don't cast between long and pointers for win64
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
1 /*
2  * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License as
6  * published by the Free Software Foundation; either version 2 of
7  * the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12  * General Public License for more details.
13  */
14
15 #include <stdio.h>
16 #include <stdlib.h>
17 #include <stdint.h>
18 #include <string.h>
19
20 #include "common.h"
21 #ifndef NEON_BUILD
22 #include "vector_ops.h"
23 #endif
24 #include "psx_gpu_simd.h"
25
26 #if 0
27 void dump_r_d(const char *name, void *dump);
28 void dump_r_q(const char *name, void *dump);
29 #define dumprd(n) dump_r_d(#n, n.e)
30 #define dumprq(n) dump_r_q(#n, n.e)
31 #endif
32
33 u32 span_pixels = 0;
34 u32 span_pixel_blocks = 0;
35 u32 spans = 0;
36 u32 triangles = 0;
37 u32 sprites = 0;
38 u32 sprites_4bpp = 0;
39 u32 sprites_8bpp = 0;
40 u32 sprites_16bpp = 0;
41 u32 sprite_blocks = 0;
42 u32 sprites_untextured = 0;
43 u32 lines = 0;
44 u32 trivial_rejects = 0;
45 u32 texels_4bpp = 0;
46 u32 texels_8bpp = 0;
47 u32 texels_16bpp = 0;
48 u32 texel_blocks_4bpp = 0;
49 u32 texel_blocks_8bpp = 0;
50 u32 texel_blocks_16bpp = 0;
51 u32 texel_blocks_untextured = 0;
52 u32 blend_blocks = 0;
53 u32 render_buffer_flushes = 0;
54 u32 state_changes = 0;
55 u32 left_split_triangles = 0;
56 u32 flat_triangles = 0;
57 u32 clipped_triangles = 0;
58 u32 zero_block_spans = 0;
59 u32 texture_cache_loads = 0;
60 u32 false_modulated_blocks = 0;
61
62 #define stats_add(stat, count) // stat += count
63
64 /* double size for enhancement */
65 u32 reciprocal_table[512 * 2];
66
67
68 typedef s32 fixed_type;
69
70 #define EDGE_STEP_BITS 32
71 #define FIXED_BITS     12
72
73 #define fixed_center(value)                                                    \
74   ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1)))            \
75
76 #define int_to_fixed(value)                                                    \
77   (((fixed_type)(value)) << FIXED_BITS)                                        \
78
79 #define fixed_to_int(value)                                                    \
80   ((value) >> FIXED_BITS)                                                      \
81
82 #define fixed_to_double(value)                                                 \
83   ((value) / (double)(1 << FIXED_BITS))                                        \
84
85 #define double_to_fixed(value)                                                 \
86   (fixed_type)(((value) * (double)(1 << FIXED_BITS)))                          \
87
88 typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
89 typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
90 typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
91 typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
92
93 typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
94  s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
95
96 struct render_block_handler_struct
97 {
98   void *setup_blocks;
99   texture_blocks_function_type *texture_blocks;
100   shade_blocks_function_type *shade_blocks;
101   blend_blocks_function_type *blend_blocks; 
102 };
103
104 #ifndef NEON_BUILD
105
106 u32 fixed_reciprocal(u32 denominator, u32 *_shift)
107 {
108   u32 shift = __builtin_clz(denominator);
109   u32 denominator_normalized = denominator << shift;
110
111   double numerator = (1ULL << 62) + denominator_normalized;
112   double numerator_b;
113
114   double denominator_normalized_dp_b;
115   u64 denominator_normalized_dp_u64;
116
117   u32 reciprocal;
118   double reciprocal_dp;
119
120   u64 numerator_u64 = (denominator_normalized >> 10) |
121    ((u64)(62 + 1023) << 52);
122   *((u64 *)(&numerator_b)) = numerator_u64;
123
124   denominator_normalized_dp_u64 =
125    (u64)(denominator_normalized << 21) |
126    ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
127   *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
128
129   // Implement with a DP divide
130   reciprocal_dp = numerator / denominator_normalized_dp_b;
131   reciprocal = reciprocal_dp;
132
133   if(reciprocal == 0x80000001)
134     reciprocal = 0x80000000;
135
136   *_shift = 62 - shift;
137   return reciprocal;
138 }
139
140 double reciprocal_estimate(double a)
141 {
142   int q, s;
143   double r;
144
145   q = (int)(a * 512.0);
146   /* a in units of 1/512 rounded down */
147   r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
148   s = (int)(256.0 * r + 0.5);
149
150   /* r in units of 1/256 rounded to nearest */
151   
152   return (double)s / 256.0;
153 }
154
155 u32 reciprocal_estimate_u32(u32 value)
156 {
157   u64 dp_value_u64;
158   volatile double dp_value;
159   volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
160
161   if((value >> 31) == 0)
162     return 0xFFFFFFFF;
163
164   dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
165
166   *dp_value_ptr = dp_value_u64;
167
168   dp_value = reciprocal_estimate(dp_value);
169   dp_value_u64 = *dp_value_ptr;
170
171   return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
172 }
173
174 u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
175 {
176   u32 shift = __builtin_clz(value);
177   u32 value_normalized = value << shift;
178
179   *_shift = 62 - shift;
180
181   value_normalized -= 2;
182
183   u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
184
185   u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
186   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
187   temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
188   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
189   temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
190   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
191
192   return reciprocal_normalized;
193 }
194
195 #endif
196
197
198 s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
199 {
200         return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
201 }
202
203 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
204 {
205   s32 coverage_x, coverage_y;
206
207   u32 mask_up_left;
208   u32 mask_down_right;
209
210   coverage_x = x2 >> 6;
211   coverage_y = y2 >> 8;
212
213   if(coverage_x < 0)
214     coverage_x = 0;
215
216   if(coverage_x > 31)
217     coverage_x = 31;
218
219   mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
220
221   if(coverage_y >= 1)
222     mask_down_right |= mask_down_right << 16;
223
224   coverage_x = x1 >> 6;
225
226   mask_up_left = 0xFFFF0000 << coverage_x;
227   if(coverage_x < 0)
228     mask_up_left = 0xFFFF0000;
229
230   coverage_y = y1 >> 8;
231   if(coverage_y <= 0)
232     mask_up_left |= mask_up_left >> 16;
233
234   return mask_up_left & mask_down_right;
235 }
236
237 u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
238  u32 x2, u32 y2)
239 {
240   u32 mask = texture_region_mask(x1, y1, x2, y2);
241
242   psx_gpu->dirty_textures_4bpp_mask |= mask;
243   psx_gpu->dirty_textures_8bpp_mask |= mask;
244   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
245
246   return mask;
247 }
248
249 u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
250  u32 y1, u32 x2, u32 y2)
251 {
252   u32 mask = texture_region_mask(x1, y1, x2, y2) &
253    psx_gpu->viewport_mask;
254
255   psx_gpu->dirty_textures_4bpp_mask |= mask;
256   psx_gpu->dirty_textures_8bpp_mask |= mask;
257   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
258
259   return mask;
260 }
261
262 void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
263  u32 x2, u32 y2)
264 {
265   u32 mask = texture_region_mask(x1, y1, x2, y2);
266   u32 texture_page;
267   u8 *texture_page_ptr;
268   u16 *vram_ptr;
269   u32 texel_block;
270   u32 sub_x, sub_y;
271
272   psx_gpu->dirty_textures_8bpp_mask |= mask;
273   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
274
275   if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
276       (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
277   {
278     texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
279     texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
280     texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
281     vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
282     sub_x = 4;
283     sub_y = 16;
284
285     while(sub_y)
286     {
287       while(sub_x)
288       {
289         texel_block = *vram_ptr;
290
291         texture_page_ptr[0] = texel_block & 0xF;
292         texture_page_ptr[1] = (texel_block >> 4) & 0xF;
293         texture_page_ptr[2] = (texel_block >> 8) & 0xF;
294         texture_page_ptr[3] = texel_block >> 12;
295         
296         vram_ptr++;
297         texture_page_ptr += 4;
298
299         sub_x--;          
300       }
301
302       vram_ptr -= 4;
303       sub_x = 4;
304
305       sub_y--;
306       vram_ptr += 1024;
307     }
308   }
309   else
310   {
311     psx_gpu->dirty_textures_4bpp_mask |= mask;
312   }
313 }
314
315 #ifndef NEON_BUILD
316
317 void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
318 {
319   u32 current_texture_page = psx_gpu->current_texture_page;
320   u8 *texture_page_ptr = psx_gpu->texture_page_base;
321   u16 *vram_ptr = psx_gpu->vram_ptr;
322
323   u32 texel_block;
324   u32 tile_x, tile_y;
325   u32 sub_x, sub_y;
326
327   vram_ptr += (current_texture_page >> 4) * 256 * 1024;
328   vram_ptr += (current_texture_page & 0xF) * 64;
329
330   texture_cache_loads++;
331
332   tile_y = 16;
333   tile_x = 16;
334   sub_x = 4;
335   sub_y = 16;
336
337   psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
338
339   while(tile_y)
340   {
341     while(tile_x)
342     {
343       while(sub_y)
344       {
345         while(sub_x)
346         {
347           texel_block = *vram_ptr;
348
349           texture_page_ptr[0] = texel_block & 0xF;
350           texture_page_ptr[1] = (texel_block >> 4) & 0xF;
351           texture_page_ptr[2] = (texel_block >> 8) & 0xF;
352           texture_page_ptr[3] = texel_block >> 12;
353           
354           vram_ptr++;
355           texture_page_ptr += 4;
356
357           sub_x--;          
358         }
359
360         vram_ptr -= 4;
361         sub_x = 4;
362
363         sub_y--;
364         vram_ptr += 1024;
365       }
366
367       sub_y = 16;
368
369       vram_ptr -= (1024 * 16) - 4;
370       tile_x--;
371     }
372
373     tile_x = 16;
374
375     vram_ptr += (16 * 1024) - (4 * 16);
376     tile_y--;
377   }
378 }
379
380 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
381  u32 texture_page)
382 {
383   u16 *texture_page_ptr = psx_gpu->texture_page_base;
384   u16 *vram_ptr = psx_gpu->vram_ptr;
385
386   u32 tile_x, tile_y;
387   u32 sub_y;
388
389   vec_8x16u texels;
390
391   texture_cache_loads++;
392
393   vram_ptr += (texture_page >> 4) * 256 * 1024;
394   vram_ptr += (texture_page & 0xF) * 64;
395
396   if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
397     texture_page_ptr += (8 * 16) * 8;
398
399   tile_x = 8;
400   tile_y = 16;
401
402   sub_y = 16;
403
404   while(tile_y)
405   {
406     while(tile_x)
407     {
408       while(sub_y)
409       {
410         load_128b(texels, vram_ptr);
411         store_128b(texels, texture_page_ptr);
412
413         texture_page_ptr += 8;
414         vram_ptr += 1024;
415
416         sub_y--;
417       }
418
419       sub_y = 16;
420
421       vram_ptr -= (1024 * 16);
422       vram_ptr += 8;
423
424       tile_x--;
425     }
426
427     tile_x = 8;
428
429     vram_ptr -= (8 * 8);
430     vram_ptr += (16 * 1024);
431
432     texture_page_ptr += (8 * 16) * 8;
433     tile_y--;
434   }
435 }
436
437 #endif
438
439
440 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
441 {
442   u32 current_texture_page = psx_gpu->current_texture_page;
443   u32 update_textures =
444    psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
445
446   psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
447
448   if(update_textures & (1 << current_texture_page))
449   {
450     update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
451     update_textures &= ~(1 << current_texture_page);
452   }
453
454   if(update_textures)
455   {
456     u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
457      (current_texture_page & 0x10);
458
459     update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
460   }
461 }
462
463 void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
464 {
465   if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
466    (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
467   {
468     u32 num_blocks_dest = 0;
469     block_struct *block_src = psx_gpu->blocks; 
470     block_struct *block_dest = psx_gpu->blocks;
471
472     u16 *vram_ptr = psx_gpu->vram_ptr;
473     u32 i;
474
475     if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
476     {
477       for(i = 0; i < psx_gpu->num_blocks; i++)
478       {
479         u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
480         if(fb_offset & (1 << 11))
481         {
482           *block_dest = *block_src;
483           num_blocks_dest++;
484           block_dest++;
485         }
486         block_src++;
487       }
488     }
489     else
490     {
491       for(i = 0; i < psx_gpu->num_blocks; i++)
492       {
493         u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
494         if((fb_offset & (1 << 11)) == 0)
495         {
496           *block_dest = *block_src;
497           num_blocks_dest++;
498           block_dest++;
499         }
500         block_src++;
501       }
502     }
503
504     psx_gpu->num_blocks = num_blocks_dest;
505   }
506
507   if(psx_gpu->num_blocks)
508   {
509     render_block_handler_struct *render_block_handler =
510      psx_gpu->render_block_handler;
511
512     render_block_handler->texture_blocks(psx_gpu);
513     render_block_handler->shade_blocks(psx_gpu);
514     render_block_handler->blend_blocks(psx_gpu);
515
516 #ifdef PROFILE
517     span_pixel_blocks += psx_gpu->num_blocks;
518     render_buffer_flushes++;
519 #endif
520
521     psx_gpu->num_blocks = 0;
522   }
523 }
524
525
526 #ifndef NEON_BUILD
527
528 #define setup_gradient_calculation_input(set, vertex)                          \
529   /* First type is:  uvrg bxxx xxxx                                          */\
530   /* Second type is: yyyy ybyy uvrg                                          */\
531   /* Since x_a and y_c are the same the same variable is used for both.      */\
532   x##set##_a_y##set##_c.e[0] = vertex->u;                                      \
533   x##set##_a_y##set##_c.e[1] = vertex->v;                                      \
534   x##set##_a_y##set##_c.e[2] = vertex->r;                                      \
535   x##set##_a_y##set##_c.e[3] = vertex->g;                                      \
536   dup_4x16b(x##set##_b, vertex->x);                                            \
537   dup_4x16b(x##set##_c, vertex->x);                                            \
538   dup_4x16b(y##set##_a, vertex->y);                                            \
539   dup_4x16b(y##set##_b, vertex->y);                                            \
540   x##set##_b.e[0] = vertex->b;                                                 \
541   y##set##_b.e[1] = vertex->b                                                  \
542   
543
544 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
545  vertex_struct *b, vertex_struct *c)
546 {
547   u32 triangle_area = psx_gpu->triangle_area;
548   u32 winding_mask_scalar;
549
550   u32 triangle_area_shift;
551   u64 triangle_area_reciprocal =
552    fixed_reciprocal(triangle_area, &triangle_area_shift);
553   triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
554
555   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
556   // ( d0       *  d1      ) - ( d2       *  d3      ) =
557   // ( m0                  ) - ( m1                  ) = gradient
558
559   // This is split to do 12 elements at a time over three sets: a, b, and c.
560   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
561   // two of the slots are unused.
562
563   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
564   // is g.
565
566   vec_4x16s x0_a_y0_c, x0_b, x0_c;
567   vec_4x16s y0_a, y0_b;
568   vec_4x16s x1_a_y1_c, x1_b, x1_c;
569   vec_4x16s y1_a, y1_b;
570   vec_4x16s x2_a_y2_c, x2_b, x2_c;
571   vec_4x16s y2_a, y2_b;
572
573   vec_4x32u uvrg_base;
574   vec_4x32u b_base;
575   vec_4x32u uvrgb_phase;
576
577   vec_4x16s d0_a_d3_c, d0_b, d0_c;
578   vec_4x16s d1_a, d1_b, d1_c_d2_a;
579   vec_4x16s d2_b, d2_c;
580   vec_4x16s d3_a, d3_b;
581
582   vec_4x32s m0_a, m0_b, m0_c;
583   vec_4x32s m1_a, m1_b, m1_c;
584
585   vec_4x32u gradient_area_a, gradient_area_c;
586   vec_2x32u gradient_area_b;  
587
588   vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
589   vec_2x32u gradient_area_sign_b;
590   vec_4x32u winding_mask;
591
592   vec_2x64u gradient_wide_a0, gradient_wide_a1;
593   vec_2x64u gradient_wide_c0, gradient_wide_c1;
594   vec_2x64u gradient_wide_b;
595
596   vec_4x32u gradient_a, gradient_c;
597   vec_2x32u gradient_b;
598   vec_16x8s gradient_shift;
599
600   setup_gradient_calculation_input(0, a);
601   setup_gradient_calculation_input(1, b);
602   setup_gradient_calculation_input(2, c);
603
604   dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
605   shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
606   shl_long_4x16b(b_base, x0_b, 16);
607
608   add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
609   add_4x32b(b_base, b_base, uvrgb_phase);
610
611   // Can probably pair these, but it'll require careful register allocation
612   sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
613   sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
614
615   sub_4x16b(d0_b, x1_b, x0_b);
616   sub_4x16b(d0_c, x1_c, x0_c);
617
618   sub_4x16b(d1_a, y2_a, y1_a);
619   sub_4x16b(d1_b, y2_b, y1_b);
620
621   sub_4x16b(d2_b, x2_b, x1_b);
622   sub_4x16b(d2_c, x2_c, x1_c);
623
624   sub_4x16b(d3_a, y1_a, y0_a);
625   sub_4x16b(d3_b, y1_b, y0_b);
626
627   mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
628   mul_long_4x16b(m0_b, d0_b, d1_b);
629   mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
630
631   mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
632   mul_long_4x16b(m1_b, d2_b, d3_b);
633   mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
634
635   sub_4x32b(gradient_area_a, m0_a, m1_a);
636   sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
637   sub_4x32b(gradient_area_c, m0_c, m1_c);
638
639   cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
640   cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
641   cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
642
643   abs_4x32b(gradient_area_a, gradient_area_a);
644   abs_2x32b(gradient_area_b, gradient_area_b);
645   abs_4x32b(gradient_area_c, gradient_area_c);
646
647   winding_mask_scalar = -psx_gpu->triangle_winding;
648
649   dup_4x32b(winding_mask, winding_mask_scalar);
650   eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
651   eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
652   eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
653
654   mul_scalar_long_2x32b(gradient_wide_a0, 
655    vector_cast(vec_2x32s, gradient_area_a.low), 
656    (s64)triangle_area_reciprocal);
657   mul_scalar_long_2x32b(gradient_wide_a1,
658    vector_cast(vec_2x32s, gradient_area_a.high),
659    (s64)triangle_area_reciprocal);
660   mul_scalar_long_2x32b(gradient_wide_b, 
661    vector_cast(vec_2x32s, gradient_area_b),
662    (s64)triangle_area_reciprocal);
663   mul_scalar_long_2x32b(gradient_wide_c0, 
664    vector_cast(vec_2x32s, gradient_area_c.low),
665    (s64)triangle_area_reciprocal);
666   mul_scalar_long_2x32b(gradient_wide_c1, 
667    vector_cast(vec_2x32s, gradient_area_c.high),
668    (s64)triangle_area_reciprocal);
669
670   dup_16x8b(gradient_shift, triangle_area_shift);
671   shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
672    vector_cast(vec_2x64u, gradient_shift));
673   shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
674    vector_cast(vec_2x64u, gradient_shift));
675   shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
676    vector_cast(vec_2x64u, gradient_shift));
677   shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
678    vector_cast(vec_2x64u, gradient_shift));
679   shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
680    vector_cast(vec_2x64u, gradient_shift));
681
682   mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
683   mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
684   mov_narrow_2x64b(gradient_b, gradient_wide_b);
685   mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
686   mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
687
688   shl_4x32b(gradient_a, gradient_a, 4);
689   shl_2x32b(gradient_b, gradient_b, 4);
690   shl_4x32b(gradient_c, gradient_c, 4);
691
692   eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
693   eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
694   eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
695
696   sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
697   sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
698   sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
699
700   u32 left_adjust = a->x;
701   mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
702   mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
703
704   vec_4x32u uvrg_dx2;
705   vec_2x32u b_dx2;
706
707   vec_4x32u uvrg_dx3;
708   vec_2x32u b_dx3;
709
710   vec_4x32u zero;
711
712   eor_4x32b(zero, zero, zero);
713   add_4x32b(uvrg_dx2, gradient_a, gradient_a);
714   add_2x32b(b_dx2, gradient_b, gradient_b);
715   add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
716   add_2x32b(b_dx3, gradient_b, b_dx2);
717
718   // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
719   // lined up properly
720   psx_gpu->u_block_span.e[0] = zero.e[0];
721   psx_gpu->u_block_span.e[1] = gradient_a.e[0];
722   psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
723   psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
724
725   psx_gpu->v_block_span.e[0] = zero.e[1];
726   psx_gpu->v_block_span.e[1] = gradient_a.e[1];
727   psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
728   psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
729
730   psx_gpu->r_block_span.e[0] = zero.e[2];
731   psx_gpu->r_block_span.e[1] = gradient_a.e[2];
732   psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
733   psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
734
735   psx_gpu->g_block_span.e[0] = zero.e[3];
736   psx_gpu->g_block_span.e[1] = gradient_a.e[3];
737   psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
738   psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
739
740   psx_gpu->b_block_span.e[0] = zero.e[0];
741   psx_gpu->b_block_span.e[1] = gradient_b.e[0];
742   psx_gpu->b_block_span.e[2] = b_dx2.e[0];
743   psx_gpu->b_block_span.e[3] = b_dx3.e[0];
744
745   psx_gpu->uvrg = uvrg_base;
746   psx_gpu->b = b_base.e[0];
747
748   psx_gpu->uvrg_dx = gradient_a;
749   psx_gpu->uvrg_dy = gradient_c;
750   psx_gpu->b_dy = gradient_b.e[1];
751 }
752 #endif
753
754 #define vector_check(_a, _b)                                                   \
755   if(memcmp(&_a, &_b, sizeof(_b)))                                             \
756   {                                                                            \
757     if(sizeof(_b) == 8)                                                        \
758     {                                                                          \
759       printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n",                     \
760        #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]);                          \
761     }                                                                          \
762     else                                                                       \
763     {                                                                          \
764       printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n",         \
765        #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1],         \
766        _b.e[2], _b.e[3]);                                                      \
767     }                                                                          \
768   }                                                                            \
769
770 #define scalar_check(_a, _b)                                                   \
771   if(_a != _b)                                                                 \
772     printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b)                  \
773
774
775 #ifndef NDEBUG
776 #define setup_spans_debug_check(span_edge_data_element)                        \
777 {                                                                              \
778   u32 _num_spans = &span_edge_data_element - psx_gpu->span_edge_data;          \
779   if (_num_spans > MAX_SPANS)                                                  \
780     *(volatile int *)0 = 1;                                                    \
781   if (_num_spans < psx_gpu->num_spans)                                         \
782   {                                                                            \
783     if(span_edge_data_element.num_blocks > MAX_BLOCKS_PER_ROW)                 \
784       *(volatile int *)0 = 2;                                                  \
785     if(span_edge_data_element.y >= 2048)                                       \
786       *(volatile int *)0 = 3;                                                  \
787   }                                                                            \
788 }                                                                              \
789
790 #else
791 #define setup_spans_debug_check(span_edge_data_element)                        \
792
793 #endif
794
795 #define setup_spans_prologue_alternate_yes()                                   \
796   vec_2x64s alternate_x;                                                       \
797   vec_2x64s alternate_dx_dy;                                                   \
798   vec_4x32s alternate_x_32;                                                    \
799   vec_4x16u alternate_x_16;                                                    \
800                                                                                \
801   vec_4x16u alternate_select;                                                  \
802   vec_4x16s y_mid_point;                                                       \
803                                                                                \
804   s32 y_b = v_b->y;                                                            \
805   s64 edge_alt;                                                                \
806   s32 edge_dx_dy_alt;                                                          \
807   u32 edge_shift_alt                                                           \
808
809 #define setup_spans_prologue_alternate_no()                                    \
810
811 #define setup_spans_prologue(alternate_active)                                 \
812   edge_data_struct *span_edge_data;                                            \
813   vec_4x32u *span_uvrg_offset;                                                 \
814   u32 *span_b_offset;                                                          \
815                                                                                \
816   s32 clip;                                                                    \
817                                                                                \
818   vec_2x64s edges_xy;                                                          \
819   vec_2x32s edges_dx_dy;                                                       \
820   vec_2x32u edge_shifts;                                                       \
821                                                                                \
822   vec_2x64s left_x, right_x;                                                   \
823   vec_2x64s left_dx_dy, right_dx_dy;                                           \
824   vec_4x32s left_x_32, right_x_32;                                             \
825   vec_8x16s left_right_x_16;                                                   \
826   vec_4x16s y_x4;                                                              \
827   vec_8x16s left_edge;                                                         \
828   vec_8x16s right_edge;                                                        \
829   vec_4x16u span_shift;                                                        \
830                                                                                \
831   vec_2x32u c_0x01;                                                            \
832   vec_4x16u c_0x04;                                                            \
833   vec_4x16u c_0xFFFE;                                                          \
834   vec_4x16u c_0x07;                                                            \
835                                                                                \
836   vec_2x32s x_starts;                                                          \
837   vec_2x32s x_ends;                                                            \
838                                                                                \
839   s32 x_a = v_a->x;                                                            \
840   s32 x_b = v_b->x;                                                            \
841   s32 x_c = v_c->x;                                                            \
842   s32 y_a = v_a->y;                                                            \
843   s32 y_c = v_c->y;                                                            \
844                                                                                \
845   vec_4x32u uvrg = psx_gpu->uvrg;                                              \
846   vec_4x32u uvrg_dy = psx_gpu->uvrg_dy;                                        \
847   u32 b = psx_gpu->b;                                                          \
848   u32 b_dy = psx_gpu->b_dy;                                                    \
849                                                                                \
850   dup_2x32b(c_0x01, 0x01);                                                     \
851   setup_spans_prologue_alternate_##alternate_active()                          \
852
853 #define setup_spans_prologue_b()                                               \
854   span_edge_data = psx_gpu->span_edge_data;                                    \
855   span_uvrg_offset = psx_gpu->span_uvrg_offset;                                \
856   span_b_offset = psx_gpu->span_b_offset;                                      \
857                                                                                \
858   vec_8x16u c_0x0001;                                                          \
859                                                                                \
860   dup_8x16b(c_0x0001, 0x0001);                                                 \
861   dup_8x16b(left_edge, psx_gpu->viewport_start_x);                             \
862   dup_8x16b(right_edge, psx_gpu->viewport_end_x);                              \
863   add_8x16b(right_edge, right_edge, c_0x0001);                                 \
864   dup_4x16b(c_0x04, 0x04);                                                     \
865   dup_4x16b(c_0x07, 0x07);                                                     \
866   dup_4x16b(c_0xFFFE, 0xFFFE);                                                 \
867
868
869 #define compute_edge_delta_x2()                                                \
870 {                                                                              \
871   vec_2x32s heights;                                                           \
872   vec_2x32s height_reciprocals;                                                \
873   vec_2x32s heights_b;                                                         \
874   vec_4x32u widths;                                                            \
875                                                                                \
876   u32 edge_shift = reciprocal_table[height];                                   \
877                                                                                \
878   dup_2x32b(heights, height);                                                  \
879   sub_2x32b(widths, x_ends, x_starts);                                         \
880                                                                                \
881   dup_2x32b(edge_shifts, edge_shift);                                          \
882   sub_2x32b(heights_b, heights, c_0x01);                                       \
883   shr_2x32b(height_reciprocals, edge_shifts, 10);                              \
884                                                                                \
885   mla_2x32b(heights_b, x_starts, heights);                                     \
886   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
887   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
888   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
889 }                                                                              \
890
891 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
892 {                                                                              \
893   vec_2x32s heights;                                                           \
894   vec_2x32s height_reciprocals;                                                \
895   vec_2x32s heights_b;                                                         \
896   vec_2x32u widths;                                                            \
897                                                                                \
898   u32 width_alt;                                                               \
899   s32 height_b_alt;                                                            \
900   u32 height_reciprocal_alt;                                                   \
901                                                                                \
902   heights.e[0] = height_a;                                                     \
903   heights.e[1] = height_b;                                                     \
904                                                                                \
905   edge_shifts.e[0] = reciprocal_table[height_a];                               \
906   edge_shifts.e[1] = reciprocal_table[height_b];                               \
907   edge_shift_alt = reciprocal_table[height_minor_b];                           \
908                                                                                \
909   sub_2x32b(widths, x_ends, x_starts);                                         \
910   width_alt = x_c - start_c;                                                   \
911                                                                                \
912   shr_2x32b(height_reciprocals, edge_shifts, 10);                              \
913   height_reciprocal_alt = edge_shift_alt >> 10;                                \
914                                                                                \
915   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
916   edge_shift_alt &= 0x1F;                                                      \
917                                                                                \
918   sub_2x32b(heights_b, heights, c_0x01);                                       \
919   height_b_alt = height_minor_b - 1;                                           \
920                                                                                \
921   mla_2x32b(heights_b, x_starts, heights);                                     \
922   height_b_alt += height_minor_b * start_c;                                    \
923                                                                                \
924   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
925   edge_alt = (s64)height_b_alt * height_reciprocal_alt;                        \
926                                                                                \
927   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
928   edge_dx_dy_alt = width_alt * height_reciprocal_alt;                          \
929 }                                                                              \
930
931
932 #define setup_spans_adjust_y_up()                                              \
933   sub_4x32b(y_x4, y_x4, c_0x04)                                                \
934
935 #define setup_spans_adjust_y_down()                                            \
936   add_4x32b(y_x4, y_x4, c_0x04)                                                \
937
938 #define setup_spans_adjust_interpolants_up()                                   \
939   sub_4x32b(uvrg, uvrg, uvrg_dy);                                              \
940   b -= b_dy                                                                    \
941
942 #define setup_spans_adjust_interpolants_down()                                 \
943   add_4x32b(uvrg, uvrg, uvrg_dy);                                              \
944   b += b_dy                                                                    \
945
946
947 #define setup_spans_clip_interpolants_increment()                              \
948   mla_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
949   b += b_dy * clip                                                             \
950
951 #define setup_spans_clip_interpolants_decrement()                              \
952   mls_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
953   b -= b_dy * clip                                                             \
954
955 #define setup_spans_clip_alternate_yes()                                       \
956   edge_alt += edge_dx_dy_alt * (s64)(clip)                                     \
957
958 #define setup_spans_clip_alternate_no()                                        \
959
960 #define setup_spans_clip(direction, alternate_active)                          \
961 {                                                                              \
962   clipped_triangles++;                                                         \
963   mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip);                     \
964   setup_spans_clip_alternate_##alternate_active();                             \
965   setup_spans_clip_interpolants_##direction();                                 \
966 }                                                                              \
967
968
969 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
970 {                                                                              \
971   vec_2x64u edge_shifts_64;                                                    \
972   vec_2x64s edges_dx_dy_64;                                                    \
973                                                                                \
974   mov_wide_2x32b(edge_shifts_64, edge_shifts);                                 \
975   shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64);                      \
976                                                                                \
977   mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy);                                 \
978   shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64);          \
979                                                                                \
980   left_x.e[0] = edges_xy.e[left_index];                                        \
981   right_x.e[0] = edges_xy.e[right_index];                                      \
982                                                                                \
983   left_dx_dy.e[0] = edges_dx_dy_64.e[left_index];                              \
984   left_dx_dy.e[1] = edges_dx_dy_64.e[left_index];                              \
985   right_dx_dy.e[0] = edges_dx_dy_64.e[right_index];                            \
986   right_dx_dy.e[1] = edges_dx_dy_64.e[right_index];                            \
987                                                                                \
988   add_1x64b(left_x.high, left_x.low, left_dx_dy.low);                          \
989   add_1x64b(right_x.high, right_x.low, right_dx_dy.low);                       \
990                                                                                \
991   add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy);                               \
992   add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy);                            \
993 }                                                                              \
994
995 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
996 {                                                                              \
997   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
998   s64 edge_dx_dy_alt_64;                                                       \
999                                                                                \
1000   dup_4x16b(y_mid_point, y_b);                                                 \
1001                                                                                \
1002   edge_alt <<= edge_shift_alt;                                                 \
1003   edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt;                   \
1004                                                                                \
1005   alternate_x.e[0] = edge_alt;                                                 \
1006   alternate_dx_dy.e[0] = edge_dx_dy_alt_64;                                    \
1007   alternate_dx_dy.e[1] = edge_dx_dy_alt_64;                                    \
1008                                                                                \
1009   add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low);           \
1010   add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy);                \
1011 }                                                                              \
1012
1013
1014 #define setup_spans_y_select_up()                                              \
1015   cmplt_4x16b(alternate_select, y_x4, y_mid_point)                             \
1016
1017 #define setup_spans_y_select_down()                                            \
1018   cmpgt_4x16b(alternate_select, y_x4, y_mid_point)                             \
1019
1020 #define setup_spans_y_select_alternate_yes(direction)                          \
1021   setup_spans_y_select_##direction()                                           \
1022
1023 #define setup_spans_y_select_alternate_no(direction)                           \
1024
1025 #define setup_spans_alternate_select_left()                                    \
1026   bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select)             \
1027
1028 #define setup_spans_alternate_select_right()                                   \
1029   bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select)            \
1030
1031 #define setup_spans_alternate_select_none()                                    \
1032
1033 #define setup_spans_increment_alternate_yes()                                  \
1034   shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32);                       \
1035   add_2x64b(alternate_x, alternate_x, alternate_dx_dy);                        \
1036   shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32);                      \
1037   add_2x64b(alternate_x, alternate_x, alternate_dx_dy);                        \
1038   mov_narrow_4x32b(alternate_x_16, alternate_x_32)                             \
1039
1040 #define setup_spans_increment_alternate_no()                                   \
1041
1042 #define setup_spans_set_x4(alternate, direction, alternate_active)             \
1043 {                                                                              \
1044   span_uvrg_offset[0] = uvrg;                                                  \
1045   span_b_offset[0] = b;                                                        \
1046   setup_spans_adjust_interpolants_##direction();                               \
1047                                                                                \
1048   span_uvrg_offset[1] = uvrg;                                                  \
1049   span_b_offset[1] = b;                                                        \
1050   setup_spans_adjust_interpolants_##direction();                               \
1051                                                                                \
1052   span_uvrg_offset[2] = uvrg;                                                  \
1053   span_b_offset[2] = b;                                                        \
1054   setup_spans_adjust_interpolants_##direction();                               \
1055                                                                                \
1056   span_uvrg_offset[3] = uvrg;                                                  \
1057   span_b_offset[3] = b;                                                        \
1058   setup_spans_adjust_interpolants_##direction();                               \
1059                                                                                \
1060   span_uvrg_offset += 4;                                                       \
1061   span_b_offset += 4;                                                          \
1062                                                                                \
1063   shr_narrow_2x64b(left_x_32.low, left_x, 32);                                 \
1064   shr_narrow_2x64b(right_x_32.low, right_x, 32);                               \
1065                                                                                \
1066   add_2x64b(left_x, left_x, left_dx_dy);                                       \
1067   add_2x64b(right_x, right_x, right_dx_dy);                                    \
1068                                                                                \
1069   shr_narrow_2x64b(left_x_32.high, left_x, 32);                                \
1070   shr_narrow_2x64b(right_x_32.high, right_x, 32);                              \
1071                                                                                \
1072   add_2x64b(left_x, left_x, left_dx_dy);                                       \
1073   add_2x64b(right_x, right_x, right_dx_dy);                                    \
1074                                                                                \
1075   mov_narrow_4x32b(left_right_x_16.low, left_x_32);                            \
1076   mov_narrow_4x32b(left_right_x_16.high, right_x_32);                          \
1077                                                                                \
1078   setup_spans_increment_alternate_##alternate_active();                        \
1079   setup_spans_y_select_alternate_##alternate_active(direction);                \
1080   setup_spans_alternate_select_##alternate();                                  \
1081                                                                                \
1082   max_8x16b(left_right_x_16, left_right_x_16, left_edge);                      \
1083   min_8x16b(left_right_x_16, left_right_x_16, right_edge);                     \
1084                                                                                \
1085   sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low);  \
1086   add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07);               \
1087   and_4x16b(span_shift, left_right_x_16.high, c_0x07);                         \
1088   shl_variable_4x16b(span_shift, c_0xFFFE, span_shift);                        \
1089   shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3);                    \
1090                                                                                \
1091   u32 i;                                                                       \
1092   for(i = 0; i < 4; i++)                                                       \
1093   {                                                                            \
1094     span_edge_data[i].left_x = left_right_x_16.low.e[i];                       \
1095     span_edge_data[i].num_blocks = left_right_x_16.high.e[i];                  \
1096     span_edge_data[i].right_mask = span_shift.e[i];                            \
1097     span_edge_data[i].y = y_x4.e[i];                                           \
1098     setup_spans_debug_check(span_edge_data[i]);                                \
1099   }                                                                            \
1100                                                                                \
1101   span_edge_data += 4;                                                         \
1102                                                                                \
1103   setup_spans_adjust_y_##direction();                                          \
1104 }                                                                              \
1105
1106
1107 #define setup_spans_alternate_adjust_yes()                                     \
1108   edge_alt -= edge_dx_dy_alt * (s64)height_minor_a                             \
1109
1110 #define setup_spans_alternate_adjust_no()                                      \
1111
1112
1113 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1114   setup_spans_alternate_adjust_##alternate_active();                           \
1115   if(y_c > psx_gpu->viewport_end_y)                                            \
1116     height -= y_c - psx_gpu->viewport_end_y - 1;                               \
1117                                                                                \
1118   clip = psx_gpu->viewport_start_y - y_a;                                      \
1119   if(clip > 0)                                                                 \
1120   {                                                                            \
1121     height -= clip;                                                            \
1122     y_a += clip;                                                               \
1123     setup_spans_clip(increment, alternate_active);                             \
1124   }                                                                            \
1125                                                                                \
1126   setup_spans_prologue_b();                                                    \
1127                                                                                \
1128   if(height > 0)                                                               \
1129   {                                                                            \
1130     y_x4.e[0] = y_a;                                                           \
1131     y_x4.e[1] = y_a + 1;                                                       \
1132     y_x4.e[2] = y_a + 2;                                                       \
1133     y_x4.e[3] = y_a + 3;                                                       \
1134     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
1135      right_index);                                                             \
1136                                                                                \
1137     psx_gpu->num_spans = height;                                               \
1138     do                                                                         \
1139     {                                                                          \
1140       setup_spans_set_x4(alternate, down, alternate_active);                   \
1141       height -= 4;                                                             \
1142     } while(height > 0);                                                       \
1143   }                                                                            \
1144
1145
1146 #define setup_spans_alternate_pre_increment_yes()                              \
1147   edge_alt += edge_dx_dy_alt                                                   \
1148
1149 #define setup_spans_alternate_pre_increment_no()                               \
1150
1151 #define setup_spans_up_decrement_height_yes()                                  \
1152   height--                                                                     \
1153
1154 #define setup_spans_up_decrement_height_no()                                   \
1155   {}                                                                           \
1156
1157 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
1158   setup_spans_alternate_adjust_##alternate_active();                           \
1159   y_a--;                                                                       \
1160                                                                                \
1161   if(y_c < psx_gpu->viewport_start_y)                                          \
1162     height -= psx_gpu->viewport_start_y - y_c;                                 \
1163   else                                                                         \
1164     setup_spans_up_decrement_height_##alternate_active();                      \
1165                                                                                \
1166   clip = y_a - psx_gpu->viewport_end_y;                                        \
1167   if(clip > 0)                                                                 \
1168   {                                                                            \
1169     height -= clip;                                                            \
1170     y_a -= clip;                                                               \
1171     setup_spans_clip(decrement, alternate_active);                             \
1172   }                                                                            \
1173                                                                                \
1174   setup_spans_prologue_b();                                                    \
1175                                                                                \
1176   if(height > 0)                                                               \
1177   {                                                                            \
1178     y_x4.e[0] = y_a;                                                           \
1179     y_x4.e[1] = y_a - 1;                                                       \
1180     y_x4.e[2] = y_a - 2;                                                       \
1181     y_x4.e[3] = y_a - 3;                                                       \
1182     add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);                           \
1183     setup_spans_alternate_pre_increment_##alternate_active();                  \
1184     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
1185      right_index);                                                             \
1186     setup_spans_adjust_interpolants_up();                                      \
1187                                                                                \
1188     psx_gpu->num_spans = height;                                               \
1189     while(height > 0)                                                          \
1190     {                                                                          \
1191       setup_spans_set_x4(alternate, up, alternate_active);                     \
1192       height -= 4;                                                             \
1193     }                                                                          \
1194   }                                                                            \
1195
1196 #define index_left  0
1197 #define index_right 1
1198
1199 #define setup_spans_up_up(minor, major)                                        \
1200   setup_spans_prologue(yes);                                                   \
1201   s32 height_minor_a = y_a - y_b;                                              \
1202   s32 height_minor_b = y_b - y_c;                                              \
1203   s32 height = y_a - y_c;                                                      \
1204                                                                                \
1205   dup_2x32b(x_starts, x_a);                                                    \
1206   x_ends.e[0] = x_c;                                                           \
1207   x_ends.e[1] = x_b;                                                           \
1208                                                                                \
1209   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1210   setup_spans_up(index_##major, index_##minor, minor, yes)                     \
1211
1212
1213 #ifndef NEON_BUILD
1214
1215 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1216  vertex_struct *v_b, vertex_struct *v_c)
1217 {
1218   setup_spans_up_up(left, right);
1219 }
1220
1221 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1222  vertex_struct *v_b, vertex_struct *v_c)
1223 {
1224   setup_spans_up_up(right, left);
1225 }
1226
1227 #define setup_spans_down_down(minor, major)                                    \
1228   setup_spans_prologue(yes);                                                   \
1229   s32 height_minor_a = y_b - y_a;                                              \
1230   s32 height_minor_b = y_c - y_b;                                              \
1231   s32 height = y_c - y_a;                                                      \
1232                                                                                \
1233   dup_2x32b(x_starts, x_a);                                                    \
1234   x_ends.e[0] = x_c;                                                           \
1235   x_ends.e[1] = x_b;                                                           \
1236                                                                                \
1237   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1238   setup_spans_down(index_##major, index_##minor, minor, yes)                   \
1239
1240 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1241  vertex_struct *v_b, vertex_struct *v_c)
1242 {
1243   setup_spans_down_down(left, right);
1244 }
1245
1246 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1247  vertex_struct *v_b, vertex_struct *v_c)
1248 {
1249   setup_spans_down_down(right, left);
1250 }
1251
1252 #define setup_spans_up_flat()                                                  \
1253   s32 height = y_a - y_c;                                                      \
1254                                                                                \
1255   flat_triangles++;                                                            \
1256   compute_edge_delta_x2();                                                     \
1257   setup_spans_up(index_left, index_right, none, no)                            \
1258
1259 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1260  vertex_struct *v_b, vertex_struct *v_c)
1261 {
1262   setup_spans_prologue(no);
1263   x_starts.e[0] = x_a;
1264   x_starts.e[1] = x_b;
1265   dup_2x32b(x_ends, x_c);
1266
1267   setup_spans_up_flat();
1268 }
1269
1270 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1271  vertex_struct *v_b, vertex_struct *v_c)
1272 {
1273   setup_spans_prologue(no);
1274   dup_2x32b(x_starts, x_a);
1275   x_ends.e[0] = x_b;
1276   x_ends.e[1] = x_c;
1277
1278   setup_spans_up_flat();
1279 }
1280
1281 #define setup_spans_down_flat()                                                \
1282   s32 height = y_c - y_a;                                                      \
1283                                                                                \
1284   flat_triangles++;                                                            \
1285   compute_edge_delta_x2();                                                     \
1286   setup_spans_down(index_left, index_right, none, no)                          \
1287
1288 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1289  vertex_struct *v_b, vertex_struct *v_c)
1290 {
1291   setup_spans_prologue(no);
1292   x_starts.e[0] = x_a;
1293   x_starts.e[1] = x_b;
1294   dup_2x32b(x_ends, x_c);
1295
1296   setup_spans_down_flat();
1297 }
1298
1299 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1300  vertex_struct *v_b, vertex_struct *v_c)
1301 {
1302   setup_spans_prologue(no);
1303   dup_2x32b(x_starts, x_a);
1304   x_ends.e[0] = x_b;
1305   x_ends.e[1] = x_c;
1306
1307   setup_spans_down_flat();
1308 }
1309
1310 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1311  vertex_struct *v_b, vertex_struct *v_c)
1312 {
1313   setup_spans_prologue(no);
1314
1315   s32 y_b = v_b->y;
1316   s64 edge_alt;
1317   s32 edge_dx_dy_alt;
1318   u32 edge_shift_alt;
1319
1320   s32 middle_y = y_a;
1321   s32 height_minor_a = y_a - y_b;
1322   s32 height_minor_b = y_c - y_a;
1323   s32 height_major = y_c - y_b;
1324
1325   vec_2x64s edges_xy_b;
1326   vec_2x32s edges_dx_dy_b;
1327   vec_2x32u edge_shifts_b;
1328
1329   vec_2x32s height_increment;
1330
1331   x_starts.e[0] = x_a;
1332   x_starts.e[1] = x_c;
1333   dup_2x32b(x_ends, x_b);
1334
1335   compute_edge_delta_x3(x_a, height_minor_a, height_major);
1336
1337   height_increment.e[0] = 0;
1338   height_increment.e[1] = height_minor_b;
1339
1340   mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1341
1342   edges_xy_b.e[0] = edge_alt;
1343   edges_xy_b.e[1] = edges_xy.e[1];
1344
1345   edge_shifts_b = edge_shifts;
1346   edge_shifts_b.e[0] = edge_shift_alt;
1347
1348   neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1349   edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1350   
1351   y_a--;
1352
1353   if(y_b < psx_gpu->viewport_start_y)
1354     height_minor_a -= psx_gpu->viewport_start_y - y_b;
1355
1356   clip = y_a - psx_gpu->viewport_end_y;
1357   if(clip > 0)
1358   {
1359     height_minor_a -= clip;
1360     y_a -= clip;
1361     setup_spans_clip(decrement, no);
1362   }
1363
1364   setup_spans_prologue_b();
1365
1366   if(height_minor_a > 0)
1367   {
1368     y_x4.e[0] = y_a;
1369     y_x4.e[1] = y_a - 1;
1370     y_x4.e[2] = y_a - 2;
1371     y_x4.e[3] = y_a - 3;
1372     add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1373     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1374     setup_spans_adjust_interpolants_up();
1375
1376     psx_gpu->num_spans = height_minor_a;
1377     while(height_minor_a > 0)
1378     {
1379       setup_spans_set_x4(none, up, no);
1380       height_minor_a -= 4;
1381     }
1382
1383     span_edge_data += height_minor_a;
1384     span_uvrg_offset += height_minor_a;
1385     span_b_offset += height_minor_a;
1386   }
1387   
1388   edges_xy = edges_xy_b;
1389   edges_dx_dy = edges_dx_dy_b;
1390   edge_shifts = edge_shifts_b;
1391
1392   uvrg = psx_gpu->uvrg;
1393   b = psx_gpu->b;
1394
1395   y_a = middle_y;
1396
1397   if(y_c > psx_gpu->viewport_end_y)
1398     height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1399
1400   clip = psx_gpu->viewport_start_y - y_a;
1401   if(clip > 0)
1402   {
1403     height_minor_b -= clip;
1404     y_a += clip;
1405     setup_spans_clip(increment, no);
1406   }
1407
1408   if(height_minor_b > 0)
1409   {
1410     y_x4.e[0] = y_a;
1411     y_x4.e[1] = y_a + 1;
1412     y_x4.e[2] = y_a + 2;
1413     y_x4.e[3] = y_a + 3;
1414     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1415
1416     // FIXME: overflow corner case
1417     if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1418       height_minor_b &= ~3;
1419
1420     psx_gpu->num_spans += height_minor_b;
1421     while(height_minor_b > 0)
1422     {
1423       setup_spans_set_x4(none, down, no);
1424       height_minor_b -= 4;
1425     }
1426   }
1427
1428   left_split_triangles++;
1429 }
1430
1431 #endif
1432
1433
1434 #define dither_table_entry_normal(value)                                       \
1435   (value)                                                                      \
1436
1437
1438 #define setup_blocks_load_msb_mask_indirect()                                  \
1439
1440 #define setup_blocks_load_msb_mask_direct()                                    \
1441   vec_8x16u msb_mask;                                                          \
1442   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
1443
1444
1445 #define setup_blocks_variables_shaded_textured(target)                         \
1446   vec_4x32u u_block;                                                           \
1447   vec_4x32u v_block;                                                           \
1448   vec_4x32u r_block;                                                           \
1449   vec_4x32u g_block;                                                           \
1450   vec_4x32u b_block;                                                           \
1451   vec_4x32u uvrg_dx = psx_gpu->uvrg_dx;                                        \
1452   vec_4x32u uvrg_dx4;                                                          \
1453   vec_4x32u uvrg_dx8;                                                          \
1454   vec_4x32u uvrg;                                                              \
1455   u32 b_dx = psx_gpu->b_block_span.e[1];                                       \
1456   u32 b_dx4 = b_dx << 2;                                                       \
1457   u32 b_dx8 = b_dx << 3;                                                       \
1458   u32 b;                                                                       \
1459                                                                                \
1460   vec_16x8u texture_mask;                                                      \
1461   shl_4x32b(uvrg_dx4, uvrg_dx, 2);                                             \
1462   shl_4x32b(uvrg_dx8, uvrg_dx, 3);                                             \
1463   dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width);                     \
1464   dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height)                    \
1465
1466 #define setup_blocks_variables_shaded_untextured(target)                       \
1467   vec_4x32u r_block;                                                           \
1468   vec_4x32u g_block;                                                           \
1469   vec_4x32u b_block;                                                           \
1470   vec_4x32u rgb_dx;                                                            \
1471   vec_4x32u rgb_dx4;                                                           \
1472   vec_4x32u rgb_dx8;                                                           \
1473   vec_4x32u rgb;                                                               \
1474                                                                                \
1475   vec_8x8u d64_0x07;                                                           \
1476   vec_8x8u d64_1;                                                              \
1477   vec_8x8u d64_4;                                                              \
1478   vec_8x8u d64_128;                                                            \
1479                                                                                \
1480   dup_8x8b(d64_0x07, 0x07);                                                    \
1481   dup_8x8b(d64_1, 1);                                                          \
1482   dup_8x8b(d64_4, 4);                                                          \
1483   dup_8x8b(d64_128, 128);                                                      \
1484                                                                                \
1485   rgb_dx.low = psx_gpu->uvrg_dx.high;                                          \
1486   rgb_dx.e[2] = psx_gpu->b_block_span.e[1];                                    \
1487   shl_4x32b(rgb_dx4, rgb_dx, 2);                                               \
1488   shl_4x32b(rgb_dx8, rgb_dx, 3)                                                \
1489
1490 #define setup_blocks_variables_unshaded_textured(target)                       \
1491   vec_4x32u u_block;                                                           \
1492   vec_4x32u v_block;                                                           \
1493   vec_2x32u uv_dx = psx_gpu->uvrg_dx.low;                                      \
1494   vec_2x32u uv_dx4;                                                            \
1495   vec_2x32u uv_dx8;                                                            \
1496   vec_2x32u uv = psx_gpu->uvrg.low;                                            \
1497                                                                                \
1498   vec_16x8u texture_mask;                                                      \
1499   shl_2x32b(uv_dx4, uv_dx, 2);                                                 \
1500   shl_2x32b(uv_dx8, uv_dx, 3);                                                 \
1501   dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width);                     \
1502   dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height)                    \
1503
1504
1505 #define setup_blocks_variables_unshaded_untextured_direct()                    \
1506   or_8x16b(colors, colors, msb_mask)                                           \
1507
1508 #define setup_blocks_variables_unshaded_untextured_indirect()                  \
1509
1510 #define setup_blocks_variables_unshaded_untextured(target)                     \
1511   u32 color = psx_gpu->triangle_color;                                         \
1512   vec_8x16u colors;                                                            \
1513                                                                                \
1514   u32 color_r = color & 0xFF;                                                  \
1515   u32 color_g = (color >> 8) & 0xFF;                                           \
1516   u32 color_b = (color >> 16) & 0xFF;                                          \
1517                                                                                \
1518   color = (color_r >> 3) | ((color_g >> 3) << 5) |                             \
1519    ((color_b >> 3) << 10);                                                     \
1520   dup_8x16b(colors, color);                                                    \
1521   setup_blocks_variables_unshaded_untextured_##target()                        \
1522
1523 #define setup_blocks_span_initialize_dithered_textured()                       \
1524   vec_8x16u dither_offsets;                                                    \
1525   shl_long_8x8b(dither_offsets, dither_offsets_short, 4)                       \
1526
1527 #define setup_blocks_span_initialize_dithered_untextured()                     \
1528   vec_8x8u dither_offsets;                                                     \
1529   add_8x8b(dither_offsets, dither_offsets_short, d64_4)                        \
1530
1531 #define setup_blocks_span_initialize_dithered(texturing)                       \
1532   u32 dither_row = psx_gpu->dither_table[y & 0x3];                             \
1533   u32 dither_shift = (span_edge_data->left_x & 0x3) * 8;                       \
1534   vec_8x8s dither_offsets_short;                                               \
1535                                                                                \
1536   dither_row =                                                                 \
1537    (dither_row >> dither_shift) | (dither_row << (32 - dither_shift));         \
1538   dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row);         \
1539   setup_blocks_span_initialize_dithered_##texturing()                          \
1540
1541 #define setup_blocks_span_initialize_undithered(texturing)                     \
1542
1543
1544 #define setup_blocks_span_initialize_shaded_textured()                         \
1545 {                                                                              \
1546   vec_4x32u block_span;                                                        \
1547   u32 offset = span_edge_data->left_x;                                         \
1548                                                                                \
1549   uvrg = *span_uvrg_offset;                                                    \
1550   mla_scalar_4x32b(uvrg, uvrg_dx, offset);                                     \
1551   b = *span_b_offset;                                                          \
1552   b += b_dx * offset;                                                          \
1553                                                                                \
1554   dup_4x32b(u_block, uvrg.e[0]);                                               \
1555   dup_4x32b(v_block, uvrg.e[1]);                                               \
1556   dup_4x32b(r_block, uvrg.e[2]);                                               \
1557   dup_4x32b(g_block, uvrg.e[3]);                                               \
1558   dup_4x32b(b_block, b);                                                       \
1559                                                                                \
1560   block_span = psx_gpu->u_block_span;                                          \
1561   add_4x32b(u_block, u_block, block_span);                                     \
1562   block_span = psx_gpu->v_block_span;                                          \
1563   add_4x32b(v_block, v_block, block_span);                                     \
1564   block_span = psx_gpu->r_block_span;                                          \
1565   add_4x32b(r_block, r_block, block_span);                                     \
1566   block_span = psx_gpu->g_block_span;                                          \
1567   add_4x32b(g_block, g_block, block_span);                                     \
1568   block_span = psx_gpu->b_block_span;                                          \
1569   add_4x32b(b_block, b_block, block_span);                                     \
1570 }
1571   
1572 #define setup_blocks_span_initialize_shaded_untextured()                       \
1573 {                                                                              \
1574   vec_4x32u block_span;                                                        \
1575   u32 offset = span_edge_data->left_x;                                         \
1576                                                                                \
1577   rgb.low = span_uvrg_offset->high;                                            \
1578   rgb.high.e[0] = *span_b_offset;                                              \
1579   mla_scalar_4x32b(rgb, rgb_dx, offset);                                       \
1580                                                                                \
1581   dup_4x32b(r_block, rgb.e[0]);                                                \
1582   dup_4x32b(g_block, rgb.e[1]);                                                \
1583   dup_4x32b(b_block, rgb.e[2]);                                                \
1584                                                                                \
1585   block_span = psx_gpu->r_block_span;                                          \
1586   add_4x32b(r_block, r_block, block_span);                                     \
1587   block_span = psx_gpu->g_block_span;                                          \
1588   add_4x32b(g_block, g_block, block_span);                                     \
1589   block_span = psx_gpu->b_block_span;                                          \
1590   add_4x32b(b_block, b_block, block_span);                                     \
1591 }                                                                              \
1592   
1593 #define setup_blocks_span_initialize_unshaded_textured()                       \
1594 {                                                                              \
1595   vec_4x32u block_span;                                                        \
1596   u32 offset = span_edge_data->left_x;                                         \
1597                                                                                \
1598   uv = span_uvrg_offset->low;                                                  \
1599   mla_scalar_2x32b(uv, uv_dx, offset);                                         \
1600                                                                                \
1601   dup_4x32b(u_block, uv.e[0]);                                                 \
1602   dup_4x32b(v_block, uv.e[1]);                                                 \
1603                                                                                \
1604   block_span = psx_gpu->u_block_span;                                          \
1605   add_4x32b(u_block, u_block, block_span);                                     \
1606   block_span = psx_gpu->v_block_span;                                          \
1607   add_4x32b(v_block, v_block, block_span);                                     \
1608 }                                                                              \
1609
1610 #define setup_blocks_span_initialize_unshaded_untextured()                     \
1611
1612
1613 #define setup_blocks_texture_swizzled()                                        \
1614 {                                                                              \
1615   vec_8x8u u_saved = u;                                                        \
1616   sli_8x8b(u, v, 4);                                                           \
1617   sri_8x8b(v, u_saved, 4);                                                     \
1618 }                                                                              \
1619
1620 #define setup_blocks_texture_unswizzled()                                      \
1621
1622 #define setup_blocks_store_shaded_textured(swizzling, dithering, target,       \
1623  edge_type)                                                                    \
1624 {                                                                              \
1625   vec_8x16u u_whole;                                                           \
1626   vec_8x16u v_whole;                                                           \
1627   vec_8x16u r_whole;                                                           \
1628   vec_8x16u g_whole;                                                           \
1629   vec_8x16u b_whole;                                                           \
1630                                                                                \
1631   vec_8x8u u;                                                                  \
1632   vec_8x8u v;                                                                  \
1633   vec_8x8u r;                                                                  \
1634   vec_8x8u g;                                                                  \
1635   vec_8x8u b;                                                                  \
1636   vec_8x16u uv;                                                                \
1637                                                                                \
1638   vec_4x32u dx4;                                                               \
1639   vec_4x32u dx8;                                                               \
1640                                                                                \
1641   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1642   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1643   shr_narrow_4x32b(r_whole.low, r_block, 16);                                  \
1644   shr_narrow_4x32b(g_whole.low, g_block, 16);                                  \
1645   shr_narrow_4x32b(b_whole.low, b_block, 16);                                  \
1646                                                                                \
1647   dup_4x32b(dx4, uvrg_dx4.e[0]);                                               \
1648   add_high_narrow_4x32b(u_whole.high, u_block, dx4);                           \
1649   dup_4x32b(dx4, uvrg_dx4.e[1]);                                               \
1650   add_high_narrow_4x32b(v_whole.high, v_block, dx4);                           \
1651   dup_4x32b(dx4, uvrg_dx4.e[2]);                                               \
1652   add_high_narrow_4x32b(r_whole.high, r_block, dx4);                           \
1653   dup_4x32b(dx4, uvrg_dx4.e[3]);                                               \
1654   add_high_narrow_4x32b(g_whole.high, g_block, dx4);                           \
1655   dup_4x32b(dx4, b_dx4);                                                       \
1656   add_high_narrow_4x32b(b_whole.high, b_block, dx4);                           \
1657                                                                                \
1658   mov_narrow_8x16b(u, u_whole);                                                \
1659   mov_narrow_8x16b(v, v_whole);                                                \
1660   mov_narrow_8x16b(r, r_whole);                                                \
1661   mov_narrow_8x16b(g, g_whole);                                                \
1662   mov_narrow_8x16b(b, b_whole);                                                \
1663                                                                                \
1664   dup_4x32b(dx8, uvrg_dx8.e[0]);                                               \
1665   add_4x32b(u_block, u_block, dx8);                                            \
1666   dup_4x32b(dx8, uvrg_dx8.e[1]);                                               \
1667   add_4x32b(v_block, v_block, dx8);                                            \
1668   dup_4x32b(dx8, uvrg_dx8.e[2]);                                               \
1669   add_4x32b(r_block, r_block, dx8);                                            \
1670   dup_4x32b(dx8, uvrg_dx8.e[3]);                                               \
1671   add_4x32b(g_block, g_block, dx8);                                            \
1672   dup_4x32b(dx8, b_dx8);                                                       \
1673   add_4x32b(b_block, b_block, dx8);                                            \
1674                                                                                \
1675   and_8x8b(u, u, texture_mask.low);                                            \
1676   and_8x8b(v, v, texture_mask.high);                                           \
1677   setup_blocks_texture_##swizzling();                                          \
1678                                                                                \
1679   zip_8x16b(uv, u, v);                                                         \
1680   block->uv = uv;                                                              \
1681   block->r = r;                                                                \
1682   block->g = g;                                                                \
1683   block->b = b;                                                                \
1684   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1685   block->fb_ptr = fb_ptr;                                                      \
1686 }                                                                              \
1687
1688 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target,     \
1689  edge_type)                                                                    \
1690 {                                                                              \
1691   vec_8x16u u_whole;                                                           \
1692   vec_8x16u v_whole;                                                           \
1693                                                                                \
1694   vec_8x8u u;                                                                  \
1695   vec_8x8u v;                                                                  \
1696   vec_8x16u uv;                                                                \
1697                                                                                \
1698   vec_4x32u dx4;                                                               \
1699   vec_4x32u dx8;                                                               \
1700                                                                                \
1701   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1702   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1703                                                                                \
1704   dup_4x32b(dx4, uv_dx4.e[0]);                                                 \
1705   add_high_narrow_4x32b(u_whole.high, u_block, dx4);                           \
1706   dup_4x32b(dx4, uv_dx4.e[1]);                                                 \
1707   add_high_narrow_4x32b(v_whole.high, v_block, dx4);                           \
1708                                                                                \
1709   mov_narrow_8x16b(u, u_whole);                                                \
1710   mov_narrow_8x16b(v, v_whole);                                                \
1711                                                                                \
1712   dup_4x32b(dx8, uv_dx8.e[0]);                                                 \
1713   add_4x32b(u_block, u_block, dx8);                                            \
1714   dup_4x32b(dx8, uv_dx8.e[1]);                                                 \
1715   add_4x32b(v_block, v_block, dx8);                                            \
1716                                                                                \
1717   and_8x8b(u, u, texture_mask.low);                                            \
1718   and_8x8b(v, v, texture_mask.high);                                           \
1719   setup_blocks_texture_##swizzling();                                          \
1720                                                                                \
1721   zip_8x16b(uv, u, v);                                                         \
1722   block->uv = uv;                                                              \
1723   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1724   block->fb_ptr = fb_ptr;                                                      \
1725 }                                                                              \
1726
1727 #define setup_blocks_store_shaded_untextured_dithered()                        \
1728   addq_8x8b(r, r, dither_offsets);                                             \
1729   addq_8x8b(g, g, dither_offsets);                                             \
1730   addq_8x8b(b, b, dither_offsets);                                             \
1731                                                                                \
1732   subq_8x8b(r, r, d64_4);                                                      \
1733   subq_8x8b(g, g, d64_4);                                                      \
1734   subq_8x8b(b, b, d64_4)                                                       \
1735
1736 #define setup_blocks_store_shaded_untextured_undithered()                      \
1737   
1738
1739 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels)            \
1740   block->pixels = _pixels;                                                     \
1741   block->fb_ptr = fb_ptr                                                       \
1742
1743 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels)            \
1744   block->pixels = _pixels;                                                     \
1745   block->fb_ptr = fb_ptr                                                       \
1746
1747 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect()            \
1748   mul_long_8x8b(pixels, r, d64_1)                                              \
1749
1750
1751 #define setup_blocks_store_untextured_pixels_direct_full(_pixels)              \
1752   store_8x16b(_pixels, fb_ptr)                                                 \
1753
1754 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels)              \
1755 {                                                                              \
1756   vec_8x16u fb_pixels;                                                         \
1757   vec_8x16u draw_mask;                                                         \
1758   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1759                                                                                \
1760   load_8x16b(fb_pixels, fb_ptr);                                               \
1761   dup_8x16b(draw_mask, span_edge_data->right_mask);                            \
1762   tst_8x16b(draw_mask, draw_mask, test_mask);                                  \
1763   bif_8x16b(fb_pixels, _pixels, draw_mask);                                    \
1764   store_8x16b(fb_pixels, fb_ptr);                                              \
1765 }                                                                              \
1766
1767 #define setup_blocks_store_shaded_untextured_seed_pixels_direct()              \
1768   pixels = msb_mask;                                                           \
1769   mla_long_8x8b(pixels, r, d64_1)                                              \
1770
1771
1772 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target,     \
1773  edge_type)                                                                    \
1774 {                                                                              \
1775   vec_8x16u r_whole;                                                           \
1776   vec_8x16u g_whole;                                                           \
1777   vec_8x16u b_whole;                                                           \
1778                                                                                \
1779   vec_8x8u r;                                                                  \
1780   vec_8x8u g;                                                                  \
1781   vec_8x8u b;                                                                  \
1782                                                                                \
1783   vec_4x32u dx4;                                                               \
1784   vec_4x32u dx8;                                                               \
1785                                                                                \
1786   vec_8x16u pixels;                                                            \
1787                                                                                \
1788   shr_narrow_4x32b(r_whole.low, r_block, 16);                                  \
1789   shr_narrow_4x32b(g_whole.low, g_block, 16);                                  \
1790   shr_narrow_4x32b(b_whole.low, b_block, 16);                                  \
1791                                                                                \
1792   dup_4x32b(dx4, rgb_dx4.e[0]);                                                \
1793   add_high_narrow_4x32b(r_whole.high, r_block, dx4);                           \
1794   dup_4x32b(dx4, rgb_dx4.e[1]);                                                \
1795   add_high_narrow_4x32b(g_whole.high, g_block, dx4);                           \
1796   dup_4x32b(dx4, rgb_dx4.e[2]);                                                \
1797   add_high_narrow_4x32b(b_whole.high, b_block, dx4);                           \
1798                                                                                \
1799   mov_narrow_8x16b(r, r_whole);                                                \
1800   mov_narrow_8x16b(g, g_whole);                                                \
1801   mov_narrow_8x16b(b, b_whole);                                                \
1802                                                                                \
1803   dup_4x32b(dx8, rgb_dx8.e[0]);                                                \
1804   add_4x32b(r_block, r_block, dx8);                                            \
1805   dup_4x32b(dx8, rgb_dx8.e[1]);                                                \
1806   add_4x32b(g_block, g_block, dx8);                                            \
1807   dup_4x32b(dx8, rgb_dx8.e[2]);                                                \
1808   add_4x32b(b_block, b_block, dx8);                                            \
1809                                                                                \
1810   setup_blocks_store_shaded_untextured_##dithering();                          \
1811                                                                                \
1812   shr_8x8b(r, r, 3);                                                           \
1813   bic_8x8b(g, g, d64_0x07);                                                    \
1814   bic_8x8b(b, b, d64_0x07);                                                    \
1815                                                                                \
1816   setup_blocks_store_shaded_untextured_seed_pixels_##target();                 \
1817   mla_long_8x8b(pixels, g, d64_4);                                             \
1818   mla_long_8x8b(pixels, b, d64_128)                                            \
1819                                                                                \
1820   setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels);         \
1821 }                                                                              \
1822
1823 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target,   \
1824  edge_type)                                                                    \
1825   setup_blocks_store_untextured_pixels_##target##_##edge_type(colors)          \
1826
1827
1828 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits)           \
1829   (_block)->draw_mask_bits = bits                                              \
1830
1831 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits)         \
1832 {                                                                              \
1833   vec_8x16u bits_mask;                                                         \
1834   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1835   dup_8x16b(bits_mask, bits);                                                  \
1836   tst_8x16b(bits_mask, bits_mask, test_mask);                                  \
1837   (_block)->draw_mask = bits_mask;                                             \
1838 }                                                                              \
1839
1840 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits)           \
1841
1842
1843 #define setup_blocks_add_blocks_indirect()                                     \
1844   num_blocks += span_num_blocks;                                               \
1845                                                                                \
1846   if(num_blocks > MAX_BLOCKS)                                                  \
1847   {                                                                            \
1848     psx_gpu->num_blocks = num_blocks - span_num_blocks;                        \
1849     flush_render_block_buffer(psx_gpu);                                        \
1850     num_blocks = span_num_blocks;                                              \
1851     block = psx_gpu->blocks;                                                   \
1852   }                                                                            \
1853
1854 #define setup_blocks_add_blocks_direct()                                       \
1855   stats_add(texel_blocks_untextured, span_num_blocks);                         \
1856   span_pixel_blocks += span_num_blocks                                         \
1857
1858
1859 #define setup_blocks_builder(shading, texturing, dithering, sw, target)        \
1860 void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target(     \
1861  psx_gpu_struct *psx_gpu)                                                      \
1862 {                                                                              \
1863   setup_blocks_load_msb_mask_##target();                                       \
1864   setup_blocks_variables_##shading##_##texturing(target);                      \
1865                                                                                \
1866   edge_data_struct *span_edge_data = psx_gpu->span_edge_data;                  \
1867   vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset;                     \
1868   u32 *span_b_offset = psx_gpu->span_b_offset;                                 \
1869                                                                                \
1870   block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks;                 \
1871                                                                                \
1872   u32 num_spans = psx_gpu->num_spans;                                          \
1873                                                                                \
1874   u16 *fb_ptr;                                                                 \
1875   u32 y;                                                                       \
1876                                                                                \
1877   u32 num_blocks = psx_gpu->num_blocks;                                        \
1878   u32 span_num_blocks;                                                         \
1879                                                                                \
1880   while(num_spans)                                                             \
1881   {                                                                            \
1882     span_num_blocks = span_edge_data->num_blocks;                              \
1883     if(span_num_blocks)                                                        \
1884     {                                                                          \
1885       y = span_edge_data->y;                                                   \
1886       fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024);    \
1887                                                                                \
1888       setup_blocks_span_initialize_##shading##_##texturing();                  \
1889       setup_blocks_span_initialize_##dithering(texturing);                     \
1890                                                                                \
1891       setup_blocks_add_blocks_##target();                                      \
1892                                                                                \
1893       s32 pixel_span = span_num_blocks * 8;                                    \
1894       pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF);     \
1895       span_pixels += pixel_span;                                               \
1896                                                                                \
1897       span_num_blocks--;                                                       \
1898       while(span_num_blocks)                                                   \
1899       {                                                                        \
1900         setup_blocks_store_##shading##_##texturing(sw, dithering, target,      \
1901          full);                                                                \
1902         setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00);      \
1903                                                                                \
1904         fb_ptr += 8;                                                           \
1905         block++;                                                               \
1906         span_num_blocks--;                                                     \
1907       }                                                                        \
1908                                                                                \
1909       setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1910       setup_blocks_store_draw_mask_##texturing##_##target(block,               \
1911        span_edge_data->right_mask);                                            \
1912                                                                                \
1913       block++;                                                                 \
1914     }                                                                          \
1915     else                                                                       \
1916     {                                                                          \
1917       zero_block_spans++;                                                      \
1918     }                                                                          \
1919                                                                                \
1920     num_spans--;                                                               \
1921     span_edge_data++;                                                          \
1922     span_uvrg_offset++;                                                        \
1923     span_b_offset++;                                                           \
1924   }                                                                            \
1925                                                                                \
1926   psx_gpu->num_blocks = num_blocks;                                            \
1927 }                                                                              \
1928
1929
1930 //setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1931
1932 #ifndef NEON_BUILD
1933
1934 setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1935 setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1936
1937 setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1938 setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1939
1940 setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1941 setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1942 setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1943 setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1944
1945 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1946 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1947
1948 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1949 {
1950   if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1951     stats_add(texel_blocks_untextured, psx_gpu->num_blocks);
1952 }
1953
1954 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1955 {
1956   block_struct *block = psx_gpu->blocks;
1957   u32 num_blocks = psx_gpu->num_blocks;
1958   stats_add(texel_blocks_4bpp, num_blocks);
1959
1960   vec_8x8u texels_low;
1961   vec_8x8u texels_high;
1962   vec_8x8u texels;
1963   vec_8x16u pixels;
1964
1965   vec_8x16u clut_a;
1966   vec_8x16u clut_b;
1967   vec_16x8u clut_low;
1968   vec_16x8u clut_high;
1969
1970   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1971   u16 *clut_ptr = psx_gpu->clut_ptr;
1972
1973   // Can be done with one deinterleaving load on NEON
1974   load_8x16b(clut_a, clut_ptr);
1975   load_8x16b(clut_b, clut_ptr + 8);
1976   unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1977
1978   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1979     update_texture_4bpp_cache(psx_gpu);
1980
1981   while(num_blocks)
1982   {
1983     texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1984     texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1985     texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1986     texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1987     texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1988     texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1989     texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1990     texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1991
1992     tbl_16(texels_low, texels, clut_low);
1993     tbl_16(texels_high, texels, clut_high);
1994
1995     // Can be done with an interleaving store on NEON
1996     zip_8x16b(pixels, texels_low, texels_high);
1997
1998     block->texels = pixels;
1999
2000     num_blocks--;
2001     block++;
2002   }
2003 }
2004
2005 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2006 {
2007   block_struct *block = psx_gpu->blocks;
2008   u32 num_blocks = psx_gpu->num_blocks;
2009
2010   stats_add(texel_blocks_8bpp, num_blocks);
2011
2012   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2013     update_texture_8bpp_cache(psx_gpu);
2014
2015   vec_8x16u texels;
2016   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2017
2018   u32 texel;
2019   u32 offset;
2020   u32 i;
2021
2022   while(num_blocks)
2023   {
2024     for(i = 0; i < 8; i++)
2025     {
2026       offset = block->uv.e[i];
2027
2028       texel = texture_ptr_8bpp[offset];
2029       texels.e[i] = psx_gpu->clut_ptr[texel];
2030     }
2031
2032     block->texels = texels;
2033
2034     num_blocks--;
2035     block++;
2036   }
2037 }
2038
2039 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2040 {
2041   block_struct *block = psx_gpu->blocks;
2042   u32 num_blocks = psx_gpu->num_blocks;
2043
2044   stats_add(texel_blocks_16bpp, num_blocks);
2045
2046   vec_8x16u texels;
2047
2048   u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2049   u32 offset;
2050   u32 i;
2051
2052   while(num_blocks)
2053   {
2054     for(i = 0; i < 8; i++)
2055     {
2056       offset = block->uv.e[i];
2057       offset += ((offset & 0xFF00) * 3);
2058
2059       texels.e[i] = texture_ptr_16bpp[offset];
2060     }
2061
2062     block->texels = texels;
2063
2064     num_blocks--;
2065     block++;
2066   }
2067 }
2068
2069 #endif
2070
2071
2072 #define shade_blocks_load_msb_mask_indirect()                                  \
2073
2074 #define shade_blocks_load_msb_mask_direct()                                    \
2075   vec_8x16u msb_mask;                                                          \
2076   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2077
2078 #define shade_blocks_store_indirect(_draw_mask, _pixels)                       \
2079   block->draw_mask = _draw_mask;                                               \
2080   block->pixels = _pixels                                                      \
2081
2082 #define shade_blocks_store_direct(_draw_mask, _pixels)                         \
2083 {                                                                              \
2084   vec_8x16u fb_pixels;                                                         \
2085   or_8x16b(_pixels, _pixels, msb_mask);                                        \
2086   load_8x16b(fb_pixels, block->fb_ptr);                                        \
2087   bif_8x16b(fb_pixels, _pixels, _draw_mask);                                   \
2088   store_8x16b(fb_pixels, block->fb_ptr);                                       \
2089 }                                                                              \
2090
2091
2092 #define shade_blocks_textured_false_modulated_check_dithered(target)           \
2093   if(psx_gpu->triangle_color == 0x808080)                                      \
2094   {                                                                            \
2095     false_modulated_blocks += num_blocks;                                      \
2096   }                                                                            \
2097
2098 #define shade_blocks_textured_false_modulated_check_undithered(target)         \
2099   if(psx_gpu->triangle_color == 0x808080)                                      \
2100   {                                                                            \
2101                                                                                \
2102     shade_blocks_textured_unmodulated_##target(psx_gpu);                       \
2103     false_modulated_blocks += num_blocks;                                      \
2104     return;                                                                    \
2105   }                                                                            \
2106
2107
2108 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering,       \
2109  target)                                                                       \
2110
2111 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering,     \
2112  target)                                                                       \
2113 {                                                                              \
2114   u32 color = psx_gpu->triangle_color;                                         \
2115   dup_8x8b(colors_r, color);                                                   \
2116   dup_8x8b(colors_g, color >> 8);                                              \
2117   dup_8x8b(colors_b, color >> 16);                                             \
2118   shade_blocks_textured_false_modulated_check_##dithering(target);             \
2119 }                                                                              \
2120
2121 #define shade_blocks_textured_modulated_shaded_block_load()                    \
2122   colors_r = block->r;                                                         \
2123   colors_g = block->g;                                                         \
2124   colors_b = block->b                                                          \
2125
2126 #define shade_blocks_textured_modulated_unshaded_block_load()                  \
2127
2128 #define shade_blocks_textured_modulate_dithered(component)                     \
2129   pixels_##component = block->dither_offsets;                                  \
2130   mla_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2131
2132 #define shade_blocks_textured_modulate_undithered(component)                   \
2133   mul_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2134
2135 #define shade_blocks_textured_modulated_builder(shading, dithering, target)    \
2136 void shade_blocks_##shading##_textured_modulated_##dithering##_##target(       \
2137  psx_gpu_struct *psx_gpu)                                                      \
2138 {                                                                              \
2139   block_struct *block = psx_gpu->blocks;                                       \
2140   u32 num_blocks = psx_gpu->num_blocks;                                        \
2141   vec_8x16u texels;                                                            \
2142                                                                                \
2143   vec_8x8u texels_r;                                                           \
2144   vec_8x8u texels_g;                                                           \
2145   vec_8x8u texels_b;                                                           \
2146                                                                                \
2147   vec_8x8u colors_r;                                                           \
2148   vec_8x8u colors_g;                                                           \
2149   vec_8x8u colors_b;                                                           \
2150                                                                                \
2151   vec_8x8u pixels_r_low;                                                       \
2152   vec_8x8u pixels_g_low;                                                       \
2153   vec_8x8u pixels_b_low;                                                       \
2154   vec_8x16u pixels;                                                            \
2155                                                                                \
2156   vec_8x16u pixels_r;                                                          \
2157   vec_8x16u pixels_g;                                                          \
2158   vec_8x16u pixels_b;                                                          \
2159                                                                                \
2160   vec_8x16u draw_mask;                                                         \
2161   vec_8x16u zero_mask;                                                         \
2162                                                                                \
2163   vec_8x8u d64_0x07;                                                           \
2164   vec_8x8u d64_0x1F;                                                           \
2165   vec_8x8u d64_1;                                                              \
2166   vec_8x8u d64_4;                                                              \
2167   vec_8x8u d64_128;                                                            \
2168                                                                                \
2169   vec_8x16u d128_0x8000;                                                       \
2170                                                                                \
2171   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2172   u32 draw_mask_bits;                                                          \
2173   shade_blocks_load_msb_mask_##target();                                       \
2174                                                                                \
2175   dup_8x8b(d64_0x07, 0x07);                                                    \
2176   dup_8x8b(d64_0x1F, 0x1F);                                                    \
2177   dup_8x8b(d64_1, 1);                                                          \
2178   dup_8x8b(d64_4, 4);                                                          \
2179   dup_8x8b(d64_128, 128);                                                      \
2180                                                                                \
2181   dup_8x16b(d128_0x8000, 0x8000);                                              \
2182                                                                                \
2183   shade_blocks_textured_modulated_##shading##_primitive_load(dithering,        \
2184    target);                                                                    \
2185                                                                                \
2186   while(num_blocks)                                                            \
2187   {                                                                            \
2188     draw_mask_bits = block->draw_mask_bits;                                    \
2189     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2190     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2191                                                                                \
2192     shade_blocks_textured_modulated_##shading##_block_load();                  \
2193                                                                                \
2194     texels = block->texels;                                                    \
2195                                                                                \
2196     mov_narrow_8x16b(texels_r, texels);                                        \
2197     shr_narrow_8x16b(texels_g, texels, 5);                                     \
2198     shr_narrow_8x16b(texels_b, texels, 7);                                     \
2199                                                                                \
2200     and_8x8b(texels_r, texels_r, d64_0x1F);                                    \
2201     and_8x8b(texels_g, texels_g, d64_0x1F);                                    \
2202     shr_8x8b(texels_b, texels_b, 3);                                           \
2203                                                                                \
2204     shade_blocks_textured_modulate_##dithering(r);                             \
2205     shade_blocks_textured_modulate_##dithering(g);                             \
2206     shade_blocks_textured_modulate_##dithering(b);                             \
2207                                                                                \
2208     cmpeqz_8x16b(zero_mask, texels);                                           \
2209     and_8x16b(pixels, texels, d128_0x8000);                                    \
2210                                                                                \
2211     shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4);                       \
2212     shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4);                       \
2213     shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4);                       \
2214                                                                                \
2215     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2216                                                                                \
2217     shr_8x8b(pixels_r_low, pixels_r_low, 3);                                   \
2218     bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07);                            \
2219     bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07);                            \
2220                                                                                \
2221     mla_long_8x8b(pixels, pixels_r_low, d64_1);                                \
2222     mla_long_8x8b(pixels, pixels_g_low, d64_4);                                \
2223     mla_long_8x8b(pixels, pixels_b_low, d64_128);                              \
2224                                                                                \
2225     shade_blocks_store_##target(zero_mask, pixels);                            \
2226                                                                                \
2227     num_blocks--;                                                              \
2228     block++;                                                                   \
2229   }                                                                            \
2230 }                                                                              \
2231
2232 #ifndef NEON_BUILD
2233
2234 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2235 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2236 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2237 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2238
2239 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2240 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2241 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2242 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2243
2244 #endif
2245
2246
2247 #define shade_blocks_textured_unmodulated_builder(target)                      \
2248 void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu)       \
2249 {                                                                              \
2250   block_struct *block = psx_gpu->blocks;                                       \
2251   u32 num_blocks = psx_gpu->num_blocks;                                        \
2252   vec_8x16u draw_mask;                                                         \
2253   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2254   u32 draw_mask_bits;                                                          \
2255                                                                                \
2256   vec_8x16u pixels;                                                            \
2257   shade_blocks_load_msb_mask_##target();                                       \
2258                                                                                \
2259   while(num_blocks)                                                            \
2260   {                                                                            \
2261     vec_8x16u zero_mask;                                                       \
2262                                                                                \
2263     draw_mask_bits = block->draw_mask_bits;                                    \
2264     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2265     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2266                                                                                \
2267     pixels = block->texels;                                                    \
2268                                                                                \
2269     cmpeqz_8x16b(zero_mask, pixels);                                           \
2270     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2271                                                                                \
2272     shade_blocks_store_##target(zero_mask, pixels);                            \
2273                                                                                \
2274     num_blocks--;                                                              \
2275     block++;                                                                   \
2276   }                                                                            \
2277 }                                                                              \
2278
2279 #define shade_blocks_textured_unmodulated_dithered_builder(target)             \
2280 void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct        \
2281  *psx_gpu)                                                                     \
2282 {                                                                              \
2283   block_struct *block = psx_gpu->blocks;                                       \
2284   u32 num_blocks = psx_gpu->num_blocks;                                        \
2285   vec_8x16u draw_mask;                                                         \
2286   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2287   u32 draw_mask_bits;                                                          \
2288                                                                                \
2289   vec_8x16u pixels;                                                            \
2290   shade_blocks_load_msb_mask_##target();                                       \
2291                                                                                \
2292   while(num_blocks)                                                            \
2293   {                                                                            \
2294     vec_8x16u zero_mask;                                                       \
2295                                                                                \
2296     draw_mask_bits = block->draw_mask_bits;                                    \
2297     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2298     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2299                                                                                \
2300     pixels = block->texels;                                                    \
2301                                                                                \
2302     cmpeqz_8x16b(zero_mask, pixels);                                           \
2303     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2304                                                                                \
2305     shade_blocks_store_##target(zero_mask, pixels);                            \
2306                                                                                \
2307     num_blocks--;                                                              \
2308     block++;                                                                   \
2309   }                                                                            \
2310 }                                                                              \
2311
2312 #ifndef NEON_BUILD
2313
2314 shade_blocks_textured_unmodulated_builder(indirect)
2315 shade_blocks_textured_unmodulated_builder(direct)
2316
2317 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2318 {
2319 }
2320
2321 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2322 {
2323   block_struct *block = psx_gpu->blocks;
2324   u32 num_blocks = psx_gpu->num_blocks;
2325
2326   vec_8x16u pixels = block->pixels;
2327   shade_blocks_load_msb_mask_direct();
2328
2329   while(num_blocks)
2330   {
2331     shade_blocks_store_direct(block->draw_mask, pixels);
2332
2333     num_blocks--;
2334     block++;
2335   }
2336 }
2337
2338 #endif
2339
2340 void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2341 {
2342 }
2343
2344
2345 #define blend_blocks_mask_evaluate_on()                                        \
2346   vec_8x16u mask_pixels;                                                       \
2347   cmpltz_8x16b(mask_pixels, framebuffer_pixels);                               \
2348   or_8x16b(draw_mask, draw_mask, mask_pixels)                                  \
2349
2350 #define blend_blocks_mask_evaluate_off()                                       \
2351
2352 #define blend_blocks_average()                                                 \
2353 {                                                                              \
2354   vec_8x16u pixels_no_msb;                                                     \
2355   vec_8x16u fb_pixels_no_msb;                                                  \
2356                                                                                \
2357   vec_8x16u d128_0x0421;                                                       \
2358   vec_8x16u d128_0x8000;                                                       \
2359                                                                                \
2360   dup_8x16b(d128_0x0421, 0x0421);                                              \
2361   dup_8x16b(d128_0x8000, 0x8000);                                              \
2362                                                                                \
2363   eor_8x16b(blend_pixels, pixels, framebuffer_pixels);                         \
2364   bic_8x16b(pixels_no_msb, pixels, d128_0x8000);                               \
2365   and_8x16b(blend_pixels, blend_pixels, d128_0x0421);                          \
2366   sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels);                        \
2367   bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000);                \
2368   average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels);                 \
2369 }                                                                              \
2370
2371 #define blend_blocks_add()                                                     \
2372 {                                                                              \
2373   vec_8x16u pixels_rb, pixels_g;                                               \
2374   vec_8x16u fb_rb, fb_g;                                                       \
2375                                                                                \
2376   vec_8x16u d128_0x7C1F;                                                       \
2377   vec_8x16u d128_0x03E0;                                                       \
2378                                                                                \
2379   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2380   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2381                                                                                \
2382   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2383   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2384                                                                                \
2385   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2386   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2387                                                                                \
2388   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2389   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2390                                                                                \
2391   min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb),      \
2392    vector_cast(vec_16x8u, d128_0x7C1F));                                       \
2393   min_8x16b(fb_g, fb_g, d128_0x03E0);                                          \
2394                                                                                \
2395   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2396 }                                                                              \
2397
2398 #define blend_blocks_subtract()                                                \
2399 {                                                                              \
2400   vec_8x16u pixels_rb, pixels_g;                                               \
2401   vec_8x16u fb_rb, fb_g;                                                       \
2402                                                                                \
2403   vec_8x16u d128_0x7C1F;                                                       \
2404   vec_8x16u d128_0x03E0;                                                       \
2405                                                                                \
2406   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2407   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2408                                                                                \
2409   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2410   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2411                                                                                \
2412   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2413   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2414                                                                                \
2415   subs_16x8b(vector_cast(vec_16x8u, fb_rb),                                    \
2416    vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb));          \
2417   subs_8x16b(fb_g, fb_g, pixels_g);                                            \
2418                                                                                \
2419   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2420 }                                                                              \
2421
2422 #define blend_blocks_add_fourth()                                              \
2423 {                                                                              \
2424   vec_8x16u pixels_rb, pixels_g;                                               \
2425   vec_8x16u pixels_fourth;                                                     \
2426   vec_8x16u fb_rb, fb_g;                                                       \
2427                                                                                \
2428   vec_8x16u d128_0x7C1F;                                                       \
2429   vec_8x16u d128_0x1C07;                                                       \
2430   vec_8x16u d128_0x03E0;                                                       \
2431   vec_8x16u d128_0x00E0;                                                       \
2432                                                                                \
2433   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2434   dup_8x16b(d128_0x1C07, 0x1C07);                                              \
2435   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2436   dup_8x16b(d128_0x00E0, 0x00E0);                                              \
2437                                                                                \
2438   shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2);                 \
2439                                                                                \
2440   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2441   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2442                                                                                \
2443   and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07);                            \
2444   and_8x16b(pixels_g, pixels_fourth, d128_0x00E0);                             \
2445                                                                                \
2446   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2447   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2448                                                                                \
2449   min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb),      \
2450    vector_cast(vec_16x8u, d128_0x7C1F));                                       \
2451   min_8x16b(fb_g, fb_g, d128_0x03E0);                                          \
2452                                                                                \
2453   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2454 }                                                                              \
2455
2456 #define blend_blocks_blended_combine_textured()                                \
2457 {                                                                              \
2458   vec_8x16u blend_mask;                                                        \
2459   cmpltz_8x16b(blend_mask, pixels);                                            \
2460                                                                                \
2461   or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000);                      \
2462   bif_8x16b(blend_pixels, pixels, blend_mask);                                 \
2463 }                                                                              \
2464
2465 #define blend_blocks_blended_combine_untextured()                              \
2466
2467
2468 #define blend_blocks_body_blend(blend_mode, texturing)                         \
2469 {                                                                              \
2470   blend_blocks_##blend_mode();                                                 \
2471   blend_blocks_blended_combine_##texturing();                                  \
2472 }                                                                              \
2473
2474 #define blend_blocks_body_average(texturing)                                   \
2475   blend_blocks_body_blend(average, texturing)                                  \
2476
2477 #define blend_blocks_body_add(texturing)                                       \
2478   blend_blocks_body_blend(add, texturing)                                      \
2479
2480 #define blend_blocks_body_subtract(texturing)                                  \
2481   blend_blocks_body_blend(subtract, texturing)                                 \
2482
2483 #define blend_blocks_body_add_fourth(texturing)                                \
2484   blend_blocks_body_blend(add_fourth, texturing)                               \
2485
2486 #define blend_blocks_body_unblended(texturing)                                 \
2487   blend_pixels = pixels                                                        \
2488
2489
2490 #define blend_blocks_builder(texturing, blend_mode, mask_evaluate)             \
2491 void                                                                           \
2492  blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct      \
2493  *psx_gpu)                                                                     \
2494 {                                                                              \
2495   block_struct *block = psx_gpu->blocks;                                       \
2496   u32 num_blocks = psx_gpu->num_blocks;                                        \
2497   vec_8x16u draw_mask;                                                         \
2498   vec_8x16u pixels;                                                            \
2499   vec_8x16u blend_pixels;                                                      \
2500   vec_8x16u framebuffer_pixels;                                                \
2501   vec_8x16u msb_mask;                                                          \
2502                                                                                \
2503   u16 *fb_ptr;                                                                 \
2504                                                                                \
2505   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2506                                                                                \
2507   while(num_blocks)                                                            \
2508   {                                                                            \
2509     pixels = block->pixels;                                                    \
2510     draw_mask = block->draw_mask;                                              \
2511     fb_ptr = block->fb_ptr;                                                    \
2512                                                                                \
2513     load_8x16b(framebuffer_pixels, fb_ptr);                                    \
2514                                                                                \
2515     blend_blocks_mask_evaluate_##mask_evaluate();                              \
2516     blend_blocks_body_##blend_mode(texturing);                                 \
2517                                                                                \
2518     or_8x16b(blend_pixels, blend_pixels, msb_mask);                            \
2519     bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask);                    \
2520     store_8x16b(framebuffer_pixels, fb_ptr);                                   \
2521                                                                                \
2522     blend_blocks++;                                                            \
2523     num_blocks--;                                                              \
2524     block++;                                                                   \
2525   }                                                                            \
2526 }                                                                              \
2527
2528 #ifndef NEON_BUILD
2529
2530 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2531 {
2532 }
2533
2534 blend_blocks_builder(textured, average, off);
2535 blend_blocks_builder(textured, average, on);
2536 blend_blocks_builder(textured, add, off);
2537 blend_blocks_builder(textured, add, on);
2538 blend_blocks_builder(textured, subtract, off);
2539 blend_blocks_builder(textured, subtract, on);
2540 blend_blocks_builder(textured, add_fourth, off);
2541 blend_blocks_builder(textured, add_fourth, on);
2542
2543 blend_blocks_builder(untextured, average, off);
2544 blend_blocks_builder(untextured, average, on);
2545 blend_blocks_builder(untextured, add, off);
2546 blend_blocks_builder(untextured, add, on);
2547 blend_blocks_builder(untextured, subtract, off);
2548 blend_blocks_builder(untextured, subtract, on);
2549 blend_blocks_builder(untextured, add_fourth, off);
2550 blend_blocks_builder(untextured, add_fourth, on);
2551
2552 blend_blocks_builder(textured, unblended, on);
2553
2554 #endif
2555
2556                                                                                
2557 #define vertex_swap(_a, _b)                                                    \
2558 {                                                                              \
2559   vertex_struct *temp_vertex = _a;                                             \
2560   _a = _b;                                                                     \
2561   _b = temp_vertex;                                                            \
2562   triangle_winding ^= 1;                                                       \
2563 }                                                                              \
2564
2565
2566 // Setup blocks parametric-variables:
2567 // SHADE  TEXTURE_MAP SWIZZLING
2568 // 0      0           x          
2569 // 0      1           0
2570 // 0      1           1
2571 // 1      0           x
2572 // 1      1           0
2573 // 1      1           1
2574 // 8 inputs, 6 combinations
2575
2576 #define setup_blocks_switch_untextured_unshaded(dithering, target)             \
2577   setup_blocks_unshaded_untextured_undithered_unswizzled_##target              \
2578
2579 #define setup_blocks_switch_untextured_shaded(dithering, target)               \
2580   setup_blocks_shaded_untextured_##dithering##_unswizzled_##target             \
2581
2582 #define setup_blocks_switch_untextured(shading, texture_mode, dithering,       \
2583  target)                                                                       \
2584   setup_blocks_switch_untextured_##shading(dithering, target)                  \
2585
2586 #define setup_blocks_switch_texture_mode_4bpp(shading)                         \
2587   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2588
2589 #define setup_blocks_switch_texture_mode_8bpp(shading)                         \
2590   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2591
2592 #define setup_blocks_switch_texture_mode_16bpp(shading)                        \
2593   setup_blocks_##shading##_textured_dithered_unswizzled_indirect               \
2594
2595 #define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2596   setup_blocks_switch_texture_mode_##texture_mode(shading)                     \
2597
2598 #define setup_blocks_switch_blended(shading, texturing, texture_mode,          \
2599  dithering, mask_evaluate)                                                     \
2600   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2601
2602 #define setup_blocks_switch_unblended_on(shading, texturing, texture_mode,     \
2603  dithering)                                                                    \
2604   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2605
2606 #define setup_blocks_switch_unblended_off(shading, texturing, texture_mode,    \
2607  dithering)                                                                    \
2608   setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct)    \
2609
2610 #define setup_blocks_switch_unblended(shading, texturing, texture_mode,        \
2611  dithering, mask_evaluate)                                                     \
2612   setup_blocks_switch_unblended_##mask_evaluate(shading, texturing,            \
2613    texture_mode, dithering)                                                    \
2614
2615 #define setup_blocks_switch(shading, texturing, texture_mode, dithering,       \
2616  blending, mask_evaluate)                                                      \
2617   setup_blocks_switch_##blending(shading, texturing, texture_mode,             \
2618    dithering, mask_evaluate)                                                   \
2619
2620
2621 // Texture blocks:
2622
2623 #define texture_blocks_switch_untextured(texture_mode)                         \
2624   texture_blocks_untextured                                                    \
2625
2626 #define texture_blocks_switch_textured(texture_mode)                           \
2627   texture_blocks_##texture_mode                                                \
2628
2629 #define texture_blocks_switch(texturing, texture_mode)                         \
2630   texture_blocks_switch_##texturing(texture_mode)                              \
2631
2632
2633 // Shade blocks parametric-variables:
2634 // SHADE  TEXTURE_MAP  MODULATE_TEXELS  dither_mode
2635 // 0      0            x                x
2636 // 0      1            0                0
2637 // 0      1            0                1
2638 // x      1            1                x
2639 // 1      0            x                0
2640 // 1      0            x                1
2641 // 1      1            0                0
2642 // 1      1            0                1
2643 // 16 inputs, 8 combinations
2644
2645 #define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2646   shade_blocks_unshaded_untextured_##target                                    \
2647
2648 #define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target)   \
2649   shade_blocks_textured_unmodulated_##target                                   \
2650
2651 #define shade_blocks_switch_unshaded_textured_modulated(dithering, target)     \
2652   shade_blocks_unshaded_textured_modulated_##dithering##_##target              \
2653
2654 #define shade_blocks_switch_unshaded_textured(modulation, dithering, target)   \
2655   shade_blocks_switch_unshaded_textured_##modulation(dithering, target)        \
2656
2657 #define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2658   shade_blocks_switch_unshaded_##texturing(modulation, dithering, target)      \
2659
2660 #define shade_blocks_switch_shaded_untextured(modulation, dithering, target)   \
2661   shade_blocks_shaded_untextured                                               \
2662
2663 #define shade_blocks_switch_shaded_textured_unmodulated(dithering, target)     \
2664   shade_blocks_textured_unmodulated_##target                                   \
2665
2666 #define shade_blocks_switch_shaded_textured_modulated(dithering, target)       \
2667   shade_blocks_shaded_textured_modulated_##dithering##_##target                \
2668
2669 #define shade_blocks_switch_shaded_textured(modulation, dithering, target)     \
2670   shade_blocks_switch_shaded_textured_##modulation(dithering, target)          \
2671
2672 #define shade_blocks_switch_shaded(texturing, modulation, dithering, target)   \
2673   shade_blocks_switch_shaded_##texturing(modulation, dithering, target)        \
2674
2675 #define shade_blocks_switch_mask_off(shading, texturing, modulation,           \
2676  dithering)                                                                    \
2677   shade_blocks_switch_##shading(texturing, modulation, dithering, direct)      \
2678
2679 #define shade_blocks_switch_mask_on(shading, texturing, modulation,            \
2680  dithering)                                                                    \
2681   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2682
2683 #define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2684  mask_evaluate)                                                                \
2685   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2686
2687 #define shade_blocks_switch_unblended(shading, texturing, modulation,          \
2688  dithering, mask_evaluate)                                                     \
2689   shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation,     \
2690    dithering)                                                                  \
2691
2692 #define shade_blocks_switch(shading, texturing, modulation, dithering,         \
2693  blending, mask_evaluate)                                                      \
2694   shade_blocks_switch_##blending(shading, texturing, modulation, dithering,    \
2695    mask_evaluate)                                                              \
2696
2697
2698 // Blend blocks parametric-variables:
2699 // TEXTURE_MAP BLEND  BM_A BM_B mask_evaluate
2700 // x           0      x    x    0
2701 // x           0      x    x    1
2702 // 0           1      0    0    0
2703 // 0           1      0    0    1
2704 // 0           1      0    1    0
2705 // 0           1      0    1    1
2706 // 0           1      1    0    0
2707 // 0           1      1    0    1
2708 // 0           1      1    1    0
2709 // 0           1      1    1    1
2710 // 1           1      0    0    0
2711 // 1           1      0    0    1
2712 // 1           1      0    1    0
2713 // 1           1      0    1    1
2714 // 1           1      1    0    0
2715 // 1           1      1    0    1
2716 // 1           1      1    1    0
2717 // 1           1      1    1    1
2718 // 32 inputs, 18 combinations
2719
2720 #define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate)    \
2721   blend_blocks_textured_unblended_##mask_evaluate                              \
2722
2723 #define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate)      \
2724   blend_blocks_##texturing##_##blend_mode##_##mask_evaluate                    \
2725
2726 #define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)    \
2727   blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate)         \
2728
2729
2730 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2731  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2732 {                                                                              \
2733   setup_blocks_switch(shading, texturing, texture_mode, dithering, blending,   \
2734    mask_evaluate),                                                             \
2735   texture_blocks_switch(texturing, texture_mode),                              \
2736   shade_blocks_switch(shading, texturing, modulation, dithering, blending,     \
2737    mask_evaluate),                                                             \
2738   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
2739 }                                                                              \
2740
2741 #define render_blocks_switch_block_blending(texture_mode, blend_mode,          \
2742  mask_evaluate, shading, dithering, texturing, blending)                       \
2743   render_blocks_switch_block_modulation(texture_mode, blend_mode,              \
2744    mask_evaluate, shading, dithering, texturing, blending, modulated),         \
2745   render_blocks_switch_block_modulation(texture_mode, blend_mode,              \
2746    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \
2747
2748 #define render_blocks_switch_block_texturing(texture_mode, blend_mode,         \
2749  mask_evaluate, shading, dithering, texturing)                                 \
2750   render_blocks_switch_block_blending(texture_mode, blend_mode,                \
2751    mask_evaluate, shading, dithering, texturing, unblended),                   \
2752   render_blocks_switch_block_blending(texture_mode, blend_mode,                \
2753    mask_evaluate, shading, dithering, texturing, blended)                      \
2754
2755 #define render_blocks_switch_block_dithering(texture_mode, blend_mode,         \
2756  mask_evaluate, shading, dithering)                                            \
2757   render_blocks_switch_block_texturing(texture_mode, blend_mode,               \
2758    mask_evaluate, shading, dithering, untextured),                             \
2759   render_blocks_switch_block_texturing(texture_mode, blend_mode,               \
2760    mask_evaluate, shading, dithering, textured)                                \
2761
2762 #define render_blocks_switch_block_shading(texture_mode, blend_mode,           \
2763  mask_evaluate, shading)                                                       \
2764   render_blocks_switch_block_dithering(texture_mode, blend_mode,               \
2765    mask_evaluate, shading, undithered),                                        \
2766   render_blocks_switch_block_dithering(texture_mode, blend_mode,               \
2767    mask_evaluate, shading, dithered)                                           \
2768
2769 #define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,     \
2770  mask_evaluate)                                                                \
2771   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2772    unshaded),                                                                  \
2773   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2774    shaded)                                                                     \
2775
2776 #define render_blocks_switch_block_blend_mode(texture_mode, blend_mode)        \
2777   render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off),     \
2778   render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on)       \
2779
2780 #define render_blocks_switch_block_texture_mode(texture_mode)                  \
2781   render_blocks_switch_block_blend_mode(texture_mode, average),                \
2782   render_blocks_switch_block_blend_mode(texture_mode, add),                    \
2783   render_blocks_switch_block_blend_mode(texture_mode, subtract),               \
2784   render_blocks_switch_block_blend_mode(texture_mode, add_fourth)              \
2785
2786 #define render_blocks_switch_block()                                           \
2787   render_blocks_switch_block_texture_mode(4bpp),                               \
2788   render_blocks_switch_block_texture_mode(8bpp),                               \
2789   render_blocks_switch_block_texture_mode(16bpp),                              \
2790   render_blocks_switch_block_texture_mode(16bpp)                               \
2791
2792
2793 render_block_handler_struct render_triangle_block_handlers[] =
2794 {
2795   render_blocks_switch_block()
2796 };
2797
2798 #undef render_blocks_switch_block_modulation
2799
2800 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2801  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2802   "render flags:\n"                                                            \
2803   "texture mode:     " #texture_mode "\n"                                      \
2804   "blend mode:       " #blend_mode "\n"                                        \
2805   "mask evaluation:  " #mask_evaluate "\n"                                     \
2806   #shading "\n"                                                                \
2807   #dithering "\n"                                                              \
2808   #texturing "\n"                                                              \
2809   #blending "\n"                                                               \
2810   #modulation "\n"                                                             \
2811
2812 char *render_block_flag_strings[] =
2813 {                                                                               
2814   render_blocks_switch_block()
2815 };
2816
2817
2818 #define triangle_y_direction_up   1
2819 #define triangle_y_direction_flat 2
2820 #define triangle_y_direction_down 0
2821
2822 #define triangle_winding_positive 0
2823 #define triangle_winding_negative 1
2824
2825 #define triangle_set_direction(direction_variable, value)                      \
2826   u32 direction_variable = (u32)(value) >> 31;                                 \
2827   if(value == 0)                                                               \
2828     direction_variable = 2                                                     \
2829
2830 #define triangle_case(direction_a, direction_b, direction_c, winding)          \
2831   case (triangle_y_direction_##direction_a |                                   \
2832    (triangle_y_direction_##direction_b << 2) |                                 \
2833    (triangle_y_direction_##direction_c << 4) |                                 \
2834    (triangle_winding_##winding << 6))                                          \
2835
2836 static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2837  vertex_struct *vertexes_out[3])
2838 {
2839   s32 y_top, y_bottom;
2840   s32 triangle_area;
2841   u32 triangle_winding = 0;
2842
2843   vertex_struct *a = &(vertexes[0]);
2844   vertex_struct *b = &(vertexes[1]);
2845   vertex_struct *c = &(vertexes[2]);
2846
2847   triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2848
2849 #ifdef PROFILE
2850   triangles++;
2851 #endif
2852
2853   if(triangle_area == 0)
2854   {
2855 #ifdef PROFILE
2856     trivial_rejects++;
2857 #endif
2858     return 0;
2859   }
2860
2861   if(b->y < a->y)
2862     vertex_swap(a, b);
2863
2864   if(c->y < b->y)
2865   {
2866     vertex_swap(b, c);
2867
2868     if(b->y < a->y)
2869       vertex_swap(a, b);
2870   }
2871
2872   y_bottom = c->y;
2873   y_top = a->y;
2874
2875   if((y_bottom - y_top) >= 512)
2876   {
2877 #ifdef PROFILE
2878     trivial_rejects++;
2879 #endif
2880     return 0;
2881   }
2882
2883   if(triangle_area < 0)
2884   {
2885     triangle_area = -triangle_area;
2886     triangle_winding ^= 1;
2887     vertex_swap(a, c);
2888   }
2889
2890   if(b->x < a->x)
2891     vertex_swap(a, b);
2892
2893   if(c->x < b->x) 
2894   {
2895     vertex_swap(b, c);
2896
2897     if(b->x < a->x)
2898       vertex_swap(a, b);
2899   }
2900
2901   if((c->x - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024)
2902   {
2903 #ifdef PROFILE
2904     trivial_rejects++;
2905 #endif
2906     return 0;
2907   }
2908
2909   if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2910    y_bottom) == 0)
2911   {
2912 #ifdef PROFILE
2913     trivial_rejects++;
2914 #endif
2915     return 0;
2916   }
2917
2918   psx_gpu->triangle_area = triangle_area;
2919   psx_gpu->triangle_winding = triangle_winding;
2920
2921   vertexes_out[0] = a;
2922   vertexes_out[1] = b;
2923   vertexes_out[2] = c;
2924
2925   return 1;
2926 }
2927
2928 static void render_triangle_p(psx_gpu_struct *psx_gpu,
2929  vertex_struct *vertex_ptrs[3], u32 flags)
2930 {
2931   psx_gpu->num_spans = 0;
2932
2933   vertex_struct *a = vertex_ptrs[0];
2934   vertex_struct *b = vertex_ptrs[1];
2935   vertex_struct *c = vertex_ptrs[2];
2936
2937   s32 y_delta_a = b->y - a->y;
2938   s32 y_delta_b = c->y - b->y;
2939   s32 y_delta_c = c->y - a->y;
2940
2941   triangle_set_direction(y_direction_a, y_delta_a);
2942   triangle_set_direction(y_direction_b, y_delta_b);
2943   triangle_set_direction(y_direction_c, y_delta_c);
2944
2945   compute_all_gradients(psx_gpu, a, b, c);
2946
2947   switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
2948    (psx_gpu->triangle_winding << 6))
2949   {
2950     triangle_case(up, up, up, negative):
2951     triangle_case(up, up, flat, negative):
2952     triangle_case(up, up, down, negative):
2953       setup_spans_up_right(psx_gpu, a, b, c);
2954       break;
2955
2956     triangle_case(flat, up, up, negative):
2957     triangle_case(flat, up, flat, negative):
2958     triangle_case(flat, up, down, negative):
2959       setup_spans_up_a(psx_gpu, a, b, c);
2960       break;
2961
2962     triangle_case(down, up, up, negative):
2963       setup_spans_up_down(psx_gpu, a, c, b);
2964       break;
2965
2966     triangle_case(down, up, flat, negative):
2967       setup_spans_down_a(psx_gpu, a, c, b);
2968       break;
2969
2970     triangle_case(down, up, down, negative):
2971       setup_spans_down_right(psx_gpu, a, c, b);
2972       break;
2973
2974     triangle_case(down, flat, up, negative):
2975     triangle_case(down, flat, flat, negative):
2976     triangle_case(down, flat, down, negative):
2977       setup_spans_down_b(psx_gpu, a, b, c);
2978       break;
2979
2980     triangle_case(down, down, up, negative):
2981     triangle_case(down, down, flat, negative):
2982     triangle_case(down, down, down, negative):
2983       setup_spans_down_left(psx_gpu, a, b, c);
2984       break;
2985
2986     triangle_case(up, up, up, positive):
2987     triangle_case(up, up, flat, positive):
2988     triangle_case(up, up, down, positive):
2989       setup_spans_up_left(psx_gpu, a, b, c);
2990       break;
2991
2992     triangle_case(up, flat, up, positive):
2993     triangle_case(up, flat, flat, positive):
2994     triangle_case(up, flat, down, positive):
2995       setup_spans_up_b(psx_gpu, a, b, c);
2996       break;
2997
2998     triangle_case(up, down, up, positive):
2999       setup_spans_up_right(psx_gpu, a, c, b);
3000       break;
3001
3002     triangle_case(up, down, flat, positive):
3003       setup_spans_up_a(psx_gpu, a, c, b);
3004       break;
3005
3006     triangle_case(up, down, down, positive):
3007       setup_spans_up_down(psx_gpu, a, b, c);
3008       break;
3009
3010     triangle_case(flat, down, up, positive):
3011     triangle_case(flat, down, flat, positive):
3012     triangle_case(flat, down, down, positive):
3013       setup_spans_down_a(psx_gpu, a, b, c);
3014       break;
3015
3016     triangle_case(down, down, up, positive):
3017     triangle_case(down, down, flat, positive):
3018     triangle_case(down, down, down, positive):
3019       setup_spans_down_right(psx_gpu, a, b, c);
3020       break;
3021   }
3022
3023 #ifdef PROFILE
3024   spans += psx_gpu->num_spans;
3025 #endif
3026
3027   if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
3028   {
3029     u32 i;
3030
3031     if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
3032     {
3033       for(i = 0; i < psx_gpu->num_spans; i++)
3034       {
3035         if((psx_gpu->span_edge_data[i].y & 1) == 0)
3036           psx_gpu->span_edge_data[i].num_blocks = 0;
3037       }
3038     }
3039     else
3040     {
3041       for(i = 0; i < psx_gpu->num_spans; i++)
3042       {
3043         if(psx_gpu->span_edge_data[i].y & 1)
3044           psx_gpu->span_edge_data[i].num_blocks = 0;
3045       }
3046     }
3047   }
3048
3049   u32 render_state = flags &
3050    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND | 
3051    RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3052   render_state |= psx_gpu->render_state_base;
3053   
3054   if((psx_gpu->render_state != render_state) ||
3055    (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3056   {
3057     psx_gpu->render_state = render_state;
3058     flush_render_block_buffer(psx_gpu);
3059 #ifdef PROFILE
3060     state_changes++;
3061 #endif
3062   }
3063
3064   psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3065
3066   psx_gpu->render_block_handler =
3067    &(render_triangle_block_handlers[render_state]);
3068   ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3069    (psx_gpu);
3070 }
3071
3072 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3073  u32 flags)
3074 {
3075   vertex_struct *vertex_ptrs[3];
3076   if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs))
3077     render_triangle_p(psx_gpu, vertex_ptrs, flags);
3078 }
3079
3080 #if !defined(NEON_BUILD) || defined(SIMD_BUILD)
3081
3082 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3083 {
3084   block_struct *block = psx_gpu->blocks;
3085   u32 num_blocks = psx_gpu->num_blocks;
3086
3087   vec_8x16u texels;
3088   vec_8x8u texel_indexes;
3089
3090   u16 *clut_ptr = psx_gpu->clut_ptr;
3091   u32 i;
3092
3093   while(num_blocks)
3094   {
3095     texel_indexes = block->r;
3096
3097     for(i = 0; i < 8; i++)
3098     {
3099       texels.e[i] = clut_ptr[texel_indexes.e[i]];
3100     }
3101
3102     block->texels = texels;
3103
3104     num_blocks--;
3105     block++;
3106   }
3107 }
3108
3109 #endif
3110
3111
3112 #define setup_sprite_tiled_initialize_4bpp_clut()                              \
3113   u16 *clut_ptr = psx_gpu->clut_ptr;                                           \
3114   vec_8x16u clut_a, clut_b;                                                    \
3115   vec_16x8u clut_low, clut_high;                                               \
3116                                                                                \
3117   load_8x16b(clut_a, clut_ptr);                                                \
3118   load_8x16b(clut_b, clut_ptr + 8);                                            \
3119   unzip_16x8b(clut_low, clut_high, clut_a, clut_b)                             \
3120
3121 #define setup_sprite_tiled_initialize_4bpp()                                   \
3122   setup_sprite_tiled_initialize_4bpp_clut();                                   \
3123                                                                                \
3124   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)        \
3125     update_texture_4bpp_cache(psx_gpu)                                         \
3126
3127 #define setup_sprite_tiled_initialize_8bpp()                                   \
3128   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)        \
3129     update_texture_8bpp_cache(psx_gpu)                                         \
3130
3131
3132 #define setup_sprite_tile_fetch_texel_block_8bpp(offset)                       \
3133   texture_block_ptr = (u8 *)psx_gpu->texture_page_ptr +                        \
3134    ((texture_offset + offset) & texture_mask);                                 \
3135                                                                                \
3136   load_64b(texels, texture_block_ptr)                                          \
3137
3138
3139 #define setup_sprite_tile_add_blocks(tile_num_blocks)                          \
3140   num_blocks += tile_num_blocks;                                               \
3141   sprite_blocks += tile_num_blocks;                                            \
3142                                                                                \
3143   if(num_blocks > MAX_BLOCKS)                                                  \
3144   {                                                                            \
3145     flush_render_block_buffer(psx_gpu);                                        \
3146     num_blocks = tile_num_blocks;                                              \
3147     block = psx_gpu->blocks;                                                   \
3148   }                                                                            \
3149
3150 #define setup_sprite_tile_full_4bpp(edge)                                      \
3151 {                                                                              \
3152   vec_8x8u texels_low, texels_high;                                            \
3153   vec_8x16u pixels;                                                            \
3154   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3155                                                                                \
3156   while(sub_tile_height)                                                       \
3157   {                                                                            \
3158     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3159     tbl_16(texels_low, texels, clut_low);                                      \
3160     tbl_16(texels_high, texels, clut_high);                                    \
3161     zip_8x16b(pixels, texels_low, texels_high);                                \
3162                                                                                \
3163     block->texels = pixels;                                                    \
3164     block->draw_mask_bits = left_mask_bits;                                    \
3165     block->fb_ptr = fb_ptr;                                                    \
3166     block++;                                                                   \
3167                                                                                \
3168     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3169     tbl_16(texels_low, texels, clut_low);                                      \
3170     tbl_16(texels_high, texels, clut_high);                                    \
3171     zip_8x16b(pixels, texels_low, texels_high);                                \
3172                                                                                \
3173     block->texels = pixels;                                                    \
3174     block->draw_mask_bits = right_mask_bits;                                   \
3175     block->fb_ptr = fb_ptr + 8;                                                \
3176     block++;                                                                   \
3177                                                                                \
3178     fb_ptr += 1024;                                                            \
3179     texture_offset += 0x10;                                                    \
3180     sub_tile_height--;                                                         \
3181   }                                                                            \
3182   texture_offset += 0xF00;                                                     \
3183   psx_gpu->num_blocks = num_blocks;                                            \
3184 }                                                                              \
3185
3186 #define setup_sprite_tile_half_4bpp(edge)                                      \
3187 {                                                                              \
3188   vec_8x8u texels_low, texels_high;                                            \
3189   vec_8x16u pixels;                                                            \
3190   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3191                                                                                \
3192   while(sub_tile_height)                                                       \
3193   {                                                                            \
3194     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3195     tbl_16(texels_low, texels, clut_low);                                      \
3196     tbl_16(texels_high, texels, clut_high);                                    \
3197     zip_8x16b(pixels, texels_low, texels_high);                                \
3198                                                                                \
3199     block->texels = pixels;                                                    \
3200     block->draw_mask_bits = edge##_mask_bits;                                  \
3201     block->fb_ptr = fb_ptr;                                                    \
3202     block++;                                                                   \
3203                                                                                \
3204     fb_ptr += 1024;                                                            \
3205     texture_offset += 0x10;                                                    \
3206     sub_tile_height--;                                                         \
3207   }                                                                            \
3208   texture_offset += 0xF00;                                                     \
3209   psx_gpu->num_blocks = num_blocks;                                            \
3210 }                                                                              \
3211
3212   
3213 #define setup_sprite_tile_full_8bpp(edge)                                      \
3214 {                                                                              \
3215   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3216                                                                                \
3217   while(sub_tile_height)                                                       \
3218   {                                                                            \
3219     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3220     block->r = texels;                                                         \
3221     block->draw_mask_bits = left_mask_bits;                                    \
3222     block->fb_ptr = fb_ptr;                                                    \
3223     block++;                                                                   \
3224                                                                                \
3225     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3226     block->r = texels;                                                         \
3227     block->draw_mask_bits = right_mask_bits;                                   \
3228     block->fb_ptr = fb_ptr + 8;                                                \
3229     block++;                                                                   \
3230                                                                                \
3231     fb_ptr += 1024;                                                            \
3232     texture_offset += 0x10;                                                    \
3233     sub_tile_height--;                                                         \
3234   }                                                                            \
3235   texture_offset += 0xF00;                                                     \
3236   psx_gpu->num_blocks = num_blocks;                                            \
3237 }                                                                              \
3238
3239 #define setup_sprite_tile_half_8bpp(edge)                                      \
3240 {                                                                              \
3241   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3242                                                                                \
3243   while(sub_tile_height)                                                       \
3244   {                                                                            \
3245     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3246     block->r = texels;                                                         \
3247     block->draw_mask_bits = edge##_mask_bits;                                  \
3248     block->fb_ptr = fb_ptr;                                                    \
3249     block++;                                                                   \
3250                                                                                \
3251     fb_ptr += 1024;                                                            \
3252     texture_offset += 0x10;                                                    \
3253     sub_tile_height--;                                                         \
3254   }                                                                            \
3255   texture_offset += 0xF00;                                                     \
3256   psx_gpu->num_blocks = num_blocks;                                            \
3257 }                                                                              \
3258
3259   
3260 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
3261   texture_offset = texture_offset_base + 8;                                    \
3262   fb_ptr += 8                                                                  \
3263
3264 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
3265   texture_offset = texture_offset_base                                         \
3266
3267 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
3268   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
3269
3270 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
3271   texture_offset = texture_offset_base                                         \
3272
3273 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
3274   fb_ptr -= 8                                                                  \
3275
3276 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
3277
3278 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
3279   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
3280
3281 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
3282
3283
3284 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode,  \
3285  x4mode)                                                                       \
3286 do                                                                             \
3287 {                                                                              \
3288   sub_tile_height = column_data;                                               \
3289   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
3290   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
3291   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
3292 } while(0)                                                                     \
3293
3294 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode,   \
3295  x4mode)                                                                       \
3296 do                                                                             \
3297 {                                                                              \
3298   u32 tiles_remaining = column_data >> 16;                                     \
3299   sub_tile_height = column_data & 0xFF;                                        \
3300   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
3301   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
3302   tiles_remaining -= 1;                                                        \
3303                                                                                \
3304   while(tiles_remaining)                                                       \
3305   {                                                                            \
3306     sub_tile_height = 16;                                                      \
3307     setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);              \
3308     tiles_remaining--;                                                         \
3309   }                                                                            \
3310                                                                                \
3311   sub_tile_height = (column_data >> 8) & 0xFF;                                 \
3312   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
3313   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
3314 } while(0)                                                                     \
3315
3316
3317 #define setup_sprite_column_data_single()                                      \
3318   column_data = height                                                         \
3319
3320 #define setup_sprite_column_data_multi()                                       \
3321   column_data = 16 - offset_v;                                                 \
3322   column_data |= ((height_rounded & 0xF) + 1) << 8;                            \
3323   column_data |= (tile_height - 1) << 16                                       \
3324
3325
3326 #define RIGHT_MASK_BIT_SHIFT 8
3327 #define RIGHT_MASK_BIT_SHIFT_4x 16
3328
3329 #define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
3330  edge_mode, edge, x4mode)                                                      \
3331 {                                                                              \
3332   setup_sprite_column_data_##multi_height();                                   \
3333   left_mask_bits = left_block_mask | right_block_mask;                         \
3334   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3335                                                                                \
3336   setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
3337    texture_mode, x4mode);                                                      \
3338 }                                                                              \
3339
3340 #define setup_sprite_tiled_advance_column()                                    \
3341   texture_offset_base += 0x100;                                                \
3342   if((texture_offset_base & 0xF00) == 0)                                       \
3343     texture_offset_base -= (0x100 + 0xF00)                                     \
3344
3345 #define FB_PTR_MULTIPLIER 1
3346 #define FB_PTR_MULTIPLIER_4x 2
3347
3348 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height,       \
3349  left_mode, right_mode, x4mode)                                                \
3350 {                                                                              \
3351   setup_sprite_column_data_##multi_height();                                   \
3352   s32 fb_ptr_advance_column = (16 - (1024 * height))                           \
3353     * FB_PTR_MULTIPLIER##x4mode;                                               \
3354                                                                                \
3355   tile_width -= 2;                                                             \
3356   left_mask_bits = left_block_mask;                                            \
3357   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3358                                                                                \
3359   setup_sprite_tile_column_height_##multi_height(left_mode, right,             \
3360    texture_mode, x4mode);                                                      \
3361   fb_ptr += fb_ptr_advance_column;                                             \
3362                                                                                \
3363   left_mask_bits = 0x00;                                                       \
3364   right_mask_bits = 0x00;                                                      \
3365                                                                                \
3366   while(tile_width)                                                            \
3367   {                                                                            \
3368     setup_sprite_tiled_advance_column();                                       \
3369     setup_sprite_tile_column_height_##multi_height(full, none,                 \
3370      texture_mode, x4mode);                                                    \
3371     fb_ptr += fb_ptr_advance_column;                                           \
3372     tile_width--;                                                              \
3373   }                                                                            \
3374                                                                                \
3375   left_mask_bits = right_block_mask;                                           \
3376   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3377                                                                                \
3378   setup_sprite_tiled_advance_column();                                         \
3379   setup_sprite_tile_column_height_##multi_height(right_mode, left,             \
3380    texture_mode, x4mode);                                                      \
3381 }                                                                              \
3382
3383
3384 /* 4x stuff */
3385 #define setup_sprite_tiled_initialize_4bpp_4x()                                \
3386   setup_sprite_tiled_initialize_4bpp_clut()                                    \
3387
3388 #define setup_sprite_tiled_initialize_8bpp_4x()                                \
3389
3390
3391 #define setup_sprite_tile_full_4bpp_4x(edge)                                   \
3392 {                                                                              \
3393   vec_8x8u texels_low, texels_high;                                            \
3394   vec_8x16u pixels, pixels_wide;                                               \
3395   setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
3396   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
3397   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
3398   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
3399   u32 right_mask_bits_b = right_mask_bits >> 8;                                \
3400                                                                                \
3401   while(sub_tile_height)                                                       \
3402   {                                                                            \
3403     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3404     tbl_16(texels_low, texels, clut_low);                                      \
3405     tbl_16(texels_high, texels, clut_high);                                    \
3406     zip_8x16b(pixels, texels_low, texels_high);                                \
3407                                                                                \
3408     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \
3409     block->texels = pixels_wide;                                               \
3410     block->draw_mask_bits = left_mask_bits_a;                                  \
3411     block->fb_ptr = fb_ptr;                                                    \
3412     block++;                                                                   \
3413                                                                                \
3414     block->texels = pixels_wide;                                               \
3415     block->draw_mask_bits = left_mask_bits_a;                                  \
3416     block->fb_ptr = fb_ptr + 1024;                                             \
3417     block++;                                                                   \
3418                                                                                \
3419     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \
3420     block->texels = pixels_wide;                                               \
3421     block->draw_mask_bits = left_mask_bits_b;                                  \
3422     block->fb_ptr = fb_ptr + 8;                                                \
3423     block++;                                                                   \
3424                                                                                \
3425     block->texels = pixels_wide;                                               \
3426     block->draw_mask_bits = left_mask_bits_b;                                  \
3427     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3428     block++;                                                                   \
3429                                                                                \
3430     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3431     tbl_16(texels_low, texels, clut_low);                                      \
3432     tbl_16(texels_high, texels, clut_high);                                    \
3433     zip_8x16b(pixels, texels_low, texels_high);                                \
3434                                                                                \
3435     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \
3436     block->texels = pixels_wide;                                               \
3437     block->draw_mask_bits = right_mask_bits_a;                                 \
3438     block->fb_ptr = fb_ptr + 16;                                               \
3439     block++;                                                                   \
3440                                                                                \
3441     block->texels = pixels_wide;                                               \
3442     block->draw_mask_bits = right_mask_bits_a;                                 \
3443     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3444     block++;                                                                   \
3445                                                                                \
3446     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \
3447     block->texels = pixels_wide;                                               \
3448     block->draw_mask_bits = right_mask_bits_b;                                 \
3449     block->fb_ptr = fb_ptr + 24;                                               \
3450     block++;                                                                   \
3451                                                                                \
3452     block->texels = pixels_wide;                                               \
3453     block->draw_mask_bits = right_mask_bits_b;                                 \
3454     block->fb_ptr = fb_ptr + 1024 + 24;                                        \
3455     block++;                                                                   \
3456                                                                                \
3457     fb_ptr += 2048;                                                            \
3458     texture_offset += 0x10;                                                    \
3459     sub_tile_height--;                                                         \
3460   }                                                                            \
3461   texture_offset += 0xF00;                                                     \
3462   psx_gpu->num_blocks = num_blocks;                                            \
3463 }                                                                              \
3464
3465 #define setup_sprite_tile_half_4bpp_4x(edge)                                   \
3466 {                                                                              \
3467   vec_8x8u texels_low, texels_high;                                            \
3468   vec_8x16u pixels, pixels_wide;                                               \
3469   setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
3470   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
3471   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
3472                                                                                \
3473   while(sub_tile_height)                                                       \
3474   {                                                                            \
3475     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3476     tbl_16(texels_low, texels, clut_low);                                      \
3477     tbl_16(texels_high, texels, clut_high);                                    \
3478     zip_8x16b(pixels, texels_low, texels_high);                                \
3479                                                                                \
3480     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \
3481     block->texels = pixels_wide;                                               \
3482     block->draw_mask_bits = edge##_mask_bits_a;                                \
3483     block->fb_ptr = fb_ptr;                                                    \
3484     block++;                                                                   \
3485                                                                                \
3486     block->texels = pixels_wide;                                               \
3487     block->draw_mask_bits = edge##_mask_bits_a;                                \
3488     block->fb_ptr = fb_ptr + 1024;                                             \
3489     block++;                                                                   \
3490                                                                                \
3491     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \
3492     block->texels = pixels_wide;                                               \
3493     block->draw_mask_bits = edge##_mask_bits_b;                                \
3494     block->fb_ptr = fb_ptr + 8;                                                \
3495     block++;                                                                   \
3496                                                                                \
3497     block->texels = pixels_wide;                                               \
3498     block->draw_mask_bits = edge##_mask_bits_b;                                \
3499     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3500     block++;                                                                   \
3501                                                                                \
3502     fb_ptr += 2048;                                                            \
3503     texture_offset += 0x10;                                                    \
3504     sub_tile_height--;                                                         \
3505   }                                                                            \
3506   texture_offset += 0xF00;                                                     \
3507   psx_gpu->num_blocks = num_blocks;                                            \
3508 }                                                                              \
3509
3510   
3511 #define setup_sprite_tile_full_8bpp_4x(edge)                                   \
3512 {                                                                              \
3513   setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
3514   vec_16x8u texels_wide;                                                       \
3515   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
3516   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
3517   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
3518   u32 right_mask_bits_b = right_mask_bits >> 8;                                \
3519                                                                                \
3520   while(sub_tile_height)                                                       \
3521   {                                                                            \
3522     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3523     zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \
3524     block->r = texels_wide.low;                                                \
3525     block->draw_mask_bits = left_mask_bits_a;                                  \
3526     block->fb_ptr = fb_ptr;                                                    \
3527     block++;                                                                   \
3528                                                                                \
3529     block->r = texels_wide.low;                                                \
3530     block->draw_mask_bits = left_mask_bits_a;                                  \
3531     block->fb_ptr = fb_ptr + 1024;                                             \
3532     block++;                                                                   \
3533                                                                                \
3534     block->r = texels_wide.high;                                               \
3535     block->draw_mask_bits = left_mask_bits_b;                                  \
3536     block->fb_ptr = fb_ptr + 8;                                                \
3537     block++;                                                                   \
3538                                                                                \
3539     block->r = texels_wide.high;                                               \
3540     block->draw_mask_bits = left_mask_bits_b;                                  \
3541     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3542     block++;                                                                   \
3543                                                                                \
3544     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3545     zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \
3546     block->r = texels_wide.low;                                                \
3547     block->draw_mask_bits = right_mask_bits_a;                                 \
3548     block->fb_ptr = fb_ptr + 16;                                               \
3549     block++;                                                                   \
3550                                                                                \
3551     block->r = texels_wide.low;                                                \
3552     block->draw_mask_bits = right_mask_bits_a;                                 \
3553     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3554     block++;                                                                   \
3555                                                                                \
3556     block->r = texels_wide.high;                                               \
3557     block->draw_mask_bits = right_mask_bits_b;                                 \
3558     block->fb_ptr = fb_ptr + 24;                                               \
3559     block++;                                                                   \
3560                                                                                \
3561     block->r = texels_wide.high;                                               \
3562     block->draw_mask_bits = right_mask_bits_b;                                 \
3563     block->fb_ptr = fb_ptr + 24 + 1024;                                        \
3564     block++;                                                                   \
3565                                                                                \
3566     fb_ptr += 2048;                                                            \
3567     texture_offset += 0x10;                                                    \
3568     sub_tile_height--;                                                         \
3569   }                                                                            \
3570   texture_offset += 0xF00;                                                     \
3571   psx_gpu->num_blocks = num_blocks;                                            \
3572 }                                                                              \
3573
3574 #define setup_sprite_tile_half_8bpp_4x(edge)                                   \
3575 {                                                                              \
3576   setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
3577   vec_16x8u texels_wide;                                                       \
3578   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
3579   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
3580                                                                                \
3581   while(sub_tile_height)                                                       \
3582   {                                                                            \
3583     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3584     zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \
3585     block->r = texels_wide.low;                                                \
3586     block->draw_mask_bits = edge##_mask_bits_a;                                \
3587     block->fb_ptr = fb_ptr;                                                    \
3588     block++;                                                                   \
3589                                                                                \
3590     block->r = texels_wide.low;                                                \
3591     block->draw_mask_bits = edge##_mask_bits_a;                                \
3592     block->fb_ptr = fb_ptr + 1024;                                             \
3593     block++;                                                                   \
3594                                                                                \
3595     block->r = texels_wide.high;                                               \
3596     block->draw_mask_bits = edge##_mask_bits_b;                                \
3597     block->fb_ptr = fb_ptr + 8;                                                \
3598     block++;                                                                   \
3599                                                                                \
3600     block->r = texels_wide.high;                                               \
3601     block->draw_mask_bits = edge##_mask_bits_b;                                \
3602     block->fb_ptr = fb_ptr + 8 + 1024;                                         \
3603     block++;                                                                   \
3604                                                                                \
3605     fb_ptr += 2048;                                                            \
3606     texture_offset += 0x10;                                                    \
3607     sub_tile_height--;                                                         \
3608   }                                                                            \
3609   texture_offset += 0xF00;                                                     \
3610   psx_gpu->num_blocks = num_blocks;                                            \
3611 }                                                                              \
3612
3613   
3614 #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \
3615   texture_offset = texture_offset_base + 8;                                    \
3616   fb_ptr += 16                                                                 \
3617
3618 #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \
3619   texture_offset = texture_offset_base                                         \
3620
3621 #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \
3622   setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \
3623
3624 #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \
3625   texture_offset = texture_offset_base                                         \
3626
3627 #define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \
3628   fb_ptr -= 16                                                                 \
3629
3630 #define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \
3631
3632 #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \
3633   setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \
3634
3635 #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \
3636
3637
3638 #define setup_sprite_offset_u_adjust()                                         \
3639
3640 #define setup_sprite_comapre_left_block_mask()                                 \
3641   ((left_block_mask & 0xFF) == 0xFF)                                           \
3642
3643 #define setup_sprite_comapre_right_block_mask()                                \
3644   (((right_block_mask >> 8) & 0xFF) == 0xFF)                                   \
3645
3646
3647 #define setup_sprite_offset_u_adjust_4x()                                      \
3648   offset_u *= 2;                                                               \
3649   offset_u_right = offset_u_right * 2 + 1                                      \
3650
3651 #define setup_sprite_comapre_left_block_mask_4x()                              \
3652   ((left_block_mask & 0xFFFF) == 0xFFFF)                                       \
3653
3654 #define setup_sprite_comapre_right_block_mask_4x()                             \
3655   (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF)                              \
3656
3657
3658 #define setup_sprite_tiled_builder(texture_mode, x4mode)                       \
3659 void setup_sprite_##texture_mode##x4mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,\
3660  s32 u, s32 v, s32 width, s32 height, u32 color)                               \
3661 {                                                                              \
3662   s32 offset_u = u & 0xF;                                                      \
3663   s32 offset_v = v & 0xF;                                                      \
3664                                                                                \
3665   s32 width_rounded = offset_u + width + 15;                                   \
3666   s32 height_rounded = offset_v + height + 15;                                 \
3667   s32 tile_height = height_rounded / 16;                                       \
3668   s32 tile_width = width_rounded / 16;                                         \
3669   u32 offset_u_right = width_rounded & 0xF;                                    \
3670                                                                                \
3671   setup_sprite_offset_u_adjust##x4mode();                                      \
3672                                                                                \
3673   u32 left_block_mask = ~(0xFFFFFFFF << offset_u);                             \
3674   u32 right_block_mask = 0xFFFFFFFE << offset_u_right;                         \
3675                                                                                \
3676   u32 left_mask_bits;                                                          \
3677   u32 right_mask_bits;                                                         \
3678                                                                                \
3679   u32 sub_tile_height;                                                         \
3680   u32 column_data;                                                             \
3681                                                                                \
3682   u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \
3683    ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \
3684    ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \
3685    ((psx_gpu->texture_mask_height >> 4) << 12);                                \
3686   u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \
3687    ((v & 0xF0) << 8);                                                          \
3688   u32 texture_offset_base = texture_offset;                                    \
3689   u32 control_mask;                                                            \
3690                                                                                \
3691   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u);           \
3692   u32 num_blocks = psx_gpu->num_blocks;                                        \
3693   block_struct *block = psx_gpu->blocks + num_blocks;                          \
3694                                                                                \
3695   u8 *texture_block_ptr;                                                       \
3696   vec_8x8u texels;                                                             \
3697                                                                                \
3698   setup_sprite_tiled_initialize_##texture_mode##x4mode();                      \
3699                                                                                \
3700   control_mask = tile_width == 1;                                              \
3701   control_mask |= (tile_height == 1) << 1;                                     \
3702   control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2;         \
3703   control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3;        \
3704                                                                                \
3705   sprites_##texture_mode++;                                                    \
3706                                                                                \
3707   switch(control_mask)                                                         \
3708   {                                                                            \
3709     default:                                                                   \
3710     case 0x0:                                                                  \
3711       setup_sprite_tile_column_width_multi(texture_mode, multi, full, full,    \
3712        x4mode);                                                                \
3713       break;                                                                   \
3714                                                                                \
3715     case 0x1:                                                                  \
3716       setup_sprite_tile_column_width_single(texture_mode, multi, full, none,   \
3717        x4mode);                                                                \
3718       break;                                                                   \
3719                                                                                \
3720     case 0x2:                                                                  \
3721       setup_sprite_tile_column_width_multi(texture_mode, single, full, full,   \
3722        x4mode);                                                                \
3723       break;                                                                   \
3724                                                                                \
3725     case 0x3:                                                                  \
3726       setup_sprite_tile_column_width_single(texture_mode, single, full, none,  \
3727        x4mode);                                                                \
3728       break;                                                                   \
3729                                                                                \
3730     case 0x4:                                                                  \
3731       setup_sprite_tile_column_width_multi(texture_mode, multi, half, full,    \
3732        x4mode);                                                                \
3733       break;                                                                   \
3734                                                                                \
3735     case 0x5:                                                                  \
3736       setup_sprite_tile_column_width_single(texture_mode, multi, half, right,  \
3737        x4mode);                                                                \
3738       break;                                                                   \
3739                                                                                \
3740     case 0x6:                                                                  \
3741       setup_sprite_tile_column_width_multi(texture_mode, single, half, full,   \
3742        x4mode);                                                                \
3743       break;                                                                   \
3744                                                                                \
3745     case 0x7:                                                                  \
3746       setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3747        x4mode);                                                                \
3748       break;                                                                   \
3749                                                                                \
3750     case 0x8:                                                                  \
3751       setup_sprite_tile_column_width_multi(texture_mode, multi, full, half,    \
3752        x4mode);                                                                \
3753       break;                                                                   \
3754                                                                                \
3755     case 0x9:                                                                  \
3756       setup_sprite_tile_column_width_single(texture_mode, multi, half, left,   \
3757        x4mode);                                                                \
3758       break;                                                                   \
3759                                                                                \
3760     case 0xA:                                                                  \
3761       setup_sprite_tile_column_width_multi(texture_mode, single, full, half,   \
3762        x4mode);                                                                \
3763       break;                                                                   \
3764                                                                                \
3765     case 0xB:                                                                  \
3766       setup_sprite_tile_column_width_single(texture_mode, single, half, left,  \
3767        x4mode);                                                                \
3768       break;                                                                   \
3769                                                                                \
3770     case 0xC:                                                                  \
3771       setup_sprite_tile_column_width_multi(texture_mode, multi, half, half,    \
3772        x4mode);                                                                \
3773       break;                                                                   \
3774                                                                                \
3775     case 0xE:                                                                  \
3776       setup_sprite_tile_column_width_multi(texture_mode, single, half, half,   \
3777        x4mode);                                                                \
3778       break;                                                                   \
3779   }                                                                            \
3780 }                                                                              \
3781
3782 #ifndef NEON_BUILD
3783 setup_sprite_tiled_builder(4bpp,);
3784 setup_sprite_tiled_builder(8bpp,);
3785
3786 setup_sprite_tiled_builder(4bpp,_4x);
3787 setup_sprite_tiled_builder(8bpp,_4x);
3788 #endif
3789
3790 #if !defined(NEON_BUILD) || defined(SIMD_BUILD)
3791
3792 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3793  s32 v, s32 width, s32 height, u32 color)
3794 {
3795   u32 left_offset = u & 0x7;
3796   u32 width_rounded = width + left_offset + 7;
3797
3798   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset);
3799   u32 right_width = width_rounded & 0x7;
3800   u32 block_width = width_rounded / 8;
3801   u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3802
3803   u32 left_mask_bits = ~(0xFF << left_offset);
3804   u32 right_mask_bits = 0xFE << right_width;
3805
3806   u32 texture_offset_base = u + (v * 1024);
3807   u32 texture_mask =
3808    psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3809
3810   u32 blocks_remaining;
3811   u32 num_blocks = psx_gpu->num_blocks;
3812   block_struct *block = psx_gpu->blocks + num_blocks;
3813
3814   u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3815   u16 *texture_block_ptr;
3816
3817   texture_offset_base &= ~0x7;
3818
3819   stats_add(sprites_16bpp, 1);
3820
3821   if(block_width == 1)
3822   {
3823     u32 mask_bits = left_mask_bits | right_mask_bits;
3824
3825     while(height)
3826     {
3827       num_blocks++;
3828       sprite_blocks++;
3829
3830       if(num_blocks > MAX_BLOCKS)
3831       {
3832         flush_render_block_buffer(psx_gpu);
3833         num_blocks = 1;
3834         block = psx_gpu->blocks;
3835       }
3836       
3837       texture_block_ptr =
3838        texture_page_ptr + (texture_offset_base & texture_mask);
3839
3840       block->texels = *(vec_8x16u *)texture_block_ptr;
3841       block->draw_mask_bits = mask_bits;
3842       block->fb_ptr = fb_ptr;
3843
3844       block++;
3845
3846       texture_offset_base += 1024;
3847       fb_ptr += 1024;
3848
3849       height--;
3850       psx_gpu->num_blocks = num_blocks;
3851     }
3852   }
3853   else
3854   {
3855     u32 texture_offset;
3856
3857     while(height)
3858     {
3859       blocks_remaining = block_width - 2;
3860       num_blocks += block_width;
3861       sprite_blocks += block_width;
3862
3863       if(num_blocks > MAX_BLOCKS)
3864       {
3865         flush_render_block_buffer(psx_gpu);
3866         num_blocks = block_width;
3867         block = psx_gpu->blocks;
3868       }
3869
3870       texture_offset = texture_offset_base;
3871       texture_offset_base += 1024;
3872
3873       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3874       block->texels = *(vec_8x16u *)texture_block_ptr;
3875
3876       block->draw_mask_bits = left_mask_bits;
3877       block->fb_ptr = fb_ptr;
3878
3879       texture_offset += 8;
3880       fb_ptr += 8;
3881       block++;
3882
3883       while(blocks_remaining)
3884       {
3885         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3886         block->texels = *(vec_8x16u *)texture_block_ptr;
3887
3888         block->draw_mask_bits = 0;
3889         block->fb_ptr = fb_ptr;
3890
3891         texture_offset += 8;
3892         fb_ptr += 8;
3893         block++;
3894
3895         blocks_remaining--;
3896       }
3897
3898       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3899       block->texels = *(vec_8x16u *)texture_block_ptr;
3900
3901       block->draw_mask_bits = right_mask_bits;
3902       block->fb_ptr = fb_ptr;
3903
3904       fb_ptr += fb_ptr_pitch;
3905       block++;
3906
3907       height--;
3908       psx_gpu->num_blocks = num_blocks;
3909     }
3910   }
3911 }
3912
3913 #endif
3914
3915 #ifndef NEON_BUILD
3916
3917 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3918  s32 v, s32 width, s32 height, u32 color)
3919 {
3920   if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
3921    RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
3922    (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
3923   {
3924     setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
3925     return;
3926   }
3927
3928   u32 right_width = ((width - 1) & 0x7) + 1;
3929   u32 right_mask_bits = (0xFF << right_width);
3930   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
3931   u32 block_width = (width + 7) / 8;
3932   u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3933   u32 blocks_remaining;
3934   u32 num_blocks = psx_gpu->num_blocks;
3935   block_struct *block = psx_gpu->blocks + num_blocks;
3936
3937   u32 color_r = color & 0xFF;
3938   u32 color_g = (color >> 8) & 0xFF;
3939   u32 color_b = (color >> 16) & 0xFF;
3940   vec_8x16u colors;
3941   vec_8x16u right_mask;
3942   vec_8x16u test_mask = psx_gpu->test_mask;
3943   vec_8x16u zero_mask;
3944
3945   sprites_untextured++;
3946
3947   color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3948
3949   dup_8x16b(colors, color);
3950   dup_8x16b(zero_mask, 0x00);
3951   dup_8x16b(right_mask, right_mask_bits);
3952   tst_8x16b(right_mask, right_mask, test_mask);
3953
3954   while(height)
3955   {
3956     blocks_remaining = block_width - 1;
3957     num_blocks += block_width;
3958
3959 #ifdef PROFILE
3960     sprite_blocks += block_width;
3961 #endif
3962
3963     if(num_blocks > MAX_BLOCKS)
3964     {
3965       flush_render_block_buffer(psx_gpu);
3966       num_blocks = block_width;
3967       block = psx_gpu->blocks;
3968     }
3969
3970     while(blocks_remaining)
3971     {
3972       block->pixels = colors;
3973       block->draw_mask = zero_mask;
3974       block->fb_ptr = fb_ptr;
3975
3976       fb_ptr += 8;
3977       block++;
3978       blocks_remaining--;
3979     }
3980
3981     block->pixels = colors;
3982     block->draw_mask = right_mask;
3983     block->fb_ptr = fb_ptr;
3984
3985     block++;
3986     fb_ptr += fb_ptr_pitch;
3987
3988     height--;
3989     psx_gpu->num_blocks = num_blocks;
3990   }
3991 }
3992
3993 #endif
3994
3995 void setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y,
3996  s32 u, s32 v, s32 width, s32 height, u32 color)
3997 {
3998   u32 r = color & 0xFF;
3999   u32 g = (color >> 8) & 0xFF;
4000   u32 b = (color >> 16) & 0xFF;
4001   u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4002    psx_gpu->mask_msb;
4003   u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4004
4005   u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
4006   u32 *vram_ptr;
4007
4008   u32 num_width;
4009
4010   if(psx_gpu->num_blocks > MAX_BLOCKS)
4011   {
4012     flush_render_block_buffer(psx_gpu);
4013   }
4014
4015   while(height)
4016   {
4017     num_width = width;
4018
4019     vram_ptr = (void *)vram_ptr16;
4020     if((uintptr_t)vram_ptr16 & 2)
4021     {
4022       *vram_ptr16 = color_32bpp;
4023       vram_ptr = (void *)(vram_ptr16 + 1);
4024       num_width--;
4025     }
4026
4027     while(num_width >= 4 * 2)
4028     {
4029       vram_ptr[0] = color_32bpp;
4030       vram_ptr[1] = color_32bpp;
4031       vram_ptr[2] = color_32bpp;
4032       vram_ptr[3] = color_32bpp;
4033
4034       vram_ptr += 4;
4035       num_width -= 4 * 2;
4036     }
4037
4038     while(num_width >= 2)
4039     {
4040       *vram_ptr++ = color_32bpp;
4041       num_width -= 2;
4042     }
4043
4044     if(num_width > 0)
4045     {
4046       *(u16 *)vram_ptr = color_32bpp;
4047     }
4048
4049     vram_ptr16 += 1024;
4050     height--;
4051   }
4052 }
4053
4054
4055 #define setup_sprite_blocks_switch_textured(texture_mode)                      \
4056   setup_sprite_##texture_mode                                                  \
4057
4058 #define setup_sprite_blocks_switch_untextured(texture_mode)                    \
4059   setup_sprite_untextured                                                      \
4060
4061 #define setup_sprite_blocks_switch(texturing, texture_mode)                    \
4062   setup_sprite_blocks_switch_##texturing(texture_mode)                         \
4063
4064
4065 #define texture_sprite_blocks_switch_4bpp()                                    \
4066   texture_blocks_untextured                                                    \
4067
4068 #define texture_sprite_blocks_switch_8bpp()                                    \
4069   texture_sprite_blocks_8bpp                                                   \
4070
4071 #define texture_sprite_blocks_switch_16bpp()                                   \
4072   texture_blocks_untextured                                                    \
4073
4074 #define texture_sprite_blocks_switch_untextured(texture_mode)                  \
4075   texture_blocks_untextured                                                    \
4076
4077 #define texture_sprite_blocks_switch_textured(texture_mode)                    \
4078   texture_sprite_blocks_switch_##texture_mode()                                \
4079
4080 #define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4081  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
4082 {                                                                              \
4083   setup_sprite_blocks_switch(texturing, texture_mode),                         \
4084   texture_sprite_blocks_switch_##texturing(texture_mode),                      \
4085   shade_blocks_switch(unshaded, texturing, modulation, undithered, blending,   \
4086    mask_evaluate),                                                             \
4087   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
4088 }                                                                              \
4089
4090 #define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,   \
4091  mask_evaluate, shading, dithering, texturing, blending)                       \
4092   render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode,       \
4093    mask_evaluate, shading, dithering, texturing, blending, modulated),         \
4094   render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode,       \
4095    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \
4096
4097 #define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,  \
4098  mask_evaluate, shading, dithering, texturing)                                 \
4099   render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,         \
4100    mask_evaluate, shading, dithering, texturing, unblended),                   \
4101   render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,         \
4102    mask_evaluate, shading, dithering, texturing, blended)                      \
4103
4104 #define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,  \
4105  mask_evaluate, shading, dithering)                                            \
4106   render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,        \
4107    mask_evaluate, shading, dithering, untextured),                             \
4108   render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,        \
4109    mask_evaluate, shading, dithering, textured)                                \
4110
4111 #define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,    \
4112  mask_evaluate, shading)                                                       \
4113   render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,        \
4114    mask_evaluate, shading, undithered),                                        \
4115   render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,        \
4116    mask_evaluate, shading, dithered)                                           \
4117
4118 #define render_sprite_blocks_switch_block_mask_evaluate(texture_mode,          \
4119  blend_mode, mask_evaluate)                                                    \
4120   render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,          \
4121    mask_evaluate, unshaded),                                                   \
4122   render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,          \
4123    mask_evaluate, shaded)                                                      \
4124
4125 #define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
4126   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
4127    off),                                                                       \
4128   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
4129    on)                                                                         \
4130
4131 #define render_sprite_blocks_switch_block_texture_mode(texture_mode)           \
4132   render_sprite_blocks_switch_block_blend_mode(texture_mode, average),         \
4133   render_sprite_blocks_switch_block_blend_mode(texture_mode, add),             \
4134   render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract),        \
4135   render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth)       \
4136
4137 #define render_sprite_blocks_switch_block()                                    \
4138   render_sprite_blocks_switch_block_texture_mode(4bpp),                        \
4139   render_sprite_blocks_switch_block_texture_mode(8bpp),                        \
4140   render_sprite_blocks_switch_block_texture_mode(16bpp),                       \
4141   render_sprite_blocks_switch_block_texture_mode(16bpp)                        \
4142
4143
4144 render_block_handler_struct render_sprite_block_handlers[] =
4145 {
4146   render_sprite_blocks_switch_block()
4147 };
4148
4149
4150 void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
4151  s32 width, s32 height, u32 flags, u32 color)
4152 {
4153   s32 x_right = x + width - 1;
4154   s32 y_bottom = y + height - 1;
4155
4156 #ifdef PROFILE
4157   sprites++;
4158 #endif
4159
4160   if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4161    y_bottom) == 0)
4162   {
4163     return;
4164   }
4165
4166   if(x < psx_gpu->viewport_start_x)
4167   {
4168     u32 clip = psx_gpu->viewport_start_x - x;
4169     x += clip;
4170     u += clip;
4171     width -= clip;
4172   }
4173
4174   if(y < psx_gpu->viewport_start_y)
4175   {
4176     s32 clip = psx_gpu->viewport_start_y - y;
4177     y += clip;
4178     v += clip;
4179     height -= clip;
4180   }
4181
4182   if(x_right > psx_gpu->viewport_end_x)
4183     width -= x_right - psx_gpu->viewport_end_x;
4184
4185   if(y_bottom > psx_gpu->viewport_end_y)
4186     height -= y_bottom - psx_gpu->viewport_end_y;
4187
4188   if((width <= 0) || (height <= 0))
4189     return;
4190
4191 #ifdef PROFILE
4192   span_pixels += width * height;
4193   spans += height;
4194 #endif
4195
4196   u32 render_state = flags &
4197    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4198    RENDER_FLAGS_TEXTURE_MAP);
4199   render_state |=
4200    (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
4201
4202   if((psx_gpu->render_state != render_state) ||
4203    (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4204   {
4205     psx_gpu->render_state = render_state;
4206     flush_render_block_buffer(psx_gpu);
4207 #ifdef PROFILE
4208     state_changes++;
4209 #endif
4210   }
4211
4212   psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4213
4214   color &= 0xFFFFFF;
4215
4216   if(psx_gpu->triangle_color != color)
4217   {
4218     flush_render_block_buffer(psx_gpu);
4219     psx_gpu->triangle_color = color;
4220   }
4221
4222   if(color == 0x808080)
4223     render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4224
4225   render_block_handler_struct *render_block_handler =
4226    &(render_sprite_block_handlers[render_state]);
4227   psx_gpu->render_block_handler = render_block_handler;
4228
4229   ((setup_sprite_function_type *)render_block_handler->setup_blocks)
4230    (psx_gpu, x, y, u, v, width, height, color);
4231 }
4232
4233 #define draw_pixel_line_mask_evaluate_yes()                                    \
4234   if((*vram_ptr & 0x8000) == 0)                                                \
4235
4236 #define draw_pixel_line_mask_evaluate_no()                                     \
4237     
4238
4239 #define draw_pixel_line_shaded()                                               \
4240 {                                                                              \
4241   color_r = fixed_to_int(current_r);                                           \
4242   color_g = fixed_to_int(current_g);                                           \
4243   color_b = fixed_to_int(current_b);                                           \
4244                                                                                \
4245   current_r += gradient_r;                                                     \
4246   current_g += gradient_g;                                                     \
4247   current_b += gradient_b;                                                     \
4248 }                                                                              \
4249
4250 #define draw_pixel_line_unshaded()                                             \
4251 {                                                                              \
4252   color_r = color & 0xFF;                                                      \
4253   color_g = (color >> 8) & 0xFF;                                               \
4254   color_b = (color >> 16) & 0xFF;                                              \
4255 }                                                                              \
4256
4257
4258 #define draw_pixel_line_dithered(_x, _y)                                       \
4259 {                                                                              \
4260   u32 dither_xor = _x ^ _y;                                                    \
4261   s32 dither_offset = (dither_xor >> 1) & 0x1;                                 \
4262   dither_offset |= (_y & 0x1) << 1;                                            \
4263   dither_offset |= (dither_xor & 0x1) << 2;                                    \
4264   dither_offset -= 4;                                                          \
4265                                                                                \
4266   color_r += dither_offset;                                                    \
4267   color_g += dither_offset;                                                    \
4268   color_b += dither_offset;                                                    \
4269                                                                                \
4270   if(color_r < 0)                                                              \
4271     color_r = 0;                                                               \
4272                                                                                \
4273   if(color_g < 0)                                                              \
4274     color_g = 0;                                                               \
4275                                                                                \
4276   if(color_b < 0)                                                              \
4277     color_b = 0;                                                               \
4278                                                                                \
4279   if(color_r > 255)                                                            \
4280     color_r = 255;                                                             \
4281                                                                                \
4282   if(color_g > 255)                                                            \
4283     color_g = 255;                                                             \
4284                                                                                \
4285   if(color_b > 255)                                                            \
4286     color_b = 255;                                                             \
4287 }                                                                              \
4288
4289 #define draw_pixel_line_undithered(_x, _y)                                     \
4290
4291
4292 #define draw_pixel_line_average()                                              \
4293   color_r = (color_r + fb_r) / 2;                                              \
4294   color_g = (color_g + fb_g) / 2;                                              \
4295   color_b = (color_b + fb_b) / 2                                               \
4296
4297 #define draw_pixel_line_add()                                                  \
4298   color_r += fb_r;                                                             \
4299   color_g += fb_g;                                                             \
4300   color_b += fb_b;                                                             \
4301                                                                                \
4302   if(color_r > 31)                                                             \
4303     color_r = 31;                                                              \
4304                                                                                \
4305   if(color_g > 31)                                                             \
4306     color_g = 31;                                                              \
4307                                                                                \
4308   if(color_b > 31)                                                             \
4309     color_b = 31                                                               \
4310                                                                                \
4311
4312 #define draw_pixel_line_subtract()                                             \
4313   color_r = fb_r - color_r;                                                    \
4314   color_g = fb_g - color_g;                                                    \
4315   color_b = fb_b - color_b;                                                    \
4316                                                                                \
4317   if(color_r < 0)                                                              \
4318     color_r = 0;                                                               \
4319                                                                                \
4320   if(color_g < 0)                                                              \
4321     color_g = 0;                                                               \
4322                                                                                \
4323   if(color_b < 0)                                                              \
4324     color_b = 0                                                                \
4325
4326 #define draw_pixel_line_add_fourth()                                           \
4327   color_r = fb_r + (color_r / 4);                                              \
4328   color_g = fb_g + (color_g / 4);                                              \
4329   color_b = fb_b + (color_b / 4);                                              \
4330                                                                                \
4331   if(color_r > 31)                                                             \
4332     color_r = 31;                                                              \
4333                                                                                \
4334   if(color_g > 31)                                                             \
4335     color_g = 31;                                                              \
4336                                                                                \
4337   if(color_b > 31)                                                             \
4338     color_b = 31                                                               \
4339
4340
4341 #define draw_pixel_line_blended(blend_mode)                                    \
4342   s32 fb_pixel = *vram_ptr;                                                    \
4343   s32 fb_r = fb_pixel & 0x1F;                                                  \
4344   s32 fb_g = (fb_pixel >> 5) & 0x1F;                                           \
4345   s32 fb_b = (fb_pixel >> 10) & 0x1F;                                          \
4346                                                                                \
4347   draw_pixel_line_##blend_mode()                                               \
4348
4349 #define draw_pixel_line_unblended(blend_mode)                                  \
4350
4351
4352 #define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate,   \
4353  blend_mode)                                                                   \
4354   if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4355    (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y))         \
4356   {                                                                            \
4357     draw_pixel_line_mask_evaluate_##mask_evaluate()                            \
4358     {                                                                          \
4359       draw_pixel_line_##shading();                                             \
4360       draw_pixel_line_##dithering(_x, _y);                                     \
4361                                                                                \
4362       color_r >>= 3;                                                           \
4363       color_g >>= 3;                                                           \
4364       color_b >>= 3;                                                           \
4365                                                                                \
4366       draw_pixel_line_##blending(blend_mode);                                  \
4367                                                                                \
4368       *vram_ptr = color_r | (color_g << 5) | (color_b << 10) |                 \
4369        psx_gpu->mask_msb;                                                      \
4370     }                                                                          \
4371   }                                                                            \
4372
4373 #define update_increment(value)                                                \
4374   value++                                                                      \
4375
4376 #define update_decrement(value)                                                \
4377   value--                                                                      \
4378
4379 #define update_vram_row_increment(value)                                       \
4380   vram_ptr += 1024                                                             \
4381
4382 #define update_vram_row_decrement(value)                                       \
4383   vram_ptr -= 1024                                                             \
4384
4385 #define compare_increment(a, b)                                                \
4386   (a <= b)                                                                     \
4387
4388 #define compare_decrement(a, b)                                                \
4389   (a >= b)                                                                     \
4390
4391 #define set_line_gradients(minor)                                              \
4392 {                                                                              \
4393   s32 gradient_divisor = delta_##minor;                                        \
4394   if(gradient_divisor != 0)                                                    \
4395   {                                                                            \
4396     gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor;   \
4397     gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor;   \
4398     gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor;   \
4399   }                                                                            \
4400   else                                                                         \
4401   {                                                                            \
4402     gradient_r = 0;                                                            \
4403     gradient_g = 0;                                                            \
4404     gradient_b = 0;                                                            \
4405   }                                                                            \
4406   current_r = fixed_center(vertex_a->r);                                       \
4407   current_g = fixed_center(vertex_a->g);                                       \
4408   current_b = fixed_center(vertex_a->b);                                       \
4409 }
4410
4411 #define draw_line_span_horizontal(direction, shading, blending, dithering,     \
4412  mask_evaluate, blend_mode)                                                    \
4413 do                                                                             \
4414 {                                                                              \
4415   error_step = delta_y * 2;                                                    \
4416   error_wrap = delta_x * 2;                                                    \
4417   error = delta_x;                                                             \
4418                                                                                \
4419   current_y = y_a;                                                             \
4420   set_line_gradients(x);                                                       \
4421                                                                                \
4422   for(current_x = x_a; current_x <= x_b; current_x++)                          \
4423   {                                                                            \
4424     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
4425      mask_evaluate, blend_mode);                                               \
4426     error += error_step;                                                       \
4427     vram_ptr++;                                                                \
4428                                                                                \
4429     if(error >= error_wrap)                                                    \
4430     {                                                                          \
4431       update_##direction(current_y);                                           \
4432       update_vram_row_##direction();                                           \
4433       error -= error_wrap;                                                     \
4434     }                                                                          \
4435   }                                                                            \
4436 } while(0)                                                                     \
4437
4438 #define draw_line_span_vertical(direction, shading, blending, dithering,       \
4439  mask_evaluate, blend_mode)                                                    \
4440 do                                                                             \
4441 {                                                                              \
4442   error_step = delta_x * 2;                                                    \
4443   error_wrap = delta_y * 2;                                                    \
4444   error = delta_y;                                                             \
4445                                                                                \
4446   current_x = x_a;                                                             \
4447   set_line_gradients(y);                                                       \
4448                                                                                \
4449   for(current_y = y_a; compare_##direction(current_y, y_b);                    \
4450    update_##direction(current_y))                                              \
4451   {                                                                            \
4452     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
4453      mask_evaluate, blend_mode);                                               \
4454     error += error_step;                                                       \
4455     update_vram_row_##direction();                                             \
4456                                                                                \
4457     if(error > error_wrap)                                                     \
4458     {                                                                          \
4459       vram_ptr++;                                                              \
4460       current_x++;                                                             \
4461       error -= error_wrap;                                                     \
4462     }                                                                          \
4463   }                                                                            \
4464 } while(0)                                                                     \
4465
4466
4467 #define render_line_body(shading, blending, dithering, mask_evaluate,          \
4468  blend_mode)                                                                   \
4469   if(delta_y < 0)                                                              \
4470   {                                                                            \
4471     delta_y *= -1;                                                             \
4472                                                                                \
4473     if(delta_x > delta_y)                                                      \
4474     {                                                                          \
4475       draw_line_span_horizontal(decrement, shading, blending, dithering,       \
4476        mask_evaluate, blend_mode);                                             \
4477     }                                                                          \
4478     else                                                                       \
4479     {                                                                          \
4480       draw_line_span_vertical(decrement, shading, blending, dithering,         \
4481        mask_evaluate, blend_mode);                                             \
4482     }                                                                          \
4483   }                                                                            \
4484   else                                                                         \
4485   {                                                                            \
4486     if(delta_x > delta_y)                                                      \
4487     {                                                                          \
4488       draw_line_span_horizontal(increment, shading, blending, dithering,       \
4489        mask_evaluate, blend_mode);                                             \
4490     }                                                                          \
4491     else                                                                       \
4492     {                                                                          \
4493       draw_line_span_vertical(increment, shading, blending, dithering,         \
4494        mask_evaluate, blend_mode);                                             \
4495     }                                                                          \
4496   }                                                                            \
4497
4498                                                                                 
4499 void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4500  u32 color, int double_resolution)
4501 {
4502   s32 color_r, color_g, color_b;
4503   u32 triangle_winding = 0;
4504
4505   fixed_type gradient_r = 0;
4506   fixed_type gradient_g = 0;
4507   fixed_type gradient_b = 0;
4508   fixed_type current_r = 0;
4509   fixed_type current_g = 0;
4510   fixed_type current_b = 0;
4511
4512   s32 y_a, y_b;
4513   s32 x_a, x_b;
4514
4515   s32 delta_x, delta_y;
4516
4517   s32 current_x;
4518   s32 current_y;
4519
4520   u32 error_step;
4521   u32 error;
4522   u32 error_wrap;
4523
4524   u16 *vram_ptr;
4525
4526   flush_render_block_buffer(psx_gpu);
4527   psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4528
4529   vertex_struct *vertex_a = &(vertexes[0]);
4530   vertex_struct *vertex_b = &(vertexes[1]);
4531
4532   u32 control_mask;
4533
4534 #ifdef PROFILE
4535   lines++;
4536 #endif
4537
4538   if(vertex_a->x >= vertex_b->x)
4539   {
4540     vertex_swap(vertex_a, vertex_b);
4541   }
4542
4543   x_a = vertex_a->x;
4544   x_b = vertex_b->x;
4545
4546   y_a = vertex_a->y;
4547   y_b = vertex_b->y;
4548
4549   delta_x = x_b - x_a;
4550   delta_y = y_b - y_a;
4551
4552   if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
4553     return;
4554
4555   if(double_resolution)
4556   {
4557     x_a *= 2;
4558     x_b *= 2;
4559     y_a *= 2;
4560     y_b *= 2;
4561     delta_x *= 2;
4562     delta_y *= 2;
4563   }
4564
4565   flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4566
4567   vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
4568
4569   control_mask = 0x0;
4570
4571   if(flags & RENDER_FLAGS_SHADE)
4572     control_mask |= 0x1;
4573
4574   if(flags & RENDER_FLAGS_BLEND)
4575   {
4576     control_mask |= 0x2;
4577     control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4578   }
4579
4580   if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4581     control_mask |= 0x4;
4582
4583   if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4584     control_mask |= 0x8;
4585
4586   switch(control_mask)
4587   {
4588     case 0x0:
4589       render_line_body(unshaded, unblended, undithered, no, none);
4590       break;
4591
4592     case 0x1:
4593       render_line_body(shaded, unblended, undithered, no, none);
4594       break;
4595
4596     case 0x2:
4597       render_line_body(unshaded, blended, undithered, no, average);
4598       break;
4599
4600     case 0x3:
4601       render_line_body(shaded, blended, undithered, no, average);
4602       break;
4603
4604     case 0x4:
4605       render_line_body(unshaded, unblended, dithered, no, none);
4606       break;
4607
4608     case 0x5:
4609       render_line_body(shaded, unblended, dithered, no, none);
4610       break;
4611
4612     case 0x6:
4613       render_line_body(unshaded, blended, dithered, no, average);
4614       break;
4615
4616     case 0x7:
4617       render_line_body(shaded, blended, dithered, no, average);
4618       break;
4619
4620     case 0x8:
4621       render_line_body(unshaded, unblended, undithered, yes, none);
4622       break;
4623
4624     case 0x9:
4625       render_line_body(shaded, unblended, undithered, yes, none);
4626       break;
4627
4628     case 0xA:
4629       render_line_body(unshaded, blended, undithered, yes, average);
4630       break;
4631
4632     case 0xB:
4633       render_line_body(shaded, blended, undithered, yes, average);
4634       break;
4635
4636     case 0xC:
4637       render_line_body(unshaded, unblended, dithered, yes, none);
4638       break;
4639
4640     case 0xD:
4641       render_line_body(shaded, unblended, dithered, yes, none);
4642       break;
4643
4644     case 0xE:
4645       render_line_body(unshaded, blended, dithered, yes, average);
4646       break;
4647
4648     case 0xF:
4649       render_line_body(shaded, blended, dithered, yes, average);
4650       break;
4651
4652     case 0x12:
4653       render_line_body(unshaded, blended, undithered, no, add);
4654       break;
4655
4656     case 0x13:
4657       render_line_body(shaded, blended, undithered, no, add);
4658       break;
4659
4660     case 0x16:
4661       render_line_body(unshaded, blended, dithered, no, add);
4662       break;
4663
4664     case 0x17:
4665       render_line_body(shaded, blended, dithered, no, add);
4666       break;
4667
4668     case 0x1A:
4669       render_line_body(unshaded, blended, undithered, yes, add);
4670       break;
4671
4672     case 0x1B:
4673       render_line_body(shaded, blended, undithered, yes, add);
4674       break;
4675
4676     case 0x1E:
4677       render_line_body(unshaded, blended, dithered, yes, add);
4678       break;
4679
4680     case 0x1F:
4681       render_line_body(shaded, blended, dithered, yes, add);
4682       break;
4683
4684     case 0x22:
4685       render_line_body(unshaded, blended, undithered, no, subtract);
4686       break;
4687
4688     case 0x23:
4689       render_line_body(shaded, blended, undithered, no, subtract);
4690       break;
4691
4692     case 0x26:
4693       render_line_body(unshaded, blended, dithered, no, subtract);
4694       break;
4695
4696     case 0x27:
4697       render_line_body(shaded, blended, dithered, no, subtract);
4698       break;
4699
4700     case 0x2A:
4701       render_line_body(unshaded, blended, undithered, yes, subtract);
4702       break;
4703
4704     case 0x2B:
4705       render_line_body(shaded, blended, undithered, yes, subtract);
4706       break;
4707
4708     case 0x2E:
4709       render_line_body(unshaded, blended, dithered, yes, subtract);
4710       break;
4711
4712     case 0x2F:
4713       render_line_body(shaded, blended, dithered, yes, subtract);
4714       break;
4715
4716     case 0x32:
4717       render_line_body(unshaded, blended, undithered, no, add_fourth);
4718       break;
4719
4720     case 0x33:
4721       render_line_body(shaded, blended, undithered, no, add_fourth);
4722       break;
4723
4724     case 0x36:
4725       render_line_body(unshaded, blended, dithered, no, add_fourth);
4726       break;
4727
4728     case 0x37:
4729       render_line_body(shaded, blended, dithered, no, add_fourth);
4730       break;
4731
4732     case 0x3A:
4733       render_line_body(unshaded, blended, undithered, yes, add_fourth);
4734       break;
4735
4736     case 0x3B:
4737       render_line_body(shaded, blended, undithered, yes, add_fourth);
4738       break;
4739
4740     case 0x3E:
4741       render_line_body(unshaded, blended, dithered, yes, add_fourth);
4742       break;
4743
4744     case 0x3F:
4745       render_line_body(shaded, blended, dithered, yes, add_fourth);
4746       break;
4747   }
4748 }
4749
4750
4751 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4752  u32 width, u32 height)
4753 {
4754   if((width == 0) || (height == 0))
4755     return;
4756
4757   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4758
4759   u32 r = color & 0xFF;
4760   u32 g = (color >> 8) & 0xFF;
4761   u32 b = (color >> 16) & 0xFF;
4762   u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4763    psx_gpu->mask_msb;
4764   u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4765
4766   u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
4767
4768   u32 pitch = 512 - (width / 2);
4769   u32 num_width;
4770
4771   if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
4772   {
4773     pitch += 512;
4774     height /= 2;
4775
4776     if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
4777       vram_ptr += 512; 
4778   }
4779
4780   while(height)
4781   {
4782     num_width = width;
4783     while(num_width)
4784     {
4785       vram_ptr[0] = color_32bpp;
4786       vram_ptr[1] = color_32bpp;
4787       vram_ptr[2] = color_32bpp;
4788       vram_ptr[3] = color_32bpp;
4789       vram_ptr[4] = color_32bpp;
4790       vram_ptr[5] = color_32bpp;
4791       vram_ptr[6] = color_32bpp;
4792       vram_ptr[7] = color_32bpp;
4793
4794       vram_ptr += 8;
4795       num_width -= 16;
4796     }
4797
4798     vram_ptr += pitch;
4799     height--;
4800   }
4801 }
4802
4803 void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4804  u32 width, u32 height)
4805 {
4806   if((width == 0) || (height == 0))
4807     return;
4808
4809   if(width > 1024)
4810     width = 1024;
4811
4812   u32 r = color & 0xFF;
4813   u32 g = (color >> 8) & 0xFF;
4814   u32 b = (color >> 16) & 0xFF;
4815   u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4816    psx_gpu->mask_msb;
4817   u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4818
4819   u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
4820
4821   u32 pitch = 1024 / 2 - (width / 2);
4822   u32 num_width;
4823
4824   while(height)
4825   {
4826     num_width = width;
4827     while(num_width)
4828     {
4829       vram_ptr[0] = color_32bpp;
4830       vram_ptr[1] = color_32bpp;
4831       vram_ptr[2] = color_32bpp;
4832       vram_ptr[3] = color_32bpp;
4833       vram_ptr[4] = color_32bpp;
4834       vram_ptr[5] = color_32bpp;
4835       vram_ptr[6] = color_32bpp;
4836       vram_ptr[7] = color_32bpp;
4837
4838       vram_ptr += 8;
4839       num_width -= 16;
4840     }
4841
4842     vram_ptr += pitch;
4843     height--;
4844   }
4845 }
4846
4847 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4848  u32 width, u32 height, u32 pitch)
4849 {
4850   u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4851   u32 draw_x, draw_y;
4852   u32 mask_msb = psx_gpu->mask_msb;
4853
4854   if((width == 0) || (height == 0))
4855     return;
4856
4857   flush_render_block_buffer(psx_gpu);
4858   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4859
4860   for(draw_y = 0; draw_y < height; draw_y++)
4861   {
4862     for(draw_x = 0; draw_x < width; draw_x++)
4863     {
4864       vram_ptr[draw_x] = source[draw_x] | mask_msb;
4865     }
4866
4867     source += pitch;
4868     vram_ptr += 1024;
4869   }
4870 }
4871
4872 void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4873  u32 dest_x, u32 dest_y, u32 width, u32 height)
4874 {
4875   render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4876    dest_x, dest_y, width, height, 1024);
4877 }
4878
4879
4880 void initialize_reciprocal_table(void)
4881 {
4882   u32 height;
4883   u32 height_normalized;
4884   u32 height_reciprocal;
4885   s32 shift;
4886
4887   for(height = 1; height < sizeof(reciprocal_table)
4888        / sizeof(reciprocal_table[0]); height++)
4889   {
4890     shift = __builtin_clz(height);
4891     height_normalized = height << shift;
4892     height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
4893      height_normalized;
4894
4895     shift = 32 - (51 - shift);
4896
4897     reciprocal_table[height] = (height_reciprocal << 10) | shift;
4898   }
4899 }
4900
4901
4902 #define dither_table_row(a, b, c, d)                                           \
4903  ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24))    \
4904
4905 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
4906 {
4907   vec_8x16u test_mask =
4908    { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4909
4910   psx_gpu->test_mask = test_mask;
4911
4912   psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4913   psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4914   psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4915   psx_gpu->viewport_mask = 0;
4916   psx_gpu->current_texture_page = 0;
4917   psx_gpu->current_texture_mask = 0;
4918   psx_gpu->last_8bpp_texture_page = 0;
4919
4920   psx_gpu->clut_settings = 0;
4921   psx_gpu->texture_settings = 0;
4922   psx_gpu->render_state = 0;
4923   psx_gpu->render_state_base = 0;
4924   psx_gpu->num_blocks = 0;
4925   psx_gpu->uvrgb_phase = 0x8000;
4926
4927   psx_gpu->vram_ptr = vram;
4928   psx_gpu->vram_out_ptr = vram;
4929
4930   psx_gpu->texture_page_base = psx_gpu->vram_ptr;
4931   psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4932   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4933
4934   psx_gpu->mask_msb = 0;
4935
4936   psx_gpu->texture_window_x = 0;
4937   psx_gpu->texture_window_y = 0;
4938   psx_gpu->texture_mask_width = 0xFF;
4939   psx_gpu->texture_mask_height = 0xFF;
4940
4941   psx_gpu->render_mode = 0;
4942
4943   memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4944
4945   initialize_reciprocal_table();
4946   psx_gpu->reciprocal_table_ptr = reciprocal_table;
4947
4948   //    00 01 10 11
4949   // 00  0  4  1  5
4950   // 01  6  2  7  3
4951   // 10  1  5  0  4
4952   // 11  7  3  6  2
4953   // (minus ones(4) * 4)
4954
4955   // d0: (1 3 5 7): x1 ^ y1
4956   // d1: (2 3 6 7): y0
4957   // d2: (4 5 6 7): x0 ^ y0
4958
4959   psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4960   psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4961   psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4962   psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4963
4964   psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4965
4966   psx_gpu->enhancement_x_threshold = 256;
4967 }
4968
4969 u64 get_us(void)
4970 {
4971   struct timeval tv;
4972   gettimeofday(&tv, NULL);
4973   
4974   return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4975 }
4976
4977 #if 0 //def NEON_BUILD
4978
4979 u32 get_counter()
4980 {
4981   u32 counter;
4982   __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4983
4984   return counter;
4985 }
4986
4987 void init_counter(void)
4988 {
4989   u32 value;
4990   asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4991   value |= 5; // master enable, ccnt reset
4992   value &= ~8; // ccnt divider 0
4993   asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4994   // enable cycle counter
4995   asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4996 }
4997
4998 void triangle_benchmark(psx_gpu_struct *psx_gpu)
4999 {
5000   u32 i;
5001
5002   u32 ticks;
5003   u32 ticks_elapsed;
5004
5005   const u32 iterations = 500000;
5006
5007   psx_gpu->num_blocks = 64;
5008   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5009
5010   for(i = 0; i < 64; i++)
5011   {
5012     memset(&(psx_gpu->blocks[i].r), 0, 16);
5013   }
5014
5015   init_counter();
5016
5017   ticks = get_counter();
5018
5019   for(i = 0; i < iterations; i++)
5020   {
5021     texture_sprite_blocks_8bpp(psx_gpu);
5022   }
5023
5024   ticks_elapsed = get_counter() - ticks;
5025
5026   printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5027 }
5028
5029 #endif
5030
5031 #include "psx_gpu_4x.c"