   block_struct *block = psx_gpu->blocks + num_blocks;
3452
3453   u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3454   u16 *texture_block_ptr;
3455
3456   texture_offset_base &= ~0x7;
3457
3458   sprites_16bpp++;
3459
3460   if(block_width == 1)
3461   {
3462     u32 mask_bits = left_mask_bits | right_mask_bits;
3463
3464     while(height)
3465     {
3466       num_blocks++;
3467       sprite_blocks++;
3468
3469       if(num_blocks > MAX_BLOCKS)
3470       {
3471         flush_render_block_buffer(psx_gpu);
3472         num_blocks = 1;
3473         block = psx_gpu->blocks;
3474       }
3475       
3476       texture_block_ptr =
3477        texture_page_ptr + (texture_offset_base & texture_mask);
3478
3479       load_128b(block->texels, texture_block_ptr);
3480       block->draw_mask_bits = mask_bits;
3481       block->fb_ptr = fb_ptr;
3482
3483       block++;
3484
3485       texture_offset_base += 1024;
3486       fb_ptr += 1024;
3487
3488       height--;
3489       psx_gpu->num_blocks = num_blocks;
3490     }
3491   }
3492   else
3493   {
3494     u32 texture_offset;
3495
3496     while(height)
3497     {
3498       blocks_remaining = block_width - 2;
3499       num_blocks += block_width;
3500       sprite_blocks += block_width;
3501
3502       if(num_blocks > MAX_BLOCKS)
3503       {
3504         flush_render_block_buffer(psx_gpu);
3505         num_blocks = block_width;
3506         block = psx_gpu->blocks;
3507       }
3508
3509       texture_offset = texture_offset_base;
3510       texture_offset_base += 1024;
3511
3512       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3513       load_128b(block->texels, texture_block_ptr);
3514
3515       block->draw_mask_bits = left_mask_bits;
3516       block->fb_ptr = fb_ptr;
3517
3518       texture_offset += 8;
3519       fb_ptr += 8;
3520       block++;
3521
3522       while(blocks_remaining)
3523       {
3524         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3525         load_128b(block->texels, texture_block_ptr);
3526
3527         block->draw_mask_bits = 0;
3528         block->fb_ptr = fb_ptr;
3529
3530         texture_offset += 8;
3531         fb_ptr += 8;
3532         block++;
3533
3534         blocks_remaining--;
3535       }
3536
3537       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3538       load_128b(block->texels, texture_block_ptr);
3539
3540       block->draw_mask_bits = right_mask_bits;
3541       block->fb_ptr = fb_ptr;
3542
3543       fb_ptr += fb_ptr_pitch;
3544       block++;
3545
3546       height--;
3547       psx_gpu->num_blocks = num_blocks;
3548     }
3549   }
3550 }
3551
3552 #endif
3553
3554 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3555  s32 v, s32 width, s32 height, u32 color)
3556 {
3557   u32 right_width = ((width - 1) & 0x7) + 1;
3558   u32 right_mask_bits = (0xFF << right_width);
3559   u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + x;
3560   u32 block_width = (width + 7) / 8;
3561   u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3562   u32 blocks_remaining;
3563   u32 num_blocks = psx_gpu->num_blocks;
3564   block_struct *block = psx_gpu->blocks + num_blocks;
3565
3566   u32 color_r = color & 0xFF;
3567   u32 color_g = (color >> 8) & 0xFF;
3568   u32 color_b = (color >> 16) & 0xFF;
3569   vec_8x16u colors;
3570   vec_8x16u right_mask;
3571   vec_8x16u test_mask = psx_gpu->test_mask;
3572   vec_8x16u zero_mask;
3573
3574   sprites_untextured++;
3575
3576   color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3577
3578   dup_8x16b(colors, color);
3579   dup_8x16b(zero_mask, 0x00);
3580   dup_8x16b(right_mask, right_mask_bits);
3581   tst_8x16b(right_mask, right_mask, test_mask);
3582
3583   while(height)
3584   {
3585     blocks_remaining = block_width - 1;
3586     num_blocks += block_width;
3587
3588 #ifdef PROFILE
3589     sprite_blocks += block_width;
3590 #endif
3591
3592     if(num_blocks > MAX_BLOCKS)
3593     {
3594       flush_render_block_buffer(psx_gpu);
3595       num_blocks = block_width;
3596       block = psx_gpu->blocks;
3597     }
3598
3599     while(blocks_remaining)
3600     {
3601       block->pixels = colors;
3602       block->draw_mask = zero_mask;
3603       block->fb_ptr = fb_ptr;
3604
3605       fb_ptr += 8;
3606       block++;
3607       blocks_remaining--;
3608     }
3609
3610     block->pixels = colors;
3611     block->draw_mask = right_mask;
3612     block->fb_ptr = fb_ptr;
3613
3614     block++;
3615     fb_ptr += fb_ptr_pitch;
3616
3617     height--;
3618     psx_gpu->num_blocks = num_blocks;
3619   }
3620 }
3621
3622
3623
3624 #define setup_sprite_blocks_switch_textured(texture_mode)                      \
3625   setup_sprite_##texture_mode                                                  \
3626
3627 #define setup_sprite_blocks_switch_untextured(texture_mode)                    \
3628   setup_sprite_untextured                                                      \
3629
3630 #define setup_sprite_blocks_switch(texturing, texture_mode)                    \
3631   setup_sprite_blocks_switch_##texturing(texture_mode)                         \
3632
3633
3634 #define texture_sprite_blocks_switch_4bpp()                                    \
3635   texture_blocks_untextured                                                    \
3636
3637 #define texture_sprite_blocks_switch_8bpp()                                    \
3638   texture_sprite_blocks_8bpp                                                   \
3639
3640 #define texture_sprite_blocks_switch_16bpp()                                   \
3641   texture_blocks_untextured                                                    \
3642
3643 #define texture_sprite_blocks_switch_untextured(texture_mode)                  \
3644   texture_blocks_untextured                                                    \
3645
3646 #define texture_sprite_blocks_switch_textured(texture_mode)                    \
3647   texture_sprite_blocks_switch_##texture_mode()                                \
3648
3649 #define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3650  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
3651 {                                                                              \
3652   setup_sprite_blocks_switch(texturing, texture_mode),                         \
3653   texture_sprite_blocks_switch_##texturing(texture_mode),                      \
3654   shade_blocks_switch(unshaded, texturing, modulation, undithered, blending,   \
3655    mask_evaluate),                                                             \
3656   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
3657 }                                                                              \
3658
3659 #define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,   \
3660  mask_evaluate, shading, dithering, texturing, blending)                       \
3661   render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode,       \
3662    mask_evaluate, shading, dithering, texturing, blending, modulated),         \
3663   render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode,       \
3664    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \
3665
3666 #define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,  \
3667  mask_evaluate, shading, dithering, texturing)                                 \
3668   render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,         \
3669    mask_evaluate, shading, dithering, texturing, unblended),                   \
3670   render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,         \
3671    mask_evaluate, shading, dithering, texturing, blended)                      \
3672
3673 #define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,  \
3674  mask_evaluate, shading, dithering)                                            \
3675   render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,        \
3676    mask_evaluate, shading, dithering, untextured),                             \
3677   render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,        \
3678    mask_evaluate, shading, dithering, textured)                                \
3679
3680 #define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,    \
3681  mask_evaluate, shading)                                                       \
3682   render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,        \
3683    mask_evaluate, shading, undithered),                                        \
3684   render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,        \
3685    mask_evaluate, shading, dithered)                                           \
3686
3687 #define render_sprite_blocks_switch_block_mask_evaluate(texture_mode,          \
3688  blend_mode, mask_evaluate)                                                    \
3689   render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,          \
3690    mask_evaluate, unshaded),                                                   \
3691   render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,          \
3692    mask_evaluate, shaded)                                                      \
3693
3694 #define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
3695   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
3696    off),                                                                       \
3697   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
3698    on)                                                                         \
3699
3700 #define render_sprite_blocks_switch_block_texture_mode(texture_mode)           \
3701   render_sprite_blocks_switch_block_blend_mode(texture_mode, average),         \
3702   render_sprite_blocks_switch_block_blend_mode(texture_mode, add),             \
3703   render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract),        \
3704   render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth)       \
3705
3706 #define render_sprite_blocks_switch_block()                                    \
3707   render_sprite_blocks_switch_block_texture_mode(4bpp),                        \
3708   render_sprite_blocks_switch_block_texture_mode(8bpp),                        \
3709   render_sprite_blocks_switch_block_texture_mode(16bpp),                       \
3710   render_sprite_blocks_switch_block_texture_mode(4bpp)                         \
3711
3712
3713 render_block_handler_struct render_sprite_block_handlers[] =
3714 {
3715   render_sprite_blocks_switch_block()
3716 };
3717
3718
3719 void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
3720  s32 width, s32 height, u32 flags, u32 color)
3721 {
3722   s32 x_right = x + width - 1;
3723   s32 y_bottom = y + height - 1;
3724
3725 #ifdef PROFILE
3726   sprites++;
3727 #endif
3728
3729   if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
3730    y_bottom) == 0)
3731   {
3732     return;
3733   }
3734
3735   if(x < psx_gpu->viewport_start_x)
3736   {
3737     u32 clip = psx_gpu->viewport_start_x - x;
3738     x += clip;
3739     u += clip;
3740     width -= clip;
3741   }
3742
3743   if(y < psx_gpu->viewport_start_y)
3744   {
3745     s32 clip = psx_gpu->viewport_start_y - y;
3746     y += clip;
3747     v += clip;
3748     height -= clip;
3749   }
3750
3751   if(x_right > psx_gpu->viewport_end_x)
3752     width -= x_right - psx_gpu->viewport_end_x;
3753
3754   if(y_bottom > psx_gpu->viewport_end_y)
3755     height -= y_bottom - psx_gpu->viewport_end_y;
3756
3757   if((width <= 0) || (height <= 0))
3758     return;
3759
3760 #ifdef PROFILE
3761   span_pixels += width * height;
3762   spans += height;
3763 #endif
3764
3765   u32 render_state = flags &
3766    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3767    RENDER_FLAGS_TEXTURE_MAP);
3768   render_state |=
3769    (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
3770
3771   if((psx_gpu->render_state != render_state) ||
3772    (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
3773   {
3774     psx_gpu->render_state = render_state;
3775     flush_render_block_buffer(psx_gpu);
3776 #ifdef PROFILE
3777     state_changes++;
3778 #endif
3779   }
3780
3781   psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
3782
3783   color &= 0xFFFFFF;
3784
3785   if(psx_gpu->triangle_color != color)
3786   {
3787     flush_render_block_buffer(psx_gpu);
3788     psx_gpu->triangle_color = color;
3789   }
3790
3791   if(color == 0x808080)
3792     render_state |= RENDER_FLAGS_MODULATE_TEXELS;
3793
3794   render_block_handler_struct *render_block_handler =
3795    &(render_sprite_block_handlers[render_state]);
3796   psx_gpu->render_block_handler = render_block_handler;
3797
3798   ((setup_sprite_function_type *)render_block_handler->setup_blocks)
3799    (psx_gpu, x, y, u, v, width, height, color);
3800 }
3801
3802 #define draw_pixel_line_mask_evaluate_yes()                                    \
3803   if(*vram_ptr & 0x8000)                                                       \
3804
3805 #define draw_pixel_line_mask_evaluate_no()                                     \
3806     
3807
3808 #define draw_pixel_line_shaded()                                               \
3809 {                                                                              \
3810   color_r = fixed_to_int(current_r);                                           \
3811   color_g = fixed_to_int(current_g);                                           \
3812   color_b = fixed_to_int(current_b);                                           \
3813                                                                                \
3814   current_r += gradient_r;                                                     \
3815   current_g += gradient_g;                                                     \
3816   current_b += gradient_b;                                                     \
3817 }                                                                              \
3818
3819 #define draw_pixel_line_unshaded()                                             \
3820 {                                                                              \
3821   color_r = color & 0xFF;                                                      \
3822   color_g = (color >> 8) & 0xFF;                                               \
3823   color_b = (color >> 16) & 0xFF;                                              \
3824 }                                                                              \
3825
3826
3827 #define draw_pixel_line_dithered(_x, _y)                                       \
3828 {                                                                              \
3829   u32 dither_xor = _x ^ _y;                                                    \
3830   s32 dither_offset = (dither_xor >> 1) & 0x1;                                 \
3831   dither_offset |= (_y & 0x1) << 1;                                            \
3832   dither_offset |= (dither_xor & 0x1) << 2;                                    \
3833   dither_offset -= 4;                                                          \
3834                                                                                \
3835   color_r += dither_offset;                                                    \
3836   color_g += dither_offset;                                                    \
3837   color_b += dither_offset;                                                    \
3838                                                                                \
3839   if(color_r < 0)                                                              \
3840     color_r = 0;                                                               \
3841                                                                                \
3842   if(color_g < 0)                                                              \
3843     color_g = 0;                                                               \
3844                                                                                \
3845   if(color_b < 0)                                                              \
3846     color_b = 0;                                                               \
3847                                                                                \
3848   if(color_r > 255)                                                            \
3849     color_r = 255;                                                             \
3850                                                                                \
3851   if(color_g > 255)                                                            \
3852     color_g = 255;                                                             \
3853                                                                                \
3854   if(color_b > 255)                                                            \
3855     color_b = 255;                                                             \
3856 }                                                                              \
3857
3858 #define draw_pixel_line_undithered(_x, _y)                                     \
3859
3860
3861 #define draw_pixel_line_average()                                              \
3862   color_r = (color_r + fb_r) / 2;                                              \
3863   color_g = (color_g + fb_g) / 2;                                              \
3864   color_b = (color_b + fb_b) / 2                                               \
3865
3866 #define draw_pixel_line_add()                                                  \
3867   color_r += fb_r;                                                             \
3868   color_g += fb_g;                                                             \
3869   color_b += fb_b;                                                             \
3870                                                                                \
3871   if(color_r > 31)                                                             \
3872     color_r = 31;                                                              \
3873                                                                                \
3874   if(color_g > 31)                                                             \
3875     color_g = 31;                                                              \
3876                                                                                \
3877   if(color_b > 31)                                                             \
3878     color_b = 31                                                               \
3879                                                                                \
3880
3881 #define draw_pixel_line_subtract()                                             \
3882   color_r = fb_r - color_r;                                                    \
3883   color_g = fb_g - color_g;                                                    \
3884   color_b = fb_b - color_b;                                                    \
3885                                                                                \
3886   if(color_r < 0)                                                              \
3887     color_r = 0;                                                               \
3888                                                                                \
3889   if(color_g < 0)                                                              \
3890     color_g = 0;                                                               \
3891                                                                                \
3892   if(color_b < 0)                                                              \
3893     color_b = 0                                                                \
3894
3895 #define draw_pixel_line_add_fourth()                                           \
3896   color_r = fb_r + (color_r / 4);                                              \
3897   color_g = fb_g + (color_g / 4);                                              \
3898   color_b = fb_b + (color_b / 4);                                              \
3899                                                                                \
3900   if(color_r > 31)                                                             \
3901     color_r = 31;                                                              \
3902                                                                                \
3903   if(color_g > 31)                                                             \
3904     color_g = 31;                                                              \
3905                                                                                \
3906   if(color_b > 31)                                                             \
3907     color_b = 31                                                               \
3908
3909
3910 #define draw_pixel_line_blended(blend_mode)                                    \
3911   s32 fb_pixel = *vram_ptr;                                                    \
3912   s32 fb_r = fb_pixel & 0x1F;                                                  \
3913   s32 fb_g = (fb_pixel >> 5) & 0x1F;                                           \
3914   s32 fb_b = (fb_pixel >> 10) & 0x1F;                                          \
3915                                                                                \
3916   draw_pixel_line_##blend_mode()                                               \
3917
3918 #define draw_pixel_line_unblended(blend_mode)                                  \
3919
3920
3921 #define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate,   \
3922  blend_mode)                                                                   \
3923   if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
3924    (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y))         \
3925   {                                                                            \
3926     draw_pixel_line_mask_evaluate_##mask_evaluate()                            \
3927     {                                                                          \
3928       draw_pixel_line_##shading();                                             \
3929       draw_pixel_line_##dithering(_x, _y);                                     \
3930                                                                                \
3931       color_r >>= 3;                                                           \
3932       color_g >>= 3;                                                           \
3933       color_b >>= 3;                                                           \
3934                                                                                \
3935       draw_pixel_line_##blending(blend_mode);                                  \
3936                                                                                \
3937       *vram_ptr = color_r | (color_g << 5) | (color_b << 10) |                 \
3938        psx_gpu->mask_msb;                                                      \
3939     }                                                                          \
3940   }                                                                            \
3941
3942 #define update_increment(value)                                                \
3943   value++                                                                      \
3944
3945 #define update_decrement(value)                                                \
3946   value--                                                                      \
3947
3948 #define update_vram_row_increment(value)                                       \
3949   vram_ptr += 1024                                                             \
3950
3951 #define update_vram_row_decrement(value)                                       \
3952   vram_ptr -= 1024                                                             \
3953
3954 #define compare_increment(a, b)                                                \
3955   (a <= b)                                                                     \
3956
3957 #define compare_decrement(a, b)                                                \
3958   (a >= b)                                                                     \
3959
3960 #define set_line_gradients(minor)                                              \
3961 {                                                                              \
3962   s32 gradient_divisor = delta_##minor;                                        \
3963   if(gradient_divisor != 0)                                                    \
3964   {                                                                            \
3965     gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor;   \
3966     gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor;   \
3967     gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor;   \
3968   }                                                                            \
3969   else                                                                         \
3970   {                                                                            \
3971     gradient_r = 0;                                                            \
3972     gradient_g = 0;                                                            \
3973     gradient_b = 0;                                                            \
3974   }                                                                            \
3975   current_r = fixed_center(vertex_a->r);                                       \
3976   current_g = fixed_center(vertex_a->g);                                       \
3977   current_b = fixed_center(vertex_a->b);                                       \
3978 }
3979
3980 #define draw_line_span_horizontal(direction, shading, blending, dithering,     \
3981  mask_evaluate, blend_mode)                                                    \
3982 do                                                                             \
3983 {                                                                              \
3984   error_step = delta_y * 2;                                                    \
3985   error_wrap = delta_x * 2;                                                    \
3986   error = delta_x;                                                             \
3987                                                                                \
3988   current_y = y_a;                                                             \
3989   set_line_gradients(x);                                                       \
3990                                                                                \
3991   for(current_x = x_a; current_x <= x_b; current_x++)                          \
3992   {                                                                            \
3993     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
3994      mask_evaluate, blend_mode);                                               \
3995     error += error_step;                                                       \
3996     vram_ptr++;                                                                \
3997                                                                                \
3998     if(error >= error_wrap)                                                    \
3999     {                                                                          \
4000       update_##direction(current_y);                                           \
4001       update_vram_row_##direction();                                           \
4002       error -= error_wrap;                                                     \
4003     }                                                                          \
4004   }                                                                            \
4005 } while(0)                                                                     \
4006
4007 #define draw_line_span_vertical(direction, shading, blending, dithering,       \
4008  mask_evaluate, blend_mode)                                                    \
4009 do                                                                             \
4010 {                                                                              \
4011   error_step = delta_x * 2;                                                    \
4012   error_wrap = delta_y * 2;                                                    \
4013   error = delta_y;                                                             \
4014                                                                                \
4015   current_x = x_a;                                                             \
4016   set_line_gradients(y);                                                       \
4017                                                                                \
4018   for(current_y = y_a; compare_##direction(current_y, y_b);                    \
4019    update_##direction(current_y))                                              \
4020   {                                                                            \
4021     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
4022      mask_evaluate, blend_mode);                                               \
4023     error += error_step;                                                       \
4024     update_vram_row_##direction();                                             \
4025                                                                                \
4026     if(error > error_wrap)                                                     \
4027     {                                                                          \
4028       vram_ptr++;                                                              \
4029       current_x++;                                                             \
4030       error -= error_wrap;                                                     \
4031     }                                                                          \
4032   }                                                                            \
4033 } while(0)                                                                     \
4034
4035
4036 #define render_line_body(shading, blending, dithering, mask_evaluate,          \
4037  blend_mode)                                                                   \
4038   if(delta_y < 0)                                                              \
4039   {                                                                            \
4040     delta_y *= -1;                                                             \
4041                                                                                \
4042     if(delta_y >= 512)                                                         \
4043       return;                                                                  \
4044                                                                                \
4045     if(delta_x > delta_y)                                                      \
4046     {                                                                          \
4047       draw_line_span_horizontal(decrement, shading, blending, dithering,       \
4048        mask_evaluate, blend_mode);                                             \
4049     }                                                                          \
4050     else                                                                       \
4051     {                                                                          \
4052       draw_line_span_vertical(decrement, shading, blending, dithering,         \
4053        mask_evaluate, blend_mode);                                             \
4054     }                                                                          \
4055   }                                                                            \
4056   else                                                                         \
4057   {                                                                            \
4058     if(delta_y >= 512)                                                         \
4059       return;                                                                  \
4060                                                                                \
4061     if(delta_x > delta_y)                                                      \
4062     {                                                                          \
4063       draw_line_span_horizontal(increment, shading, blending, dithering,       \
4064        mask_evaluate, blend_mode);                                             \
4065     }                                                                          \
4066     else                                                                       \
4067     {                                                                          \
4068       draw_line_span_vertical(increment, shading, blending, dithering,         \
4069        mask_evaluate, blend_mode);                                             \
4070     }                                                                          \
4071   }                                                                            \
4072
4073                                                                                 
4074 void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4075  u32 color)
4076 {
4077   s32 color_r, color_g, color_b;
4078   u32 triangle_winding = 0;
4079
4080   fixed_type gradient_r = 0;
4081   fixed_type gradient_g = 0;
4082   fixed_type gradient_b = 0;
4083   fixed_type current_r = 0;
4084   fixed_type current_g = 0;
4085   fixed_type current_b = 0;
4086
4087   s32 y_a, y_b;
4088   s32 x_a, x_b;
4089
4090   s32 delta_x, delta_y;
4091
4092   s32 current_x;
4093   s32 current_y;
4094
4095   u32 error_step;
4096   u32 error;
4097   u32 error_wrap;
4098
4099   u16 *vram_ptr;
4100
4101   flush_render_block_buffer(psx_gpu);
4102   psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4103
4104   vertex_struct *vertex_a = &(vertexes[0]);
4105   vertex_struct *vertex_b = &(vertexes[1]);
4106
4107   u32 control_mask;
4108
4109 #ifdef PROFILE
4110   lines++;
4111 #endif
4112
4113   if(vertex_a->x >= vertex_b->x)
4114   {
4115     vertex_swap(vertex_a, vertex_b);
4116   }
4117
4118   x_a = vertex_a->x;
4119   x_b = vertex_b->x;
4120
4121   y_a = vertex_a->y;
4122   y_b = vertex_b->y;
4123
4124   delta_x = x_b - x_a;
4125   delta_y = y_b - y_a;
4126
4127   if(delta_x >= 1024)
4128     return;
4129
4130   flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4131
4132   vram_ptr = psx_gpu->vram_ptr + (y_a * 1024) + x_a;
4133
4134   control_mask = 0x0;
4135
4136   if(flags & RENDER_FLAGS_SHADE)
4137     control_mask |= 0x1;
4138
4139   if(flags & RENDER_FLAGS_BLEND)
4140   {
4141     control_mask |= 0x2;
4142     control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4143   }
4144
4145   if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4146     control_mask |= 0x4;
4147
4148   if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4149     control_mask |= 0x8;
4150
4151   switch(control_mask)
4152   {
4153     case 0x0:
4154       render_line_body(unshaded, unblended, undithered, no, none);
4155       break;
4156
4157     case 0x1:
4158       render_line_body(shaded, unblended, undithered, no, none);
4159       break;
4160
4161     case 0x2:
4162       render_line_body(unshaded, blended, undithered, no, average);
4163       break;
4164
4165     case 0x3:
4166       render_line_body(shaded, blended, undithered, no, average);
4167       break;
4168
4169     case 0x4:
4170       render_line_body(unshaded, unblended, dithered, no, none);
4171       break;
4172
4173     case 0x5:
4174       render_line_body(shaded, unblended, dithered, no, none);
4175       break;
4176
4177     case 0x6:
4178       render_line_body(unshaded, blended, dithered, no, average);
4179       break;
4180
4181     case 0x7:
4182       render_line_body(shaded, blended, dithered, no, average);
4183       break;
4184
4185     case 0x8:
4186       render_line_body(unshaded, unblended, undithered, yes, none);
4187       break;
4188
4189     case 0x9:
4190       render_line_body(shaded, unblended, undithered, yes, none);
4191       break;
4192
4193     case 0xA:
4194       render_line_body(unshaded, blended, undithered, yes, average);
4195       break;
4196
4197     case 0xB:
4198       render_line_body(shaded, blended, undithered, yes, average);
4199       break;
4200
4201     case 0xC:
4202       render_line_body(unshaded, unblended, dithered, yes, none);
4203       break;
4204
4205     case 0xD:
4206       render_line_body(shaded, unblended, dithered, yes, none);
4207       break;
4208
4209     case 0xE:
4210       render_line_body(unshaded, blended, dithered, yes, average);
4211       break;
4212
4213     case 0xF:
4214       render_line_body(shaded, blended, dithered, yes, average);
4215       break;
4216
4217     case 0x12:
4218       render_line_body(unshaded, blended, undithered, no, add);
4219       break;
4220
4221     case 0x13:
4222       render_line_body(shaded, blended, undithered, no, add);
4223       break;
4224
4225     case 0x16:
4226       render_line_body(unshaded, blended, dithered, no, add);
4227       break;
4228
4229     case 0x17:
4230       render_line_body(shaded, blended, dithered, no, add);
4231       break;
4232
4233     case 0x1A:
4234       render_line_body(unshaded, blended, undithered, yes, add);
4235       break;
4236
4237     case 0x1B:
4238       render_line_body(shaded, blended, undithered, yes, add);
4239       break;
4240
4241     case 0x1E:
4242       render_line_body(unshaded, blended, dithered, yes, add);
4243       break;
4244
4245     case 0x1F:
4246       render_line_body(shaded, blended, dithered, yes, add);
4247       break;
4248
4249     case 0x22:
4250       render_line_body(unshaded, blended, undithered, no, subtract);
4251       break;
4252
4253     case 0x23:
4254       render_line_body(shaded, blended, undithered, no, subtract);
4255       break;
4256
4257     case 0x26:
4258       render_line_body(unshaded, blended, dithered, no, subtract);
4259       break;
4260
4261     case 0x27:
4262       render_line_body(shaded, blended, dithered, no, subtract);
4263       break;
4264
4265     case 0x2A:
4266       render_line_body(unshaded, blended, undithered, yes, subtract);
4267       break;
4268
4269     case 0x2B:
4270       render_line_body(shaded, blended, undithered, yes, subtract);
4271       break;
4272
4273     case 0x2E:
4274       render_line_body(unshaded, blended, dithered, yes, subtract);
4275       break;
4276
4277     case 0x2F:
4278       render_line_body(shaded, blended, dithered, yes, subtract);
4279       break;
4280
4281     case 0x32:
4282       render_line_body(unshaded, blended, undithered, no, add_fourth);
4283       break;
4284
4285     case 0x33:
4286       render_line_body(shaded, blended, undithered, no, add_fourth);
4287       break;
4288
4289     case 0x36:
4290       render_line_body(unshaded, blended, dithered, no, add_fourth);
4291       break;
4292
4293     case 0x37:
4294       render_line_body(shaded, blended, dithered, no, add_fourth);
4295       break;
4296
4297     case 0x3A:
4298       render_line_body(unshaded, blended, undithered, yes, add_fourth);
4299       break;
4300
4301     case 0x3B:
4302       render_line_body(shaded, blended, undithered, yes, add_fourth);
4303       break;
4304
4305     case 0x3E:
4306       render_line_body(unshaded, blended, dithered, yes, add_fourth);
4307       break;
4308
4309     case 0x3F:
4310       render_line_body(shaded, blended, dithered, yes, add_fourth);
4311       break;
4312   }
4313 }
4314
4315
4316 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4317  u32 width, u32 height)
4318 {
4319   if((width == 0) || (height == 0))
4320     return;
4321
4322   flush_render_block_buffer(psx_gpu);
4323   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4324
4325 #ifndef NEON_BUILD
4326   u32 r = color & 0xFF;
4327   u32 g = (color >> 8) & 0xFF;
4328   u32 b = (color >> 16) & 0xFF;
4329   u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10);
4330
4331   u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4332   u32 draw_x, draw_y;
4333
4334   for(draw_y = 0; draw_y < height; draw_y++)
4335   {
4336     for(draw_x = 0; draw_x < width; draw_x++)
4337     {
4338       vram_ptr[draw_x] = color_16bpp;
4339     }
4340
4341     vram_ptr += 1024;
4342   }
4343 #else
4344   void render_block_fill_body(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4345    u32 width, u32 height);
4346
4347   render_block_fill_body(psx_gpu, color, x, y, width, height);
4348 #endif
4349 }
4350
4351 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4352  u32 width, u32 height, u32 pitch)
4353 {
4354   u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4355   u32 draw_x, draw_y;
4356   u32 mask_msb = psx_gpu->mask_msb;
4357
4358   if((width == 0) || (height == 0))
4359     return;
4360
4361   flush_render_block_buffer(psx_gpu);
4362   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4363
4364   for(draw_y = 0; draw_y < height; draw_y++)
4365   {
4366     for(draw_x = 0; draw_x < width; draw_x++)
4367     {
4368       vram_ptr[draw_x] = source[draw_x] | mask_msb;
4369     }
4370
4371     source += pitch;
4372     vram_ptr += 1024;
4373   }
4374 }
4375
4376 void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4377  u32 dest_x, u32 dest_y, u32 width, u32 height)
4378 {
4379   render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4380    dest_x, dest_y, width, height, 1024);
4381 }
4382
4383
4384 void initialize_reciprocal_table(void)
4385 {
4386   u32 height;
4387   u32 height_normalized;
4388   u32 height_reciprocal;
4389   s32 shift;
4390
4391   for(height = 1; height < 512; height++)
4392   {
4393     shift = __builtin_clz(height);
4394     height_normalized = height << shift;
4395     height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) /
4396      height_normalized;
4397
4398     shift = 32 - (50 - shift);
4399
4400     reciprocal_table[height] = (height_reciprocal << 12) | shift;
4401   }
4402 }
4403
4404
4405 #define dither_table_row(a, b, c, d)                                           \
4406  ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24))    \
4407
4408 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
4409 {
4410   vec_8x16u test_mask =
4411    { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4412
4413   psx_gpu->test_mask = test_mask;
4414
4415   psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4416   psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4417   psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4418   psx_gpu->viewport_mask = 0;
4419   psx_gpu->current_texture_page = 0;
4420   psx_gpu->current_texture_mask = 0;
4421   psx_gpu->last_8bpp_texture_page = 0;
4422
4423   psx_gpu->clut_settings = 0;
4424   psx_gpu->texture_settings = 0;
4425   psx_gpu->render_state = 0;
4426   psx_gpu->render_state_base = 0;
4427   psx_gpu->num_blocks = 0;
4428
4429   psx_gpu->vram_ptr = vram;
4430
4431   psx_gpu->texture_page_base = psx_gpu->vram_ptr;
4432   psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4433   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4434
4435   psx_gpu->mask_msb = 0;
4436
4437   psx_gpu->texture_window_x = 0;
4438   psx_gpu->texture_window_y = 0;
4439   psx_gpu->texture_mask_width = 0xFF;
4440   psx_gpu->texture_mask_height = 0xFF;
4441
4442   memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4443
4444   initialize_reciprocal_table();
4445
4446   //    00 01 10 11
4447   // 00  0  4  1  5
4448   // 01  6  2  7  3
4449   // 10  1  5  0  4
4450   // 11  7  3  6  2
4451   // (minus ones(4) * 4)
4452
4453   // d0: (1 3 5 7): x1 ^ y1
4454   // d1: (2 3 6 7): y0
4455   // d2: (4 5 6 7): x0 ^ y0
4456
4457   psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4458   psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4459   psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4460   psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4461
4462   psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4463 }
4464
4465 u64 get_us(void)
4466 {
4467   struct timeval tv;
4468   gettimeofday(&tv, NULL);
4469   
4470   return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4471 }
4472
4473 #ifdef NEON_BUILD
4474
4475 u32 get_counter()
4476 {
4477   u32 counter;
4478   __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4479
4480   return counter;
4481 }
4482
4483 void init_counter(void)
4484 {
4485   u32 value;
4486   asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4487   value |= 5; // master enable, ccnt reset
4488   value &= ~8; // ccnt divider 0
4489   asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4490   // enable cycle counter
4491   asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4492 }
4493
4494 void triangle_benchmark(psx_gpu_struct *psx_gpu)
4495 {
4496   u32 i;
4497
4498   u32 ticks;
4499   u32 ticks_elapsed;
4500
4501   const u32 iterations = 500000;
4502
4503   psx_gpu->num_blocks = 64;
4504   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4505
4506   for(i = 0; i < 64; i++)
4507   {
4508     memset(&(psx_gpu->blocks[i].r), 0, 16);
4509   }
4510
4511   init_counter();
4512
4513   ticks = get_counter();
4514
4515   for(i = 0; i < iterations; i++)
4516   {
4517     texture_sprite_blocks_8bpp(psx_gpu);
4518   }
4519
4520   ticks_elapsed = get_counter() - ticks;
4521
4522   printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
4523 }
4524
4525 #endif
4526