9e84acea9d383b0213d97815707e1266d5856f3a
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
1 /*
2  * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License as
6  * published by the Free Software Foundation; either version 2 of
7  * the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12  * General Public License for more details.
13  */
14
15 #include <stdio.h>
16 #include <stdlib.h>
17 #include <string.h>
18
19 #include "common.h"
20
21 u32 span_pixels = 0;
22 u32 span_pixel_blocks = 0;
23 u32 spans = 0;
24 u32 triangles = 0;
25 u32 sprites = 0;
26 u32 sprites_4bpp = 0;
27 u32 sprites_8bpp = 0;
28 u32 sprites_16bpp = 0;
29 u32 sprite_blocks = 0;
30 u32 sprites_untextured = 0;
31 u32 lines = 0;
32 u32 trivial_rejects = 0;
33 u32 texels_4bpp = 0;
34 u32 texels_8bpp = 0;
35 u32 texels_16bpp = 0;
36 u32 texel_blocks_4bpp = 0;
37 u32 texel_blocks_8bpp = 0;
38 u32 texel_blocks_16bpp = 0;
39 u32 texel_blocks_untextured = 0;
40 u32 blend_blocks = 0;
41 u32 render_buffer_flushes = 0;
42 u32 state_changes = 0;
43 u32 left_split_triangles = 0;
44 u32 flat_triangles = 0;
45 u32 clipped_triangles = 0;
46 u32 zero_block_spans = 0;
47 u32 texture_cache_loads = 0;
48 u32 false_modulated_blocks = 0;
49
50 u32 reciprocal_table[512];
51
52
53 typedef s32 fixed_type;
54
55 #define EDGE_STEP_BITS 32
56 #define FIXED_BITS     12
57
58 #define fixed_center(value)                                                    \
59   ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1)))            \
60
61 #define int_to_fixed(value)                                                    \
62   (((fixed_type)(value)) << FIXED_BITS)                                        \
63
64 #define fixed_to_int(value)                                                    \
65   ((value) >> FIXED_BITS)                                                      \
66
67 #define fixed_to_double(value)                                                 \
68   ((value) / (double)(1 << FIXED_BITS))                                        \
69
70 #define double_to_fixed(value)                                                 \
71   (fixed_type)(((value) * (double)(1 << FIXED_BITS)))                          \
72
73 typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
74 typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
75 typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
76 typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
77
78 typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
79  s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
80
81 struct render_block_handler_struct
82 {
83   void *setup_blocks;
84   texture_blocks_function_type *texture_blocks;
85   shade_blocks_function_type *shade_blocks;
86   blend_blocks_function_type *blend_blocks; 
87 };
88
89 #ifndef NEON_BUILD
90
91 u32 fixed_reciprocal(u32 denominator, u32 *_shift)
92 {
93   u32 shift = __builtin_clz(denominator);
94   u32 denominator_normalized = denominator << shift;
95
96   double numerator = (1ULL << 62) + denominator_normalized;
97   double numerator_b;
98
99   double denominator_normalized_dp_b;
100   u64 denominator_normalized_dp_u64;
101
102   u32 reciprocal;
103   double reciprocal_dp;
104
105   u64 numerator_u64 = (denominator_normalized >> 10) |
106    ((u64)(62 + 1023) << 52);
107   *((u64 *)(&numerator_b)) = numerator_u64;
108
109   denominator_normalized_dp_u64 =
110    (u64)(denominator_normalized << 21) |
111    ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
112   *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
113
114   // Implement with a DP divide
115   reciprocal_dp = numerator / denominator_normalized_dp_b;
116   reciprocal = reciprocal_dp;
117
118   if(reciprocal == 0x80000001)
119     reciprocal = 0x80000000;
120
121   *_shift = 62 - shift;
122   return reciprocal;
123 }
124
125 double reciprocal_estimate(double a)
126 {
127   int q, s;
128   double r;
129
130   q = (int)(a * 512.0);
131   /* a in units of 1/512 rounded down */
132   r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
133   s = (int)(256.0 * r + 0.5);
134
135   /* r in units of 1/256 rounded to nearest */
136   
137   return (double)s / 256.0;
138 }
139
140 u32 reciprocal_estimate_u32(u32 value)
141 {
142   u64 dp_value_u64;
143   volatile double dp_value;
144   volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
145
146   if((value >> 31) == 0)
147     return 0xFFFFFFFF;
148
149   dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
150
151   *dp_value_ptr = dp_value_u64;
152
153   dp_value = reciprocal_estimate(dp_value);
154   dp_value_u64 = *dp_value_ptr;
155
156   return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
157 }
158
159 u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
160 {
161   u32 shift = __builtin_clz(value);
162   u32 value_normalized = value << shift;
163
164   *_shift = 62 - shift;
165
166   value_normalized -= 2;
167
168   u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
169
170   u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
171   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
172   temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
173   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
174   temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
175   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
176
177   return reciprocal_normalized;
178 }
179
180 #endif
181
182
183 s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
184 {
185         return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
186 }
187
188 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
189 {
190   s32 coverage_x, coverage_y;
191
192   u32 mask_up_left;
193   u32 mask_down_right;
194
195   coverage_x = x2 >> 6;
196   coverage_y = y2 >> 8;
197
198   if(coverage_x < 0)
199     coverage_x = 0;
200
201   if(coverage_x > 31)
202     coverage_x = 31;
203
204   mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
205
206   if(coverage_y >= 1)
207     mask_down_right |= mask_down_right << 16;
208
209   coverage_x = x1 >> 6;
210
211   mask_up_left = 0xFFFF0000 << coverage_x;
212   if(coverage_x < 0)
213     mask_up_left = 0xFFFF0000;
214
215   coverage_y = y1 >> 8;
216   if(coverage_y <= 0)
217     mask_up_left |= mask_up_left >> 16;
218
219   return mask_up_left & mask_down_right;
220 }
221
222 u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
223  u32 x2, u32 y2)
224 {
225   u32 mask = texture_region_mask(x1, y1, x2, y2);
226
227   psx_gpu->dirty_textures_4bpp_mask |= mask;
228   psx_gpu->dirty_textures_8bpp_mask |= mask;
229   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
230
231   return mask;
232 }
233
234 u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
235  u32 y1, u32 x2, u32 y2)
236 {
237   u32 mask = texture_region_mask(x1, y1, x2, y2) &
238    psx_gpu->viewport_mask;
239
240   psx_gpu->dirty_textures_4bpp_mask |= mask;
241   psx_gpu->dirty_textures_8bpp_mask |= mask;
242   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
243
244   return mask;
245 }
246
247
248 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
249  u32 texture_page);
250
251 #ifndef NEON_BUILD
252
253 void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
254 {
255   u32 current_texture_page = psx_gpu->current_texture_page;
256   u8 *texture_page_ptr = psx_gpu->texture_page_base;
257   u16 *vram_ptr = psx_gpu->vram_ptr;
258
259   u32 texel_block;
260   u32 tile_x, tile_y;
261   u32 sub_x, sub_y;
262
263   vram_ptr += (current_texture_page >> 4) * 256 * 1024;
264   vram_ptr += (current_texture_page & 0xF) * 64;
265
266   texture_cache_loads++;
267
268   tile_y = 16;
269   tile_x = 16;
270   sub_x = 4;
271   sub_y = 16;
272
273   psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
274
275   while(tile_y)
276   {
277     while(tile_x)
278     {
279       while(sub_y)
280       {
281         while(sub_x)
282         {
283           texel_block = *vram_ptr;
284
285           texture_page_ptr[0] = texel_block & 0xF;
286           texture_page_ptr[1] = (texel_block >> 4) & 0xF;
287           texture_page_ptr[2] = (texel_block >> 8) & 0xF;
288           texture_page_ptr[3] = texel_block >> 12;
289           
290           vram_ptr++;
291           texture_page_ptr += 4;
292
293           sub_x--;          
294         }
295
296         vram_ptr -= 4;
297         sub_x = 4;
298
299         sub_y--;
300         vram_ptr += 1024;
301       }
302
303       sub_y = 16;
304
305       vram_ptr -= (1024 * 16) - 4;
306       tile_x--;
307     }
308
309     tile_x = 16;
310
311     vram_ptr += (16 * 1024) - (4 * 16);
312     tile_y--;
313   }
314 }
315
316 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
317  u32 texture_page)
318 {
319   u16 *texture_page_ptr = psx_gpu->texture_page_base;
320   u16 *vram_ptr = psx_gpu->vram_ptr;
321
322   u32 tile_x, tile_y;
323   u32 sub_y;
324
325   vec_8x16u texels;
326
327   texture_cache_loads++;
328
329   vram_ptr += (texture_page >> 4) * 256 * 1024;
330   vram_ptr += (texture_page & 0xF) * 64;
331
332   if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
333     texture_page_ptr += (8 * 16) * 8;
334
335   tile_x = 8;
336   tile_y = 16;
337
338   sub_y = 16;
339
340   while(tile_y)
341   {
342     while(tile_x)
343     {
344       while(sub_y)
345       {
346         load_128b(texels, vram_ptr);
347         store_128b(texels, texture_page_ptr);
348
349         texture_page_ptr += 8;
350         vram_ptr += 1024;
351
352         sub_y--;
353       }
354
355       sub_y = 16;
356
357       vram_ptr -= (1024 * 16);
358       vram_ptr += 8;
359
360       tile_x--;
361     }
362
363     tile_x = 8;
364
365     vram_ptr -= (8 * 8);
366     vram_ptr += (16 * 1024);
367
368     texture_page_ptr += (8 * 16) * 8;
369     tile_y--;
370   }
371 }
372
373 #endif
374
375
376 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
377 {
378   u32 current_texture_page = psx_gpu->current_texture_page;
379   u32 update_textures =
380    psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
381
382   psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
383
384   if(update_textures & (1 << current_texture_page))
385   {
386     update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
387     update_textures &= ~(1 << current_texture_page);
388   }
389
390   if(update_textures)
391   {
392     u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
393      (current_texture_page & 0x10);
394
395     update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
396   }
397 }
398
399 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
400  psx_gpu_struct *psx_gpu);
401
402 void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
403 {
404   if((psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED) &&
405    (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
406   {
407     u32 num_blocks_dest = 0;
408     block_struct *block_src = psx_gpu->blocks; 
409     block_struct *block_dest = psx_gpu->blocks;
410
411     u16 *vram_ptr = psx_gpu->vram_ptr;
412     u32 i;
413
414     if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
415     {
416       for(i = 0; i < psx_gpu->num_blocks; i++)
417       {
418         u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
419         if(fb_offset & (1 << 11))
420         {
421           *block_dest = *block_src;
422           num_blocks_dest++;
423           block_dest++;
424         }
425         block_src++;
426       }
427     }
428     else
429     {
430       for(i = 0; i < psx_gpu->num_blocks; i++)
431       {
432         u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
433         if((fb_offset & (1 << 11)) == 0)
434         {
435           *block_dest = *block_src;
436           num_blocks_dest++;
437           block_dest++;
438         }
439         block_src++;
440       }
441     }
442
443     psx_gpu->num_blocks = num_blocks_dest;
444   }
445
446   if(psx_gpu->num_blocks)
447   {
448     render_block_handler_struct *render_block_handler =
449      psx_gpu->render_block_handler;
450
451     render_block_handler->texture_blocks(psx_gpu);
452     render_block_handler->shade_blocks(psx_gpu);
453     render_block_handler->blend_blocks(psx_gpu);
454
455 #ifdef PROFILE
456     span_pixel_blocks += psx_gpu->num_blocks;
457     render_buffer_flushes++;
458 #endif
459
460     psx_gpu->num_blocks = 0;
461   }
462 }
463
464
465 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
466  vertex_struct *b, vertex_struct *c);
467
468 #ifndef NEON_BUILD
469
470 #define setup_gradient_calculation_input(set, vertex)                          \
471   /* First type is:  uvrg bxxx xxxx                                          */\
472   /* Second type is: yyyy ybyy uvrg                                          */\
473   /* Since x_a and y_c are the same the same variable is used for both.      */\
474   x##set##_a_y##set##_c.e[0] = vertex->u;                                      \
475   x##set##_a_y##set##_c.e[1] = vertex->v;                                      \
476   x##set##_a_y##set##_c.e[2] = vertex->r;                                      \
477   x##set##_a_y##set##_c.e[3] = vertex->g;                                      \
478   dup_4x16b(x##set##_b, vertex->x);                                            \
479   dup_4x16b(x##set##_c, vertex->x);                                            \
480   dup_4x16b(y##set##_a, vertex->y);                                            \
481   dup_4x16b(y##set##_b, vertex->y);                                            \
482   x##set##_b.e[0] = vertex->b;                                                 \
483   y##set##_b.e[1] = vertex->b                                                  \
484   
485
486 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
487  vertex_struct *b, vertex_struct *c)
488 {
489   u32 triangle_area = psx_gpu->triangle_area;
490   u32 winding_mask_scalar;
491
492   u32 triangle_area_shift;
493   u64 triangle_area_reciprocal =
494    fixed_reciprocal(triangle_area, &triangle_area_shift);
495   triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
496
497   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
498   // ( d0       *  d1      ) - ( d2       *  d3      ) =
499   // ( m0                  ) - ( m1                  ) = gradient
500
501   // This is split to do 12 elements at a time over three sets: a, b, and c.
502   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
503   // two of the slots are unused.
504
505   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
506   // is g.
507
508   vec_4x16s x0_a_y0_c, x0_b, x0_c;
509   vec_4x16s y0_a, y0_b;
510   vec_4x16s x1_a_y1_c, x1_b, x1_c;
511   vec_4x16s y1_a, y1_b;
512   vec_4x16s x2_a_y2_c, x2_b, x2_c;
513   vec_4x16s y2_a, y2_b;
514
515   vec_4x32u uvrg_base;
516   vec_4x32u b_base;
517   vec_4x32u const_0x8000;
518
519   vec_4x16s d0_a_d3_c, d0_b, d0_c;
520   vec_4x16s d1_a, d1_b, d1_c_d2_a;
521   vec_4x16s d2_b, d2_c;
522   vec_4x16s d3_a, d3_b;
523
524   vec_4x32s m0_a, m0_b, m0_c;
525   vec_4x32s m1_a, m1_b, m1_c;
526
527   vec_4x32u gradient_area_a, gradient_area_c;
528   vec_2x32u gradient_area_b;  
529
530   vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
531   vec_2x32u gradient_area_sign_b;
532   vec_4x32u winding_mask;
533
534   vec_2x64u gradient_wide_a0, gradient_wide_a1;
535   vec_2x64u gradient_wide_c0, gradient_wide_c1;
536   vec_2x64u gradient_wide_b;
537
538   vec_4x32u gradient_a, gradient_c;
539   vec_2x32u gradient_b;
540   vec_16x8s gradient_shift;
541
542   setup_gradient_calculation_input(0, a);
543   setup_gradient_calculation_input(1, b);
544   setup_gradient_calculation_input(2, c);
545
546   dup_4x32b(const_0x8000, 0x8000);
547   shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
548   shl_long_4x16b(b_base, x0_b, 16);
549
550   add_4x32b(uvrg_base, uvrg_base, const_0x8000);
551   add_4x32b(b_base, b_base, const_0x8000);
552
553   // Can probably pair these, but it'll require careful register allocation
554   sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
555   sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
556
557   sub_4x16b(d0_b, x1_b, x0_b);
558   sub_4x16b(d0_c, x1_c, x0_c);
559
560   sub_4x16b(d1_a, y2_a, y1_a);
561   sub_4x16b(d1_b, y2_b, y1_b);
562
563   sub_4x16b(d2_b, x2_b, x1_b);
564   sub_4x16b(d2_c, x2_c, x1_c);
565
566   sub_4x16b(d3_a, y1_a, y0_a);
567   sub_4x16b(d3_b, y1_b, y0_b);
568
569   mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
570   mul_long_4x16b(m0_b, d0_b, d1_b);
571   mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
572
573   mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
574   mul_long_4x16b(m1_b, d2_b, d3_b);
575   mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
576
577   sub_4x32b(gradient_area_a, m0_a, m1_a);
578   sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
579   sub_4x32b(gradient_area_c, m0_c, m1_c);
580
581   cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
582   cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
583   cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
584
585   abs_4x32b(gradient_area_a, gradient_area_a);
586   abs_2x32b(gradient_area_b, gradient_area_b);
587   abs_4x32b(gradient_area_c, gradient_area_c);
588
589   winding_mask_scalar = -psx_gpu->triangle_winding;
590
591   dup_4x32b(winding_mask, winding_mask_scalar);
592   eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
593   eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
594   eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
595
596   mul_scalar_long_2x32b(gradient_wide_a0, 
597    vector_cast(vec_2x32s, gradient_area_a.low), 
598    (s64)triangle_area_reciprocal);
599   mul_scalar_long_2x32b(gradient_wide_a1,
600    vector_cast(vec_2x32s, gradient_area_a.high),
601    (s64)triangle_area_reciprocal);
602   mul_scalar_long_2x32b(gradient_wide_b, 
603    vector_cast(vec_2x32s, gradient_area_b),
604    (s64)triangle_area_reciprocal);
605   mul_scalar_long_2x32b(gradient_wide_c0, 
606    vector_cast(vec_2x32s, gradient_area_c.low),
607    (s64)triangle_area_reciprocal);
608   mul_scalar_long_2x32b(gradient_wide_c1, 
609    vector_cast(vec_2x32s, gradient_area_c.high),
610    (s64)triangle_area_reciprocal);
611
612   dup_16x8b(gradient_shift, triangle_area_shift);
613   shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
614    vector_cast(vec_2x64u, gradient_shift));
615   shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
616    vector_cast(vec_2x64u, gradient_shift));
617   shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
618    vector_cast(vec_2x64u, gradient_shift));
619   shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
620    vector_cast(vec_2x64u, gradient_shift));
621   shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
622    vector_cast(vec_2x64u, gradient_shift));
623
624   mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
625   mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
626   mov_narrow_2x64b(gradient_b, gradient_wide_b);
627   mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
628   mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
629
630   shl_4x32b(gradient_a, gradient_a, 4);
631   shl_2x32b(gradient_b, gradient_b, 4);
632   shl_4x32b(gradient_c, gradient_c, 4);
633
634   eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
635   eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
636   eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
637
638   sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
639   sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
640   sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
641
642   u32 left_adjust = a->x;
643   mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
644   mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
645
646   vec_4x32u uvrg_dx2;
647   vec_2x32u b_dx2;
648
649   vec_4x32u uvrg_dx3;
650   vec_2x32u b_dx3;
651
652   vec_4x32u zero;
653
654   eor_4x32b(zero, zero, zero);
655   add_4x32b(uvrg_dx2, gradient_a, gradient_a);
656   add_2x32b(b_dx2, gradient_b, gradient_b);
657   add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
658   add_2x32b(b_dx3, gradient_b, b_dx2);
659
660   // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
661   // lined up properly
662   psx_gpu->u_block_span.e[0] = zero.e[0];
663   psx_gpu->u_block_span.e[1] = gradient_a.e[0];
664   psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
665   psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
666
667   psx_gpu->v_block_span.e[0] = zero.e[1];
668   psx_gpu->v_block_span.e[1] = gradient_a.e[1];
669   psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
670   psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
671
672   psx_gpu->r_block_span.e[0] = zero.e[2];
673   psx_gpu->r_block_span.e[1] = gradient_a.e[2];
674   psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
675   psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
676
677   psx_gpu->g_block_span.e[0] = zero.e[3];
678   psx_gpu->g_block_span.e[1] = gradient_a.e[3];
679   psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
680   psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
681
682   psx_gpu->b_block_span.e[0] = zero.e[0];
683   psx_gpu->b_block_span.e[1] = gradient_b.e[0];
684   psx_gpu->b_block_span.e[2] = b_dx2.e[0];
685   psx_gpu->b_block_span.e[3] = b_dx3.e[0];
686
687   psx_gpu->uvrg = uvrg_base;
688   psx_gpu->b = b_base.e[0];
689
690   psx_gpu->uvrg_dx = gradient_a;
691   psx_gpu->uvrg_dy = gradient_c;
692   psx_gpu->b_dy = gradient_b.e[1];
693 }
694 #endif
695
696 #define vector_check(_a, _b)                                                   \
697   if(memcmp(&_a, &_b, sizeof(_b)))                                             \
698   {                                                                            \
699     if(sizeof(_b) == 8)                                                        \
700     {                                                                          \
701       printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n",                     \
702        #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]);                          \
703     }                                                                          \
704     else                                                                       \
705     {                                                                          \
706       printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n",         \
707        #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1],         \
708        _b.e[2], _b.e[3]);                                                      \
709     }                                                                          \
710   }                                                                            \
711
712 #define scalar_check(_a, _b)                                                   \
713   if(_a != _b)                                                                 \
714     printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b)                  \
715
716
717 #define setup_spans_prologue_alternate_yes()                                   \
718   vec_2x64s alternate_x;                                                       \
719   vec_2x64s alternate_dx_dy;                                                   \
720   vec_4x32s alternate_x_32;                                                    \
721   vec_2x32s alternate_x_16;                                                    \
722                                                                                \
723   vec_4x16u alternate_select;                                                  \
724   vec_4x16s y_mid_point;                                                       \
725                                                                                \
726   s32 y_b = v_b->y;                                                            \
727   s64 edge_alt;                                                                \
728   s32 edge_dx_dy_alt;                                                          \
729   u32 edge_shift_alt                                                           \
730
731 #define setup_spans_prologue_alternate_no()                                    \
732
733 #define setup_spans_prologue(alternate_active)                                 \
734   edge_data_struct *span_edge_data;                                            \
735   vec_4x32u *span_uvrg_offset;                                                 \
736   u32 *span_b_offset;                                                          \
737                                                                                \
738   s32 clip;                                                                    \
739                                                                                \
740   vec_2x64s edges_xy;                                                          \
741   vec_2x32s edges_dx_dy;                                                       \
742   vec_2x32u edge_shifts;                                                       \
743                                                                                \
744   vec_2x64s left_x, right_x;                                                   \
745   vec_2x64s left_dx_dy, right_dx_dy;                                           \
746   vec_4x32s left_x_32, right_x_32;                                             \
747   vec_8x16s left_right_x_16;                                                   \
748   vec_4x16s y_x4;                                                              \
749   vec_8x16s left_edge;                                                         \
750   vec_8x16s right_edge;                                                        \
751   vec_4x16u span_shift;                                                        \
752                                                                                \
753   vec_2x32u c_0x01;                                                            \
754   vec_4x16u c_0x04;                                                            \
755   vec_4x16u c_0xFFFE;                                                          \
756   vec_4x16u c_0x07;                                                            \
757                                                                                \
758   vec_2x32s x_starts;                                                          \
759   vec_2x32s x_ends;                                                            \
760                                                                                \
761   s32 x_a = v_a->x;                                                            \
762   s32 x_b = v_b->x;                                                            \
763   s32 x_c = v_c->x;                                                            \
764   s32 y_a = v_a->y;                                                            \
765   s32 y_c = v_c->y;                                                            \
766                                                                                \
767   vec_4x32u uvrg = psx_gpu->uvrg;                                              \
768   vec_4x32u uvrg_dy = psx_gpu->uvrg_dy;                                        \
769   u32 b = psx_gpu->b;                                                          \
770   u32 b_dy = psx_gpu->b_dy;                                                    \
771                                                                                \
772   dup_2x32b(c_0x01, 0x01);                                                     \
773   setup_spans_prologue_alternate_##alternate_active()                          \
774
775 #define setup_spans_prologue_b()                                               \
776   span_edge_data = psx_gpu->span_edge_data;                                    \
777   span_uvrg_offset = psx_gpu->span_uvrg_offset;                                \
778   span_b_offset = psx_gpu->span_b_offset;                                      \
779                                                                                \
780   vec_8x16u c_0x0001;                                                          \
781                                                                                \
782   dup_8x16b(c_0x0001, 0x0001);                                                 \
783   dup_8x16b(left_edge, psx_gpu->viewport_start_x);                             \
784   dup_8x16b(right_edge, psx_gpu->viewport_end_x);                              \
785   add_8x16b(right_edge, right_edge, c_0x0001);                                 \
786   dup_4x16b(c_0x04, 0x04);                                                     \
787   dup_4x16b(c_0x07, 0x07);                                                     \
788   dup_4x16b(c_0xFFFE, 0xFFFE);                                                 \
789
790
791 #define compute_edge_delta_x2()                                                \
792 {                                                                              \
793   vec_2x32s heights;                                                           \
794   vec_2x32s height_reciprocals;                                                \
795   vec_2x32s heights_b;                                                         \
796   vec_4x32u widths;                                                            \
797                                                                                \
798   u32 edge_shift = reciprocal_table[height];                                   \
799                                                                                \
800   dup_2x32b(heights, height);                                                  \
801   sub_2x32b(widths, x_ends, x_starts);                                         \
802                                                                                \
803   dup_2x32b(edge_shifts, edge_shift);                                          \
804   sub_2x32b(heights_b, heights, c_0x01);                                       \
805   shr_2x32b(height_reciprocals, edge_shifts, 12);                              \
806                                                                                \
807   mla_2x32b(heights_b, x_starts, heights);                                     \
808   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
809   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
810   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
811 }                                                                              \
812
813 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
814 {                                                                              \
815   vec_2x32s heights;                                                           \
816   vec_2x32s height_reciprocals;                                                \
817   vec_2x32s heights_b;                                                         \
818   vec_2x32u widths;                                                            \
819                                                                                \
820   u32 width_alt;                                                               \
821   s32 height_b_alt;                                                            \
822   u32 height_reciprocal_alt;                                                   \
823                                                                                \
824   heights.e[0] = height_a;                                                     \
825   heights.e[1] = height_b;                                                     \
826                                                                                \
827   edge_shifts.e[0] = reciprocal_table[height_a];                               \
828   edge_shifts.e[1] = reciprocal_table[height_b];                               \
829   edge_shift_alt = reciprocal_table[height_minor_b];                           \
830                                                                                \
831   sub_2x32b(widths, x_ends, x_starts);                                         \
832   width_alt = x_c - start_c;                                                   \
833                                                                                \
834   shr_2x32b(height_reciprocals, edge_shifts, 12);                              \
835   height_reciprocal_alt = edge_shift_alt >> 12;                                \
836                                                                                \
837   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
838   edge_shift_alt &= 0x1F;                                                      \
839                                                                                \
840   sub_2x32b(heights_b, heights, c_0x01);                                       \
841   height_b_alt = height_minor_b - 1;                                           \
842                                                                                \
843   mla_2x32b(heights_b, x_starts, heights);                                     \
844   height_b_alt += height_minor_b * start_c;                                    \
845                                                                                \
846   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
847   edge_alt = (s64)height_b_alt * height_reciprocal_alt;                        \
848                                                                                \
849   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
850   edge_dx_dy_alt = width_alt * height_reciprocal_alt;                          \
851 }                                                                              \
852
853
854 #define setup_spans_adjust_y_up()                                              \
855   sub_4x32b(y_x4, y_x4, c_0x04)                                                \
856
857 #define setup_spans_adjust_y_down()                                            \
858   add_4x32b(y_x4, y_x4, c_0x04)                                                \
859
860 #define setup_spans_adjust_interpolants_up()                                   \
861   sub_4x32b(uvrg, uvrg, uvrg_dy);                                              \
862   b -= b_dy                                                                    \
863
864 #define setup_spans_adjust_interpolants_down()                                 \
865   add_4x32b(uvrg, uvrg, uvrg_dy);                                              \
866   b += b_dy                                                                    \
867
868
869 #define setup_spans_clip_interpolants_increment()                              \
870   mla_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
871   b += b_dy * clip                                                             \
872
873 #define setup_spans_clip_interpolants_decrement()                              \
874   mls_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
875   b -= b_dy * clip                                                             \
876
877 #define setup_spans_clip_alternate_yes()                                       \
878   edge_alt += edge_dx_dy_alt * (s64)(clip)                                     \
879
880 #define setup_spans_clip_alternate_no()                                        \
881
882 #define setup_spans_clip(direction, alternate_active)                          \
883 {                                                                              \
884   clipped_triangles++;                                                         \
885   mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip);                     \
886   setup_spans_clip_alternate_##alternate_active();                             \
887   setup_spans_clip_interpolants_##direction();                                 \
888 }                                                                              \
889
890
891 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
892 {                                                                              \
893   vec_2x64u edge_shifts_64;                                                    \
894   vec_2x64s edges_dx_dy_64;                                                    \
895                                                                                \
896   mov_wide_2x32b(edge_shifts_64, edge_shifts);                                 \
897   shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64);                      \
898                                                                                \
899   mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy);                                 \
900   shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64);          \
901                                                                                \
902   left_x.e[0] = edges_xy.e[left_index];                                        \
903   right_x.e[0] = edges_xy.e[right_index];                                      \
904                                                                                \
905   left_dx_dy.e[0] = edges_dx_dy_64.e[left_index];                              \
906   left_dx_dy.e[1] = edges_dx_dy_64.e[left_index];                              \
907   right_dx_dy.e[0] = edges_dx_dy_64.e[right_index];                            \
908   right_dx_dy.e[1] = edges_dx_dy_64.e[right_index];                            \
909                                                                                \
910   add_1x64b(left_x.high, left_x.low, left_dx_dy.low);                          \
911   add_1x64b(right_x.high, right_x.low, right_dx_dy.low);                       \
912                                                                                \
913   add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy);                               \
914   add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy);                            \
915 }                                                                              \
916
917 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
918 {                                                                              \
919   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
920   s64 edge_dx_dy_alt_64;                                                       \
921                                                                                \
922   dup_4x16b(y_mid_point, y_b);                                                 \
923                                                                                \
924   edge_alt <<= edge_shift_alt;                                                 \
925   edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt;                   \
926                                                                                \
927   alternate_x.e[0] = edge_alt;                                                 \
928   alternate_dx_dy.e[0] = edge_dx_dy_alt_64;                                    \
929   alternate_dx_dy.e[1] = edge_dx_dy_alt_64;                                    \
930                                                                                \
931   add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low);           \
932   add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy);                \
933 }                                                                              \
934
935
936 #define setup_spans_y_select_up()                                              \
937   cmplt_4x16b(alternate_select, y_x4, y_mid_point)                             \
938
939 #define setup_spans_y_select_down()                                            \
940   cmpgt_4x16b(alternate_select, y_x4, y_mid_point)                             \
941
942 #define setup_spans_y_select_alternate_yes(direction)                          \
943   setup_spans_y_select_##direction()                                           \
944
945 #define setup_spans_y_select_alternate_no(direction)                           \
946
947 #define setup_spans_alternate_select_left()                                    \
948   bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select)             \
949
950 #define setup_spans_alternate_select_right()                                   \
951   bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select)            \
952
953 #define setup_spans_alternate_select_none()                                    \
954
955 #define setup_spans_increment_alternate_yes()                                  \
956   shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32);                       \
957   add_2x64b(alternate_x, alternate_x, alternate_dx_dy);                        \
958   shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32);                      \
959   add_2x64b(alternate_x, alternate_x, alternate_dx_dy);                        \
960   mov_narrow_4x32b(alternate_x_16, alternate_x_32)                             \
961
962 #define setup_spans_increment_alternate_no()                                   \
963
964 #define setup_spans_set_x4(alternate, direction, alternate_active)             \
965 {                                                                              \
966   span_uvrg_offset[0] = uvrg;                                                  \
967   span_b_offset[0] = b;                                                        \
968   setup_spans_adjust_interpolants_##direction();                               \
969                                                                                \
970   span_uvrg_offset[1] = uvrg;                                                  \
971   span_b_offset[1] = b;                                                        \
972   setup_spans_adjust_interpolants_##direction();                               \
973                                                                                \
974   span_uvrg_offset[2] = uvrg;                                                  \
975   span_b_offset[2] = b;                                                        \
976   setup_spans_adjust_interpolants_##direction();                               \
977                                                                                \
978   span_uvrg_offset[3] = uvrg;                                                  \
979   span_b_offset[3] = b;                                                        \
980   setup_spans_adjust_interpolants_##direction();                               \
981                                                                                \
982   span_uvrg_offset += 4;                                                       \
983   span_b_offset += 4;                                                          \
984                                                                                \
985   shr_narrow_2x64b(left_x_32.low, left_x, 32);                                 \
986   shr_narrow_2x64b(right_x_32.low, right_x, 32);                               \
987                                                                                \
988   add_2x64b(left_x, left_x, left_dx_dy);                                       \
989   add_2x64b(right_x, right_x, right_dx_dy);                                    \
990                                                                                \
991   shr_narrow_2x64b(left_x_32.high, left_x, 32);                                \
992   shr_narrow_2x64b(right_x_32.high, right_x, 32);                              \
993                                                                                \
994   add_2x64b(left_x, left_x, left_dx_dy);                                       \
995   add_2x64b(right_x, right_x, right_dx_dy);                                    \
996                                                                                \
997   mov_narrow_4x32b(left_right_x_16.low, left_x_32);                            \
998   mov_narrow_4x32b(left_right_x_16.high, right_x_32);                          \
999                                                                                \
1000   setup_spans_increment_alternate_##alternate_active();                        \
1001   setup_spans_y_select_alternate_##alternate_active(direction);                \
1002   setup_spans_alternate_select_##alternate();                                  \
1003                                                                                \
1004   max_8x16b(left_right_x_16, left_right_x_16, left_edge);                      \
1005   min_8x16b(left_right_x_16, left_right_x_16, right_edge);                     \
1006                                                                                \
1007   sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low);  \
1008   add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07);               \
1009   and_4x16b(span_shift, left_right_x_16.high, c_0x07);                         \
1010   shl_variable_4x16b(span_shift, c_0xFFFE, span_shift);                        \
1011   shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3);                    \
1012                                                                                \
1013   u32 i;                                                                       \
1014   for(i = 0; i < 4; i++)                                                       \
1015   {                                                                            \
1016     span_edge_data[i].left_x = left_right_x_16.low.e[i];                       \
1017     span_edge_data[i].num_blocks = left_right_x_16.high.e[i];                  \
1018     span_edge_data[i].right_mask = span_shift.e[i];                            \
1019     span_edge_data[i].y = y_x4.e[i];                                           \
1020   }                                                                            \
1021                                                                                \
1022   span_edge_data += 4;                                                         \
1023                                                                                \
1024   setup_spans_adjust_y_##direction();                                          \
1025 }                                                                              \
1026
1027
1028 #define setup_spans_alternate_adjust_yes()                                     \
1029   edge_alt -= edge_dx_dy_alt * (s64)height_minor_a                             \
1030
1031 #define setup_spans_alternate_adjust_no()                                      \
1032
1033
1034 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1035   setup_spans_alternate_adjust_##alternate_active();                           \
1036   if(y_c > psx_gpu->viewport_end_y)                                            \
1037     height -= y_c - psx_gpu->viewport_end_y - 1;                               \
1038                                                                                \
1039   clip = psx_gpu->viewport_start_y - y_a;                                      \
1040   if(clip > 0)                                                                 \
1041   {                                                                            \
1042     height -= clip;                                                            \
1043     y_a += clip;                                                               \
1044     setup_spans_clip(increment, alternate_active);                             \
1045   }                                                                            \
1046                                                                                \
1047   setup_spans_prologue_b();                                                    \
1048                                                                                \
1049   if(height > 0)                                                               \
1050   {                                                                            \
1051     y_x4.e[0] = y_a;                                                           \
1052     y_x4.e[1] = y_a + 1;                                                       \
1053     y_x4.e[2] = y_a + 2;                                                       \
1054     y_x4.e[3] = y_a + 3;                                                       \
1055     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
1056      right_index);                                                             \
1057                                                                                \
1058     psx_gpu->num_spans = height;                                               \
1059     do                                                                         \
1060     {                                                                          \
1061       setup_spans_set_x4(alternate, down, alternate_active);                   \
1062       height -= 4;                                                             \
1063     } while(height > 0);                                                       \
1064   }                                                                            \
1065
1066
1067 #define setup_spans_alternate_pre_increment_yes()                              \
1068   edge_alt += edge_dx_dy_alt                                                   \
1069
1070 #define setup_spans_alternate_pre_increment_no()                               \
1071
1072 #define setup_spans_up_decrement_height_yes()                                  \
1073   height--                                                                     \
1074
1075 #define setup_spans_up_decrement_height_no()                                   \
1076   {}                                                                           \
1077
1078 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
1079   setup_spans_alternate_adjust_##alternate_active();                           \
1080   y_a--;                                                                       \
1081                                                                                \
1082   if(y_c < psx_gpu->viewport_start_y)                                          \
1083     height -= psx_gpu->viewport_start_y - y_c;                                 \
1084   else                                                                         \
1085     setup_spans_up_decrement_height_##alternate_active();                      \
1086                                                                                \
1087   clip = y_a - psx_gpu->viewport_end_y;                                        \
1088   if(clip > 0)                                                                 \
1089   {                                                                            \
1090     height -= clip;                                                            \
1091     y_a -= clip;                                                               \
1092     setup_spans_clip(decrement, alternate_active);                             \
1093   }                                                                            \
1094                                                                                \
1095   setup_spans_prologue_b();                                                    \
1096                                                                                \
1097   if(height > 0)                                                               \
1098   {                                                                            \
1099     y_x4.e[0] = y_a;                                                           \
1100     y_x4.e[1] = y_a - 1;                                                       \
1101     y_x4.e[2] = y_a - 2;                                                       \
1102     y_x4.e[3] = y_a - 3;                                                       \
1103     add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);                           \
1104     setup_spans_alternate_pre_increment_##alternate_active();                  \
1105     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
1106      right_index);                                                             \
1107     setup_spans_adjust_interpolants_up();                                      \
1108                                                                                \
1109     psx_gpu->num_spans = height;                                               \
1110     while(height > 0)                                                          \
1111     {                                                                          \
1112       setup_spans_set_x4(alternate, up, alternate_active);                     \
1113       height -= 4;                                                             \
1114     }                                                                          \
1115   }                                                                            \
1116
1117 #define index_left  0
1118 #define index_right 1
1119
1120 #define setup_spans_up_up(minor, major)                                        \
1121   setup_spans_prologue(yes);                                                   \
1122   s32 height_minor_a = y_a - y_b;                                              \
1123   s32 height_minor_b = y_b - y_c;                                              \
1124   s32 height = y_a - y_c;                                                      \
1125                                                                                \
1126   dup_2x32b(x_starts, x_a);                                                    \
1127   x_ends.e[0] = x_c;                                                           \
1128   x_ends.e[1] = x_b;                                                           \
1129                                                                                \
1130   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1131   setup_spans_up(index_##major, index_##minor, minor, yes)                     \
1132
1133
1134 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1135  vertex_struct *v_b, vertex_struct *v_c);
1136 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1137  vertex_struct *v_b, vertex_struct *v_c);
1138 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1139  vertex_struct *v_b, vertex_struct *v_c);
1140 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1141  vertex_struct *v_b, vertex_struct *v_c);
1142 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1143  vertex_struct *v_b, vertex_struct *v_c);
1144 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1145  vertex_struct *v_b, vertex_struct *v_c);
1146 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1147  vertex_struct *v_b, vertex_struct *v_c);
1148 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1149  vertex_struct *v_b, vertex_struct *v_c);
1150 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1151  vertex_struct *v_b, vertex_struct *v_c);
1152
1153
1154 #ifndef NEON_BUILD
1155
1156 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1157  vertex_struct *v_b, vertex_struct *v_c)
1158 {
1159   setup_spans_up_up(left, right);
1160 }
1161
1162 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1163  vertex_struct *v_b, vertex_struct *v_c)
1164 {
1165   setup_spans_up_up(right, left);
1166 }
1167
1168 #define setup_spans_down_down(minor, major)                                    \
1169   setup_spans_prologue(yes);                                                   \
1170   s32 height_minor_a = y_b - y_a;                                              \
1171   s32 height_minor_b = y_c - y_b;                                              \
1172   s32 height = y_c - y_a;                                                      \
1173                                                                                \
1174   dup_2x32b(x_starts, x_a);                                                    \
1175   x_ends.e[0] = x_c;                                                           \
1176   x_ends.e[1] = x_b;                                                           \
1177                                                                                \
1178   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1179   setup_spans_down(index_##major, index_##minor, minor, yes)                   \
1180
1181 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1182  vertex_struct *v_b, vertex_struct *v_c)
1183 {
1184   setup_spans_down_down(left, right);
1185 }
1186
1187 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1188  vertex_struct *v_b, vertex_struct *v_c)
1189 {
1190   setup_spans_down_down(right, left);
1191 }
1192
1193 #define setup_spans_up_flat()                                                  \
1194   s32 height = y_a - y_c;                                                      \
1195                                                                                \
1196   flat_triangles++;                                                            \
1197   compute_edge_delta_x2();                                                     \
1198   setup_spans_up(index_left, index_right, none, no)                            \
1199
1200 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1201  vertex_struct *v_b, vertex_struct *v_c)
1202 {
1203   setup_spans_prologue(no);
1204   x_starts.e[0] = x_a;
1205   x_starts.e[1] = x_b;
1206   dup_2x32b(x_ends, x_c);
1207
1208   setup_spans_up_flat();
1209 }
1210
1211 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1212  vertex_struct *v_b, vertex_struct *v_c)
1213 {
1214   setup_spans_prologue(no);
1215   dup_2x32b(x_starts, x_a);
1216   x_ends.e[0] = x_b;
1217   x_ends.e[1] = x_c;
1218
1219   setup_spans_up_flat();
1220 }
1221
1222 #define setup_spans_down_flat()                                                \
1223   s32 height = y_c - y_a;                                                      \
1224                                                                                \
1225   flat_triangles++;                                                            \
1226   compute_edge_delta_x2();                                                     \
1227   setup_spans_down(index_left, index_right, none, no)                          \
1228
1229 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1230  vertex_struct *v_b, vertex_struct *v_c)
1231 {
1232   setup_spans_prologue(no);
1233   x_starts.e[0] = x_a;
1234   x_starts.e[1] = x_b;
1235   dup_2x32b(x_ends, x_c);
1236
1237   setup_spans_down_flat();
1238 }
1239
1240 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1241  vertex_struct *v_b, vertex_struct *v_c)
1242 {
1243   setup_spans_prologue(no);
1244   dup_2x32b(x_starts, x_a);
1245   x_ends.e[0] = x_b;
1246   x_ends.e[1] = x_c;
1247
1248   setup_spans_down_flat();
1249 }
1250
1251 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1252  vertex_struct *v_b, vertex_struct *v_c)
1253 {
1254   setup_spans_prologue(no);
1255
1256   s32 y_b = v_b->y;
1257   s64 edge_alt;
1258   s32 edge_dx_dy_alt;
1259   u32 edge_shift_alt;
1260
1261   s32 middle_y = y_a;
1262   s32 height_minor_a = y_a - y_b;
1263   s32 height_minor_b = y_c - y_a;
1264   s32 height_major = y_c - y_b;
1265
1266   vec_2x64s edges_xy_b;
1267   vec_2x32s edges_dx_dy_b;
1268   vec_2x32u edge_shifts_b;
1269
1270   vec_2x32s height_increment;
1271
1272   x_starts.e[0] = x_a;
1273   x_starts.e[1] = x_c;
1274   dup_2x32b(x_ends, x_b);
1275
1276   compute_edge_delta_x3(x_a, height_minor_a, height_major);
1277
1278   height_increment.e[0] = 0;
1279   height_increment.e[1] = height_minor_b;
1280
1281   mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1282
1283   edges_xy_b.e[0] = edge_alt;
1284   edges_xy_b.e[1] = edges_xy.e[1];
1285
1286   edge_shifts_b = edge_shifts;
1287   edge_shifts_b.e[0] = edge_shift_alt;
1288
1289   neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1290   edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1291   
1292   y_a--;
1293
1294   if(y_b < psx_gpu->viewport_start_y)
1295     height_minor_a -= psx_gpu->viewport_start_y - y_b;
1296
1297   clip = y_a - psx_gpu->viewport_end_y;
1298   if(clip > 0)
1299   {
1300     height_minor_a -= clip;
1301     y_a -= clip;
1302     setup_spans_clip(decrement, no);
1303   }
1304
1305   setup_spans_prologue_b();
1306
1307   if(height_minor_a > 0)
1308   {
1309     y_x4.e[0] = y_a;
1310     y_x4.e[1] = y_a - 1;
1311     y_x4.e[2] = y_a - 2;
1312     y_x4.e[3] = y_a - 3;
1313     add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1314     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1315     setup_spans_adjust_interpolants_up();
1316
1317     psx_gpu->num_spans = height_minor_a;
1318     while(height_minor_a > 0)
1319     {
1320       setup_spans_set_x4(none, up, no);
1321       height_minor_a -= 4;
1322     }
1323
1324     span_edge_data += height_minor_a;
1325     span_uvrg_offset += height_minor_a;
1326     span_b_offset += height_minor_a;
1327   }
1328   
1329   edges_xy = edges_xy_b;
1330   edges_dx_dy = edges_dx_dy_b;
1331   edge_shifts = edge_shifts_b;
1332
1333   uvrg = psx_gpu->uvrg;
1334   b = psx_gpu->b;
1335
1336   y_a = middle_y;
1337
1338   if(y_c > psx_gpu->viewport_end_y)
1339     height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1340
1341   clip = psx_gpu->viewport_start_y - y_a;
1342   if(clip > 0)
1343   {
1344     height_minor_b -= clip;
1345     y_a += clip;
1346     setup_spans_clip(increment, no);
1347   }
1348
1349   if(height_minor_b > 0)
1350   {
1351     y_x4.e[0] = y_a;
1352     y_x4.e[1] = y_a + 1;
1353     y_x4.e[2] = y_a + 2;
1354     y_x4.e[3] = y_a + 3;
1355     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1356
1357     psx_gpu->num_spans += height_minor_b;
1358     do
1359     {
1360       setup_spans_set_x4(none, down, no);
1361       height_minor_b -= 4;
1362     } while(height_minor_b > 0);
1363   }
1364
1365   left_split_triangles++;
1366 }
1367
1368 #endif
1369
1370
1371 #define dither_table_entry_normal(value)                                       \
1372   (value)                                                                      \
1373
1374
1375 #define setup_blocks_load_msb_mask_indirect()                                  \
1376
1377 #define setup_blocks_load_msb_mask_direct()                                    \
1378   vec_8x16u msb_mask;                                                          \
1379   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
1380
1381
1382 #define setup_blocks_variables_shaded_textured(target)                         \
1383   vec_4x32u u_block;                                                           \
1384   vec_4x32u v_block;                                                           \
1385   vec_4x32u r_block;                                                           \
1386   vec_4x32u g_block;                                                           \
1387   vec_4x32u b_block;                                                           \
1388   vec_4x32u uvrg_dx = psx_gpu->uvrg_dx;                                        \
1389   vec_4x32u uvrg_dx4;                                                          \
1390   vec_4x32u uvrg_dx8;                                                          \
1391   vec_4x32u uvrg;                                                              \
1392   u32 b_dx = psx_gpu->b_block_span.e[1];                                       \
1393   u32 b_dx4 = b_dx << 2;                                                       \
1394   u32 b_dx8 = b_dx << 3;                                                       \
1395   u32 b;                                                                       \
1396                                                                                \
1397   vec_16x8u texture_mask;                                                      \
1398   shl_4x32b(uvrg_dx4, uvrg_dx, 2);                                             \
1399   shl_4x32b(uvrg_dx8, uvrg_dx, 3);                                             \
1400   dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width);                     \
1401   dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height)                    \
1402
1403 #define setup_blocks_variables_shaded_untextured(target)                       \
1404   vec_4x32u r_block;                                                           \
1405   vec_4x32u g_block;                                                           \
1406   vec_4x32u b_block;                                                           \
1407   vec_4x32u rgb_dx;                                                            \
1408   vec_4x32u rgb_dx4;                                                           \
1409   vec_4x32u rgb_dx8;                                                           \
1410   vec_4x32u rgb;                                                               \
1411                                                                                \
1412   vec_8x8u d64_0x07;                                                           \
1413   vec_8x8u d64_1;                                                              \
1414   vec_8x8u d64_4;                                                              \
1415   vec_8x8u d64_128;                                                            \
1416                                                                                \
1417   dup_8x8b(d64_0x07, 0x07);                                                    \
1418   dup_8x8b(d64_1, 1);                                                          \
1419   dup_8x8b(d64_4, 4);                                                          \
1420   dup_8x8b(d64_128, 128);                                                      \
1421                                                                                \
1422   rgb_dx.low = psx_gpu->uvrg_dx.high;                                          \
1423   rgb_dx.e[2] = psx_gpu->b_block_span.e[1];                                    \
1424   shl_4x32b(rgb_dx4, rgb_dx, 2);                                               \
1425   shl_4x32b(rgb_dx8, rgb_dx, 3)                                                \
1426
1427 #define setup_blocks_variables_unshaded_textured(target)                       \
1428   vec_4x32u u_block;                                                           \
1429   vec_4x32u v_block;                                                           \
1430   vec_2x32u uv_dx = psx_gpu->uvrg_dx.low;                                      \
1431   vec_2x32u uv_dx4;                                                            \
1432   vec_2x32u uv_dx8;                                                            \
1433   vec_2x32u uv = psx_gpu->uvrg.low;                                            \
1434                                                                                \
1435   vec_16x8u texture_mask;                                                      \
1436   shl_2x32b(uv_dx4, uv_dx, 2);                                                 \
1437   shl_2x32b(uv_dx8, uv_dx, 3);                                                 \
1438   dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width);                     \
1439   dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height)                    \
1440
1441
1442 #define setup_blocks_variables_unshaded_untextured_direct()                    \
1443   or_8x16b(colors, colors, msb_mask)                                           \
1444
1445 #define setup_blocks_variables_unshaded_untextured_indirect()                  \
1446
1447 #define setup_blocks_variables_unshaded_untextured(target)                     \
1448   u32 color = psx_gpu->triangle_color;                                         \
1449   vec_8x16u colors;                                                            \
1450                                                                                \
1451   u32 color_r = color & 0xFF;                                                  \
1452   u32 color_g = (color >> 8) & 0xFF;                                           \
1453   u32 color_b = (color >> 16) & 0xFF;                                          \
1454                                                                                \
1455   color = (color_r >> 3) | ((color_g >> 3) << 5) |                             \
1456    ((color_b >> 3) << 10);                                                     \
1457   dup_8x16b(colors, color);                                                    \
1458   setup_blocks_variables_unshaded_untextured_##target()                        \
1459
1460 #define setup_blocks_span_initialize_dithered_textured()                       \
1461   vec_8x16u dither_offsets;                                                    \
1462   shl_long_8x8b(dither_offsets, dither_offsets_short, 4)                       \
1463
1464 #define setup_blocks_span_initialize_dithered_untextured()                     \
1465   vec_8x8u dither_offsets;                                                     \
1466   add_8x8b(dither_offsets, dither_offsets_short, d64_4)                        \
1467
1468 #define setup_blocks_span_initialize_dithered(texturing)                       \
1469   u32 dither_row = psx_gpu->dither_table[y & 0x3];                             \
1470   u32 dither_shift = (span_edge_data->left_x & 0x3) * 8;                       \
1471   vec_8x8s dither_offsets_short;                                               \
1472                                                                                \
1473   dither_row =                                                                 \
1474    (dither_row >> dither_shift) | (dither_row << (32 - dither_shift));         \
1475   dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row);         \
1476   setup_blocks_span_initialize_dithered_##texturing()                          \
1477
1478 #define setup_blocks_span_initialize_undithered(texturing)                     \
1479
1480
1481 #define setup_blocks_span_initialize_shaded_textured()                         \
1482 {                                                                              \
1483   vec_4x32u block_span;                                                        \
1484   u32 offset = span_edge_data->left_x;                                         \
1485                                                                                \
1486   uvrg = *span_uvrg_offset;                                                    \
1487   mla_scalar_4x32b(uvrg, uvrg_dx, offset);                                     \
1488   b = *span_b_offset;                                                          \
1489   b += b_dx * offset;                                                          \
1490                                                                                \
1491   dup_4x32b(u_block, uvrg.e[0]);                                               \
1492   dup_4x32b(v_block, uvrg.e[1]);                                               \
1493   dup_4x32b(r_block, uvrg.e[2]);                                               \
1494   dup_4x32b(g_block, uvrg.e[3]);                                               \
1495   dup_4x32b(b_block, b);                                                       \
1496                                                                                \
1497   block_span = psx_gpu->u_block_span;                                          \
1498   add_4x32b(u_block, u_block, block_span);                                     \
1499   block_span = psx_gpu->v_block_span;                                          \
1500   add_4x32b(v_block, v_block, block_span);                                     \
1501   block_span = psx_gpu->r_block_span;                                          \
1502   add_4x32b(r_block, r_block, block_span);                                     \
1503   block_span = psx_gpu->g_block_span;                                          \
1504   add_4x32b(g_block, g_block, block_span);                                     \
1505   block_span = psx_gpu->b_block_span;                                          \
1506   add_4x32b(b_block, b_block, block_span);                                     \
1507 }
1508   
1509 #define setup_blocks_span_initialize_shaded_untextured()                       \
1510 {                                                                              \
1511   vec_4x32u block_span;                                                        \
1512   u32 offset = span_edge_data->left_x;                                         \
1513                                                                                \
1514   rgb.low = span_uvrg_offset->high;                                            \
1515   rgb.high.e[0] = *span_b_offset;                                              \
1516   mla_scalar_4x32b(rgb, rgb_dx, offset);                                       \
1517                                                                                \
1518   dup_4x32b(r_block, rgb.e[0]);                                                \
1519   dup_4x32b(g_block, rgb.e[1]);                                                \
1520   dup_4x32b(b_block, rgb.e[2]);                                                \
1521                                                                                \
1522   block_span = psx_gpu->r_block_span;                                          \
1523   add_4x32b(r_block, r_block, block_span);                                     \
1524   block_span = psx_gpu->g_block_span;                                          \
1525   add_4x32b(g_block, g_block, block_span);                                     \
1526   block_span = psx_gpu->b_block_span;                                          \
1527   add_4x32b(b_block, b_block, block_span);                                     \
1528 }                                                                              \
1529   
1530 #define setup_blocks_span_initialize_unshaded_textured()                       \
1531 {                                                                              \
1532   vec_4x32u block_span;                                                        \
1533   u32 offset = span_edge_data->left_x;                                         \
1534                                                                                \
1535   uv = span_uvrg_offset->low;                                                  \
1536   mla_scalar_2x32b(uv, uv_dx, offset);                                         \
1537                                                                                \
1538   dup_4x32b(u_block, uv.e[0]);                                                 \
1539   dup_4x32b(v_block, uv.e[1]);                                                 \
1540                                                                                \
1541   block_span = psx_gpu->u_block_span;                                          \
1542   add_4x32b(u_block, u_block, block_span);                                     \
1543   block_span = psx_gpu->v_block_span;                                          \
1544   add_4x32b(v_block, v_block, block_span);                                     \
1545 }                                                                              \
1546
1547 #define setup_blocks_span_initialize_unshaded_untextured()                     \
1548
1549
1550 #define setup_blocks_texture_swizzled()                                        \
1551 {                                                                              \
1552   vec_8x8u u_saved = u;                                                        \
1553   sli_8x8b(u, v, 4);                                                           \
1554   sri_8x8b(v, u_saved, 4);                                                     \
1555 }                                                                              \
1556
1557 #define setup_blocks_texture_unswizzled()                                      \
1558
1559 #define setup_blocks_store_shaded_textured(swizzling, dithering, target,       \
1560  edge_type)                                                                    \
1561 {                                                                              \
1562   vec_8x16u u_whole;                                                           \
1563   vec_8x16u v_whole;                                                           \
1564   vec_8x16u r_whole;                                                           \
1565   vec_8x16u g_whole;                                                           \
1566   vec_8x16u b_whole;                                                           \
1567                                                                                \
1568   vec_8x8u u;                                                                  \
1569   vec_8x8u v;                                                                  \
1570   vec_8x8u r;                                                                  \
1571   vec_8x8u g;                                                                  \
1572   vec_8x8u b;                                                                  \
1573   vec_8x16u uv;                                                                \
1574                                                                                \
1575   vec_4x32u dx4;                                                               \
1576   vec_4x32u dx8;                                                               \
1577                                                                                \
1578   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1579   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1580   shr_narrow_4x32b(r_whole.low, r_block, 16);                                  \
1581   shr_narrow_4x32b(g_whole.low, g_block, 16);                                  \
1582   shr_narrow_4x32b(b_whole.low, b_block, 16);                                  \
1583                                                                                \
1584   dup_4x32b(dx4, uvrg_dx4.e[0]);                                               \
1585   add_high_narrow_4x32b(u_whole.high, u_block, dx4);                           \
1586   dup_4x32b(dx4, uvrg_dx4.e[1]);                                               \
1587   add_high_narrow_4x32b(v_whole.high, v_block, dx4);                           \
1588   dup_4x32b(dx4, uvrg_dx4.e[2]);                                               \
1589   add_high_narrow_4x32b(r_whole.high, r_block, dx4);                           \
1590   dup_4x32b(dx4, uvrg_dx4.e[3]);                                               \
1591   add_high_narrow_4x32b(g_whole.high, g_block, dx4);                           \
1592   dup_4x32b(dx4, b_dx4);                                                       \
1593   add_high_narrow_4x32b(b_whole.high, b_block, dx4);                           \
1594                                                                                \
1595   mov_narrow_8x16b(u, u_whole);                                                \
1596   mov_narrow_8x16b(v, v_whole);                                                \
1597   mov_narrow_8x16b(r, r_whole);                                                \
1598   mov_narrow_8x16b(g, g_whole);                                                \
1599   mov_narrow_8x16b(b, b_whole);                                                \
1600                                                                                \
1601   dup_4x32b(dx8, uvrg_dx8.e[0]);                                               \
1602   add_4x32b(u_block, u_block, dx8);                                            \
1603   dup_4x32b(dx8, uvrg_dx8.e[1]);                                               \
1604   add_4x32b(v_block, v_block, dx8);                                            \
1605   dup_4x32b(dx8, uvrg_dx8.e[2]);                                               \
1606   add_4x32b(r_block, r_block, dx8);                                            \
1607   dup_4x32b(dx8, uvrg_dx8.e[3]);                                               \
1608   add_4x32b(g_block, g_block, dx8);                                            \
1609   dup_4x32b(dx8, b_dx8);                                                       \
1610   add_4x32b(b_block, b_block, dx8);                                            \
1611                                                                                \
1612   and_8x8b(u, u, texture_mask.low);                                            \
1613   and_8x8b(v, v, texture_mask.high);                                           \
1614   setup_blocks_texture_##swizzling();                                          \
1615                                                                                \
1616   zip_8x16b(uv, u, v);                                                         \
1617   block->uv = uv;                                                              \
1618   block->r = r;                                                                \
1619   block->g = g;                                                                \
1620   block->b = b;                                                                \
1621   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1622   block->fb_ptr = fb_ptr;                                                      \
1623 }                                                                              \
1624
1625 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target,     \
1626  edge_type)                                                                    \
1627 {                                                                              \
1628   vec_8x16u u_whole;                                                           \
1629   vec_8x16u v_whole;                                                           \
1630                                                                                \
1631   vec_8x8u u;                                                                  \
1632   vec_8x8u v;                                                                  \
1633   vec_8x16u uv;                                                                \
1634                                                                                \
1635   vec_4x32u dx4;                                                               \
1636   vec_4x32u dx8;                                                               \
1637                                                                                \
1638   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1639   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1640                                                                                \
1641   dup_4x32b(dx4, uv_dx4.e[0]);                                                 \
1642   add_high_narrow_4x32b(u_whole.high, u_block, dx4);                           \
1643   dup_4x32b(dx4, uv_dx4.e[1]);                                                 \
1644   add_high_narrow_4x32b(v_whole.high, v_block, dx4);                           \
1645                                                                                \
1646   mov_narrow_8x16b(u, u_whole);                                                \
1647   mov_narrow_8x16b(v, v_whole);                                                \
1648                                                                                \
1649   dup_4x32b(dx8, uv_dx8.e[0]);                                                 \
1650   add_4x32b(u_block, u_block, dx8);                                            \
1651   dup_4x32b(dx8, uv_dx8.e[1]);                                                 \
1652   add_4x32b(v_block, v_block, dx8);                                            \
1653                                                                                \
1654   and_8x8b(u, u, texture_mask.low);                                            \
1655   and_8x8b(v, v, texture_mask.high);                                           \
1656   setup_blocks_texture_##swizzling();                                          \
1657                                                                                \
1658   zip_8x16b(uv, u, v);                                                         \
1659   block->uv = uv;                                                              \
1660   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1661   block->fb_ptr = fb_ptr;                                                      \
1662 }                                                                              \
1663
1664 #define setup_blocks_store_shaded_untextured_dithered()                        \
1665   addq_8x8b(r, r, dither_offsets);                                             \
1666   addq_8x8b(g, g, dither_offsets);                                             \
1667   addq_8x8b(b, b, dither_offsets);                                             \
1668                                                                                \
1669   subq_8x8b(r, r, d64_4);                                                      \
1670   subq_8x8b(g, g, d64_4);                                                      \
1671   subq_8x8b(b, b, d64_4)                                                       \
1672
1673 #define setup_blocks_store_shaded_untextured_undithered()                      \
1674   
1675
1676 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels)            \
1677   block->pixels = _pixels;                                                     \
1678   block->fb_ptr = fb_ptr                                                       \
1679
1680 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels)            \
1681   block->pixels = _pixels;                                                     \
1682   block->fb_ptr = fb_ptr                                                       \
1683
1684 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect()            \
1685   mul_long_8x8b(pixels, r, d64_1)                                              \
1686
1687
1688 #define setup_blocks_store_untextured_pixels_direct_full(_pixels)              \
1689   store_8x16b(_pixels, fb_ptr)                                                 \
1690
1691 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels)              \
1692 {                                                                              \
1693   vec_8x16u fb_pixels;                                                         \
1694   vec_8x16u draw_mask;                                                         \
1695   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1696                                                                                \
1697   load_8x16b(fb_pixels, fb_ptr);                                               \
1698   dup_8x16b(draw_mask, span_edge_data->right_mask);                            \
1699   tst_8x16b(draw_mask, draw_mask, test_mask);                                  \
1700   bif_8x16b(fb_pixels, _pixels, draw_mask);                                    \
1701   store_8x16b(fb_pixels, fb_ptr);                                              \
1702 }                                                                              \
1703
1704 #define setup_blocks_store_shaded_untextured_seed_pixels_direct()              \
1705   pixels = msb_mask;                                                           \
1706   mla_long_8x8b(pixels, r, d64_1)                                              \
1707
1708
1709 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target,     \
1710  edge_type)                                                                    \
1711 {                                                                              \
1712   vec_8x16u r_whole;                                                           \
1713   vec_8x16u g_whole;                                                           \
1714   vec_8x16u b_whole;                                                           \
1715                                                                                \
1716   vec_8x8u r;                                                                  \
1717   vec_8x8u g;                                                                  \
1718   vec_8x8u b;                                                                  \
1719                                                                                \
1720   vec_4x32u dx4;                                                               \
1721   vec_4x32u dx8;                                                               \
1722                                                                                \
1723   vec_8x16u pixels;                                                            \
1724                                                                                \
1725   shr_narrow_4x32b(r_whole.low, r_block, 16);                                  \
1726   shr_narrow_4x32b(g_whole.low, g_block, 16);                                  \
1727   shr_narrow_4x32b(b_whole.low, b_block, 16);                                  \
1728                                                                                \
1729   dup_4x32b(dx4, rgb_dx4.e[0]);                                                \
1730   add_high_narrow_4x32b(r_whole.high, r_block, dx4);                           \
1731   dup_4x32b(dx4, rgb_dx4.e[1]);                                                \
1732   add_high_narrow_4x32b(g_whole.high, g_block, dx4);                           \
1733   dup_4x32b(dx4, rgb_dx4.e[2]);                                                \
1734   add_high_narrow_4x32b(b_whole.high, b_block, dx4);                           \
1735                                                                                \
1736   mov_narrow_8x16b(r, r_whole);                                                \
1737   mov_narrow_8x16b(g, g_whole);                                                \
1738   mov_narrow_8x16b(b, b_whole);                                                \
1739                                                                                \
1740   dup_4x32b(dx8, rgb_dx8.e[0]);                                                \
1741   add_4x32b(r_block, r_block, dx8);                                            \
1742   dup_4x32b(dx8, rgb_dx8.e[1]);                                                \
1743   add_4x32b(g_block, g_block, dx8);                                            \
1744   dup_4x32b(dx8, rgb_dx8.e[2]);                                                \
1745   add_4x32b(b_block, b_block, dx8);                                            \
1746                                                                                \
1747   setup_blocks_store_shaded_untextured_##dithering();                          \
1748                                                                                \
1749   shr_8x8b(r, r, 3);                                                           \
1750   bic_8x8b(g, g, d64_0x07);                                                    \
1751   bic_8x8b(b, b, d64_0x07);                                                    \
1752                                                                                \
1753   setup_blocks_store_shaded_untextured_seed_pixels_##target();                 \
1754   mla_long_8x8b(pixels, g, d64_4);                                             \
1755   mla_long_8x8b(pixels, b, d64_128)                                            \
1756                                                                                \
1757   setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels);         \
1758 }                                                                              \
1759
1760 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target,   \
1761  edge_type)                                                                    \
1762   setup_blocks_store_untextured_pixels_##target##_##edge_type(colors)          \
1763
1764
1765 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits)           \
1766   (_block)->draw_mask_bits = bits                                              \
1767
1768 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits)         \
1769 {                                                                              \
1770   vec_8x16u bits_mask;                                                         \
1771   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1772   dup_8x16b(bits_mask, bits);                                                  \
1773   tst_8x16b(bits_mask, bits_mask, test_mask);                                  \
1774   (_block)->draw_mask = bits_mask;                                             \
1775 }                                                                              \
1776
1777 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits)           \
1778
1779
1780 #define setup_blocks_add_blocks_indirect()                                     \
1781   num_blocks += span_num_blocks;                                               \
1782                                                                                \
1783   if(num_blocks > MAX_BLOCKS)                                                  \
1784   {                                                                            \
1785     psx_gpu->num_blocks = num_blocks - span_num_blocks;                        \
1786     flush_render_block_buffer(psx_gpu);                                        \
1787     num_blocks = span_num_blocks;                                              \
1788     block = psx_gpu->blocks;                                                   \
1789   }                                                                            \
1790
1791 #define setup_blocks_add_blocks_direct()                                       \
1792   texel_blocks_untextured += span_num_blocks;                                  \
1793   span_pixel_blocks += span_num_blocks                                         \
1794
1795
1796 #define setup_blocks_builder(shading, texturing, dithering, sw, target)        \
1797 void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target(     \
1798  psx_gpu_struct *psx_gpu)                                                      \
1799 {                                                                              \
1800   setup_blocks_load_msb_mask_##target();                                       \
1801   setup_blocks_variables_##shading##_##texturing(target);                      \
1802                                                                                \
1803   edge_data_struct *span_edge_data = psx_gpu->span_edge_data;                  \
1804   vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset;                     \
1805   u32 *span_b_offset = psx_gpu->span_b_offset;                                 \
1806                                                                                \
1807   block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks;                 \
1808                                                                                \
1809   u32 num_spans = psx_gpu->num_spans;                                          \
1810                                                                                \
1811   u16 *fb_ptr;                                                                 \
1812   u32 y;                                                                       \
1813                                                                                \
1814   u32 num_blocks = psx_gpu->num_blocks;                                        \
1815   u32 span_num_blocks;                                                         \
1816                                                                                \
1817   while(num_spans)                                                             \
1818   {                                                                            \
1819     span_num_blocks = span_edge_data->num_blocks;                              \
1820     if(span_num_blocks)                                                        \
1821     {                                                                          \
1822       y = span_edge_data->y;                                                   \
1823       fb_ptr = psx_gpu->vram_ptr + span_edge_data->left_x + (y * 1024);        \
1824                                                                                \
1825       setup_blocks_span_initialize_##shading##_##texturing();                  \
1826       setup_blocks_span_initialize_##dithering(texturing);                     \
1827                                                                                \
1828       setup_blocks_add_blocks_##target();                                      \
1829                                                                                \
1830       s32 pixel_span = span_num_blocks * 8;                                    \
1831       pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF);     \
1832       span_pixels += pixel_span;                                               \
1833                                                                                \
1834       span_num_blocks--;                                                       \
1835       while(span_num_blocks)                                                   \
1836       {                                                                        \
1837         setup_blocks_store_##shading##_##texturing(sw, dithering, target,      \
1838          full);                                                                \
1839         setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00);      \
1840                                                                                \
1841         fb_ptr += 8;                                                           \
1842         block++;                                                               \
1843         span_num_blocks--;                                                     \
1844       }                                                                        \
1845                                                                                \
1846       setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1847       setup_blocks_store_draw_mask_##texturing##_##target(block,               \
1848        span_edge_data->right_mask);                                            \
1849                                                                                \
1850       block++;                                                                 \
1851     }                                                                          \
1852     else                                                                       \
1853     {                                                                          \
1854       zero_block_spans++;                                                      \
1855     }                                                                          \
1856                                                                                \
1857     num_spans--;                                                               \
1858     span_edge_data++;                                                          \
1859     span_uvrg_offset++;                                                        \
1860     span_b_offset++;                                                           \
1861   }                                                                            \
1862                                                                                \
1863   psx_gpu->num_blocks = num_blocks;                                            \
1864 }                                                                              \
1865
1866 void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1867  *psx_gpu);
1868
1869 void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1870  *psx_gpu);
1871 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
1872  psx_gpu_struct *psx_gpu);
1873 void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1874  *psx_gpu);
1875 void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1876  psx_gpu_struct *psx_gpu);
1877
1878 void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1879  *psx_gpu);
1880 void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1881  psx_gpu_struct *psx_gpu);
1882 void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1883  psx_gpu_struct *psx_gpu);
1884
1885 void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1886  *psx_gpu);
1887 void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1888  *psx_gpu);
1889
1890
1891 //setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1892
1893 #ifndef NEON_BUILD
1894
1895 setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1896 setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1897
1898 setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1899 setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1900
1901 setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1902 setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1903 setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1904 setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1905
1906 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1907 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1908
1909 #endif
1910
1911 void texture_blocks_untextured(psx_gpu_struct *psx_gpu);
1912 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu);
1913 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu);
1914 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu);
1915
1916 #ifndef NEON_BUILD
1917
1918 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1919 {
1920   if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1921     texel_blocks_untextured += psx_gpu->num_blocks;
1922 }
1923
1924 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1925 {
1926   block_struct *block = psx_gpu->blocks;
1927   u32 num_blocks = psx_gpu->num_blocks;
1928   texel_blocks_4bpp += num_blocks;
1929
1930   vec_8x8u texels_low;
1931   vec_8x8u texels_high;
1932   vec_8x8u texels;
1933   vec_8x16u pixels;
1934
1935   vec_8x16u clut_a;
1936   vec_8x16u clut_b;
1937   vec_16x8u clut_low;
1938   vec_16x8u clut_high;
1939
1940   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1941   u16 *clut_ptr = psx_gpu->clut_ptr;
1942
1943   // Can be done with one deinterleaving load on NEON
1944   load_8x16b(clut_a, clut_ptr);
1945   load_8x16b(clut_b, clut_ptr + 8);
1946   unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1947
1948   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1949     update_texture_4bpp_cache(psx_gpu);
1950
1951   while(num_blocks)
1952   {
1953     texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
1954     texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
1955     texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
1956     texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
1957     texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
1958     texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
1959     texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
1960     texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
1961
1962     tbl_16(texels_low, texels, clut_low);
1963     tbl_16(texels_high, texels, clut_high);
1964
1965     // Can be done with an interleaving store on NEON
1966     zip_8x16b(pixels, texels_low, texels_high);
1967
1968     block->texels = pixels;
1969
1970     num_blocks--;
1971     block++;
1972   }
1973 }
1974
1975 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
1976 {
1977   block_struct *block = psx_gpu->blocks;
1978   u32 num_blocks = psx_gpu->num_blocks;
1979
1980   texel_blocks_8bpp += num_blocks;
1981
1982   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
1983     update_texture_8bpp_cache(psx_gpu);
1984
1985   vec_8x16u texels;
1986   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1987
1988   u32 texel;
1989   u32 offset;
1990   u32 i;
1991
1992   while(num_blocks)
1993   {
1994     for(i = 0; i < 8; i++)
1995     {
1996       offset = block->uv.e[i];
1997
1998       texel = texture_ptr_8bpp[offset];
1999       texels.e[i] = psx_gpu->clut_ptr[texel];
2000     }
2001
2002     block->texels = texels;
2003
2004     num_blocks--;
2005     block++;
2006   }
2007 }
2008
2009 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2010 {
2011   block_struct *block = psx_gpu->blocks;
2012   u32 num_blocks = psx_gpu->num_blocks;
2013
2014   texel_blocks_16bpp += num_blocks;
2015
2016   vec_8x16u texels;
2017
2018   u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
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       offset += ((offset & 0xFF00) * 3);
2028
2029       texels.e[i] = texture_ptr_16bpp[offset];
2030     }
2031
2032     block->texels = texels;
2033
2034     num_blocks--;
2035     block++;
2036   }
2037 }
2038
2039 #endif
2040
2041
2042 #define shade_blocks_load_msb_mask_indirect()                                  \
2043
2044 #define shade_blocks_load_msb_mask_direct()                                    \
2045   vec_8x16u msb_mask;                                                          \
2046   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2047
2048 #define shade_blocks_store_indirect(_draw_mask, _pixels)                       \
2049   block->draw_mask = _draw_mask;                                               \
2050   block->pixels = _pixels                                                      \
2051
2052 #define shade_blocks_store_direct(_draw_mask, _pixels)                         \
2053 {                                                                              \
2054   vec_8x16u fb_pixels;                                                         \
2055   or_8x16b(_pixels, _pixels, msb_mask);                                        \
2056   load_8x16b(fb_pixels, block->fb_ptr);                                        \
2057   bif_8x16b(fb_pixels, _pixels, _draw_mask);                                   \
2058   store_8x16b(fb_pixels, block->fb_ptr);                                       \
2059 }                                                                              \
2060
2061
2062 #define shade_blocks_textured_false_modulated_check_dithered(target)           \
2063   if(psx_gpu->triangle_color == 0x808080)                                      \
2064   {                                                                            \
2065     false_modulated_blocks += num_blocks;                                      \
2066   }                                                                            \
2067
2068 #define shade_blocks_textured_false_modulated_check_undithered(target)         \
2069   if(psx_gpu->triangle_color == 0x808080)                                      \
2070   {                                                                            \
2071                                                                                \
2072     shade_blocks_textured_unmodulated_##target(psx_gpu);                       \
2073     false_modulated_blocks += num_blocks;                                      \
2074     return;                                                                    \
2075   }                                                                            \
2076
2077
2078 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering,       \
2079  target)                                                                       \
2080
2081 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering,     \
2082  target)                                                                       \
2083 {                                                                              \
2084   u32 color = psx_gpu->triangle_color;                                         \
2085   dup_8x8b(colors_r, color);                                                   \
2086   dup_8x8b(colors_g, color >> 8);                                              \
2087   dup_8x8b(colors_b, color >> 16);                                             \
2088   shade_blocks_textured_false_modulated_check_##dithering(target);             \
2089 }                                                                              \
2090
2091 #define shade_blocks_textured_modulated_shaded_block_load()                    \
2092   colors_r = block->r;                                                         \
2093   colors_g = block->g;                                                         \
2094   colors_b = block->b                                                          \
2095
2096 #define shade_blocks_textured_modulated_unshaded_block_load()                  \
2097
2098 #define shade_blocks_textured_modulate_dithered(component)                     \
2099   pixels_##component = block->dither_offsets;                                  \
2100   mla_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2101
2102 #define shade_blocks_textured_modulate_undithered(component)                   \
2103   mul_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2104
2105 #define shade_blocks_textured_modulated_builder(shading, dithering, target)    \
2106 void shade_blocks_##shading##_textured_modulated_##dithering##_##target(       \
2107  psx_gpu_struct *psx_gpu)                                                      \
2108 {                                                                              \
2109   block_struct *block = psx_gpu->blocks;                                       \
2110   u32 num_blocks = psx_gpu->num_blocks;                                        \
2111   vec_8x16u texels;                                                            \
2112                                                                                \
2113   vec_8x8u texels_r;                                                           \
2114   vec_8x8u texels_g;                                                           \
2115   vec_8x8u texels_b;                                                           \
2116                                                                                \
2117   vec_8x8u colors_r;                                                           \
2118   vec_8x8u colors_g;                                                           \
2119   vec_8x8u colors_b;                                                           \
2120                                                                                \
2121   vec_8x8u pixels_r_low;                                                       \
2122   vec_8x8u pixels_g_low;                                                       \
2123   vec_8x8u pixels_b_low;                                                       \
2124   vec_8x16u pixels;                                                            \
2125                                                                                \
2126   vec_8x16u pixels_r;                                                          \
2127   vec_8x16u pixels_g;                                                          \
2128   vec_8x16u pixels_b;                                                          \
2129                                                                                \
2130   vec_8x16u draw_mask;                                                         \
2131   vec_8x16u zero_mask;                                                         \
2132                                                                                \
2133   vec_8x8u d64_0x07;                                                           \
2134   vec_8x8u d64_0x1F;                                                           \
2135   vec_8x8u d64_1;                                                              \
2136   vec_8x8u d64_4;                                                              \
2137   vec_8x8u d64_128;                                                            \
2138                                                                                \
2139   vec_8x16u d128_0x8000;                                                       \
2140                                                                                \
2141   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2142   u32 draw_mask_bits;                                                          \
2143   shade_blocks_load_msb_mask_##target();                                       \
2144                                                                                \
2145   dup_8x8b(d64_0x07, 0x07);                                                    \
2146   dup_8x8b(d64_0x1F, 0x1F);                                                    \
2147   dup_8x8b(d64_1, 1);                                                          \
2148   dup_8x8b(d64_4, 4);                                                          \
2149   dup_8x8b(d64_128, 128);                                                      \
2150                                                                                \
2151   dup_8x16b(d128_0x8000, 0x8000);                                              \
2152                                                                                \
2153   shade_blocks_textured_modulated_##shading##_primitive_load(dithering,        \
2154    target);                                                                    \
2155                                                                                \
2156   while(num_blocks)                                                            \
2157   {                                                                            \
2158     draw_mask_bits = block->draw_mask_bits;                                    \
2159     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2160     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2161                                                                                \
2162     shade_blocks_textured_modulated_##shading##_block_load();                  \
2163                                                                                \
2164     texels = block->texels;                                                    \
2165                                                                                \
2166     mov_narrow_8x16b(texels_r, texels);                                        \
2167     shr_narrow_8x16b(texels_g, texels, 5);                                     \
2168     shr_narrow_8x16b(texels_b, texels, 7);                                     \
2169                                                                                \
2170     and_8x8b(texels_r, texels_r, d64_0x1F);                                    \
2171     and_8x8b(texels_g, texels_g, d64_0x1F);                                    \
2172     shr_8x8b(texels_b, texels_b, 3);                                           \
2173                                                                                \
2174     shade_blocks_textured_modulate_##dithering(r);                             \
2175     shade_blocks_textured_modulate_##dithering(g);                             \
2176     shade_blocks_textured_modulate_##dithering(b);                             \
2177                                                                                \
2178     cmpeqz_8x16b(zero_mask, texels);                                           \
2179     and_8x16b(pixels, texels, d128_0x8000);                                    \
2180                                                                                \
2181     shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4);                       \
2182     shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4);                       \
2183     shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4);                       \
2184                                                                                \
2185     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2186                                                                                \
2187     shr_8x8b(pixels_r_low, pixels_r_low, 3);                                   \
2188     bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07);                            \
2189     bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07);                            \
2190                                                                                \
2191     mla_long_8x8b(pixels, pixels_r_low, d64_1);                                \
2192     mla_long_8x8b(pixels, pixels_g_low, d64_4);                                \
2193     mla_long_8x8b(pixels, pixels_b_low, d64_128);                              \
2194                                                                                \
2195     shade_blocks_store_##target(zero_mask, pixels);                            \
2196                                                                                \
2197     num_blocks--;                                                              \
2198     block++;                                                                   \
2199   }                                                                            \
2200 }                                                                              \
2201
2202 void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2203  *psx_gpu);
2204 void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2205  *psx_gpu);
2206 void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2207  *psx_gpu);
2208 void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2209  *psx_gpu);
2210
2211 void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2212  *psx_gpu);
2213 void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2214  *psx_gpu);
2215 void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2216  *psx_gpu);
2217 void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2218  *psx_gpu);
2219
2220 void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2221 void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
2222
2223 #ifndef NEON_BUILD
2224
2225 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2226 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2227 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2228 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2229
2230 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2231 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2232 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2233 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2234
2235 #endif
2236
2237
2238 #define shade_blocks_textured_unmodulated_builder(target)                      \
2239 void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu)       \
2240 {                                                                              \
2241   block_struct *block = psx_gpu->blocks;                                       \
2242   u32 num_blocks = psx_gpu->num_blocks;                                        \
2243   vec_8x16u draw_mask;                                                         \
2244   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2245   u32 draw_mask_bits;                                                          \
2246                                                                                \
2247   vec_8x16u pixels;                                                            \
2248   shade_blocks_load_msb_mask_##target();                                       \
2249                                                                                \
2250   while(num_blocks)                                                            \
2251   {                                                                            \
2252     vec_8x16u zero_mask;                                                       \
2253                                                                                \
2254     draw_mask_bits = block->draw_mask_bits;                                    \
2255     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2256     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2257                                                                                \
2258     pixels = block->texels;                                                    \
2259                                                                                \
2260     cmpeqz_8x16b(zero_mask, pixels);                                           \
2261     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2262                                                                                \
2263     shade_blocks_store_##target(zero_mask, pixels);                            \
2264                                                                                \
2265     num_blocks--;                                                              \
2266     block++;                                                                   \
2267   }                                                                            \
2268 }                                                                              \
2269
2270 #define shade_blocks_textured_unmodulated_dithered_builder(target)             \
2271 void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct        \
2272  *psx_gpu)                                                                     \
2273 {                                                                              \
2274   block_struct *block = psx_gpu->blocks;                                       \
2275   u32 num_blocks = psx_gpu->num_blocks;                                        \
2276   vec_8x16u draw_mask;                                                         \
2277   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2278   u32 draw_mask_bits;                                                          \
2279                                                                                \
2280   vec_8x16u pixels;                                                            \
2281   shade_blocks_load_msb_mask_##target();                                       \
2282                                                                                \
2283   while(num_blocks)                                                            \
2284   {                                                                            \
2285     vec_8x16u zero_mask;                                                       \
2286                                                                                \
2287     draw_mask_bits = block->draw_mask_bits;                                    \
2288     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2289     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2290                                                                                \
2291     pixels = block->texels;                                                    \
2292                                                                                \
2293     cmpeqz_8x16b(zero_mask, pixels);                                           \
2294     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2295                                                                                \
2296     shade_blocks_store_##target(zero_mask, pixels);                            \
2297                                                                                \
2298     num_blocks--;                                                              \
2299     block++;                                                                   \
2300   }                                                                            \
2301 }                                                                              \
2302
2303 #ifndef NEON_BUILD
2304
2305 shade_blocks_textured_unmodulated_builder(indirect)
2306 shade_blocks_textured_unmodulated_builder(direct)
2307
2308 #endif
2309
2310
2311 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2312 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2313
2314 #ifndef NEON_BUILD
2315                                                                                
2316 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2317 {
2318 }
2319
2320 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2321 {
2322   block_struct *block = psx_gpu->blocks;
2323   u32 num_blocks = psx_gpu->num_blocks;
2324
2325   vec_8x16u pixels = block->pixels;
2326   shade_blocks_load_msb_mask_direct();
2327
2328   while(num_blocks)
2329   {
2330     shade_blocks_store_direct(block->draw_mask, pixels);
2331
2332     num_blocks--;
2333     block++;
2334   }
2335 }
2336
2337 #endif
2338
2339 void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2340 {
2341 }
2342
2343
2344 #define blend_blocks_mask_evaluate_on()                                        \
2345   vec_8x16u mask_pixels;                                                       \
2346   cmpltz_8x16b(mask_pixels, framebuffer_pixels);                               \
2347   or_8x16b(draw_mask, draw_mask, mask_pixels)                                  \
2348
2349 #define blend_blocks_mask_evaluate_off()                                       \
2350
2351 #define blend_blocks_average()                                                 \
2352 {                                                                              \
2353   vec_8x16u pixels_no_msb;                                                     \
2354   vec_8x16u fb_pixels_no_msb;                                                  \
2355                                                                                \
2356   vec_8x16u d128_0x0421;                                                       \
2357   vec_8x16u d128_0x8000;                                                       \
2358                                                                                \
2359   dup_8x16b(d128_0x0421, 0x0421);                                              \
2360   dup_8x16b(d128_0x8000, 0x8000);                                              \
2361                                                                                \
2362   eor_8x16b(blend_pixels, pixels, framebuffer_pixels);                         \
2363   bic_8x16b(pixels_no_msb, pixels, d128_0x8000);                               \
2364   and_8x16b(blend_pixels, blend_pixels, d128_0x0421);                          \
2365   sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels);                        \
2366   bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000);                \
2367   average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels);                 \
2368 }                                                                              \
2369
2370 #define blend_blocks_add()                                                     \
2371 {                                                                              \
2372   vec_8x16u pixels_rb, pixels_g;                                               \
2373   vec_8x16u fb_rb, fb_g;                                                       \
2374                                                                                \
2375   vec_8x16u d128_0x7C1F;                                                       \
2376   vec_8x16u d128_0x03E0;                                                       \
2377                                                                                \
2378   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2379   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2380                                                                                \
2381   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2382   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2383                                                                                \
2384   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2385   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2386                                                                                \
2387   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2388   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2389                                                                                \
2390   min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb),      \
2391    vector_cast(vec_16x8u, d128_0x7C1F));                                       \
2392   min_8x16b(fb_g, fb_g, d128_0x03E0);                                          \
2393                                                                                \
2394   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2395 }                                                                              \
2396
2397 #define blend_blocks_subtract()                                                \
2398 {                                                                              \
2399   vec_8x16u pixels_rb, pixels_g;                                               \
2400   vec_8x16u fb_rb, fb_g;                                                       \
2401                                                                                \
2402   vec_8x16u d128_0x7C1F;                                                       \
2403   vec_8x16u d128_0x03E0;                                                       \
2404                                                                                \
2405   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2406   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2407                                                                                \
2408   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2409   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2410                                                                                \
2411   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2412   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2413                                                                                \
2414   subs_16x8b(vector_cast(vec_16x8u, fb_rb),                                    \
2415    vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb));          \
2416   subs_8x16b(fb_g, fb_g, pixels_g);                                            \
2417                                                                                \
2418   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2419 }                                                                              \
2420
2421 #define blend_blocks_add_fourth()                                              \
2422 {                                                                              \
2423   vec_8x16u pixels_rb, pixels_g;                                               \
2424   vec_8x16u pixels_fourth;                                                     \
2425   vec_8x16u fb_rb, fb_g;                                                       \
2426                                                                                \
2427   vec_8x16u d128_0x7C1F;                                                       \
2428   vec_8x16u d128_0x1C07;                                                       \
2429   vec_8x16u d128_0x03E0;                                                       \
2430   vec_8x16u d128_0x00E0;                                                       \
2431                                                                                \
2432   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2433   dup_8x16b(d128_0x1C07, 0x1C07);                                              \
2434   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2435   dup_8x16b(d128_0x00E0, 0x00E0);                                              \
2436                                                                                \
2437   shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2);                 \
2438                                                                                \
2439   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2440   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2441                                                                                \
2442   and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07);                            \
2443   and_8x16b(pixels_g, pixels_fourth, d128_0x00E0);                             \
2444                                                                                \
2445   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2446   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2447                                                                                \
2448   min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb),      \
2449    vector_cast(vec_16x8u, d128_0x7C1F));                                       \
2450   min_8x16b(fb_g, fb_g, d128_0x03E0);                                          \
2451                                                                                \
2452   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2453 }                                                                              \
2454
2455 #define blend_blocks_blended_combine_textured()                                \
2456 {                                                                              \
2457   vec_8x16u blend_mask;                                                        \
2458   cmpltz_8x16b(blend_mask, pixels);                                            \
2459                                                                                \
2460   or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000);                      \
2461   bif_8x16b(blend_pixels, pixels, blend_mask);                                 \
2462 }                                                                              \
2463
2464 #define blend_blocks_blended_combine_untextured()                              \
2465
2466
2467 #define blend_blocks_body_blend(blend_mode, texturing)                         \
2468 {                                                                              \
2469   blend_blocks_##blend_mode();                                                 \
2470   blend_blocks_blended_combine_##texturing();                                  \
2471 }                                                                              \
2472
2473 #define blend_blocks_body_average(texturing)                                   \
2474   blend_blocks_body_blend(average, texturing)                                  \
2475
2476 #define blend_blocks_body_add(texturing)                                       \
2477   blend_blocks_body_blend(add, texturing)                                      \
2478
2479 #define blend_blocks_body_subtract(texturing)                                  \
2480   blend_blocks_body_blend(subtract, texturing)                                 \
2481
2482 #define blend_blocks_body_add_fourth(texturing)                                \
2483   blend_blocks_body_blend(add_fourth, texturing)                               \
2484
2485 #define blend_blocks_body_unblended(texturing)                                 \
2486   blend_pixels = pixels                                                        \
2487
2488
2489 #define blend_blocks_builder(texturing, blend_mode, mask_evaluate)             \
2490 void                                                                           \
2491  blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct      \
2492  *psx_gpu)                                                                     \
2493 {                                                                              \
2494   block_struct *block = psx_gpu->blocks;                                       \
2495   u32 num_blocks = psx_gpu->num_blocks;                                        \
2496   vec_8x16u draw_mask;                                                         \
2497   vec_8x16u pixels;                                                            \
2498   vec_8x16u blend_pixels;                                                      \
2499   vec_8x16u framebuffer_pixels;                                                \
2500   vec_8x16u msb_mask;                                                          \
2501                                                                                \
2502   u16 *fb_ptr;                                                                 \
2503                                                                                \
2504   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2505                                                                                \
2506   while(num_blocks)                                                            \
2507   {                                                                            \
2508     pixels = block->pixels;                                                    \
2509     draw_mask = block->draw_mask;                                              \
2510     fb_ptr = block->fb_ptr;                                                    \
2511                                                                                \
2512     load_8x16b(framebuffer_pixels, fb_ptr);                                    \
2513                                                                                \
2514     blend_blocks_mask_evaluate_##mask_evaluate();                              \
2515     blend_blocks_body_##blend_mode(texturing);                                 \
2516                                                                                \
2517     or_8x16b(blend_pixels, blend_pixels, msb_mask);                            \
2518     bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask);                    \
2519     store_8x16b(framebuffer_pixels, fb_ptr);                                   \
2520                                                                                \
2521     blend_blocks++;                                                            \
2522     num_blocks--;                                                              \
2523     block++;                                                                   \
2524   }                                                                            \
2525 }                                                                              \
2526
2527 void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu);
2528 void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu);
2529 void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu);
2530 void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu);
2531 void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu);
2532 void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu);
2533 void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu);
2534 void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu);
2535
2536 void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu);
2537 void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu);
2538 void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu);
2539 void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu);
2540 void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu);
2541 void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu);
2542 void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu);
2543 void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu);
2544
2545 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2546 void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2547
2548 #ifndef NEON_BUILD
2549
2550 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2551 {
2552 }
2553
2554 blend_blocks_builder(textured, average, off);
2555 blend_blocks_builder(textured, average, on);
2556 blend_blocks_builder(textured, add, off);
2557 blend_blocks_builder(textured, add, on);
2558 blend_blocks_builder(textured, subtract, off);
2559 blend_blocks_builder(textured, subtract, on);
2560 blend_blocks_builder(textured, add_fourth, off);
2561 blend_blocks_builder(textured, add_fourth, on);
2562
2563 blend_blocks_builder(untextured, average, off);
2564 blend_blocks_builder(untextured, average, on);
2565 blend_blocks_builder(untextured, add, off);
2566 blend_blocks_builder(untextured, add, on);
2567 blend_blocks_builder(untextured, subtract, off);
2568 blend_blocks_builder(untextured, subtract, on);
2569 blend_blocks_builder(untextured, add_fourth, off);
2570 blend_blocks_builder(untextured, add_fourth, on);
2571
2572 blend_blocks_builder(textured, unblended, on);
2573
2574 #endif
2575
2576                                                                                
2577 #define vertex_swap(_a, _b)                                                    \
2578 {                                                                              \
2579   vertex_struct *temp_vertex = _a;                                             \
2580   _a = _b;                                                                     \
2581   _b = temp_vertex;                                                            \
2582   triangle_winding ^= 1;                                                       \
2583 }                                                                              \
2584
2585
2586 // Setup blocks parametric-variables:
2587 // SHADE  TEXTURE_MAP SWIZZLING
2588 // 0      0           x          
2589 // 0      1           0
2590 // 0      1           1
2591 // 1      0           x
2592 // 1      1           0
2593 // 1      1           1
2594 // 8 inputs, 6 combinations
2595
2596 #define setup_blocks_switch_untextured_unshaded(dithering, target)             \
2597   setup_blocks_unshaded_untextured_undithered_unswizzled_##target              \
2598
2599 #define setup_blocks_switch_untextured_shaded(dithering, target)               \
2600   setup_blocks_shaded_untextured_##dithering##_unswizzled_##target             \
2601
2602 #define setup_blocks_switch_untextured(shading, texture_mode, dithering,       \
2603  target)                                                                       \
2604   setup_blocks_switch_untextured_##shading(dithering, target)                  \
2605
2606 #define setup_blocks_switch_texture_mode_4bpp(shading)                         \
2607   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2608
2609 #define setup_blocks_switch_texture_mode_8bpp(shading)                         \
2610   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2611
2612 #define setup_blocks_switch_texture_mode_16bpp(shading)                        \
2613   setup_blocks_##shading##_textured_dithered_unswizzled_indirect               \
2614
2615 #define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2616   setup_blocks_switch_texture_mode_##texture_mode(shading)                     \
2617
2618 #define setup_blocks_switch_blended(shading, texturing, texture_mode,          \
2619  dithering, mask_evaluate)                                                     \
2620   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2621
2622 #define setup_blocks_switch_unblended_on(shading, texturing, texture_mode,     \
2623  dithering)                                                                    \
2624   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2625
2626 #define setup_blocks_switch_unblended_off(shading, texturing, texture_mode,    \
2627  dithering)                                                                    \
2628   setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct)    \
2629
2630 #define setup_blocks_switch_unblended(shading, texturing, texture_mode,        \
2631  dithering, mask_evaluate)                                                     \
2632   setup_blocks_switch_unblended_##mask_evaluate(shading, texturing,            \
2633    texture_mode, dithering)                                                    \
2634
2635 #define setup_blocks_switch(shading, texturing, texture_mode, dithering,       \
2636  blending, mask_evaluate)                                                      \
2637   setup_blocks_switch_##blending(shading, texturing, texture_mode,             \
2638    dithering, mask_evaluate)                                                   \
2639
2640
2641 // Texture blocks:
2642
2643 #define texture_blocks_switch_untextured(texture_mode)                         \
2644   texture_blocks_untextured                                                    \
2645
2646 #define texture_blocks_switch_textured(texture_mode)                           \
2647   texture_blocks_##texture_mode                                                \
2648
2649 #define texture_blocks_switch(texturing, texture_mode)                         \
2650   texture_blocks_switch_##texturing(texture_mode)                              \
2651
2652
2653 // Shade blocks parametric-variables:
2654 // SHADE  TEXTURE_MAP  MODULATE_TEXELS  dither_mode
2655 // 0      0            x                x
2656 // 0      1            0                0
2657 // 0      1            0                1
2658 // x      1            1                x
2659 // 1      0            x                0
2660 // 1      0            x                1
2661 // 1      1            0                0
2662 // 1      1            0                1
2663 // 16 inputs, 8 combinations
2664
2665 #define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2666   shade_blocks_unshaded_untextured_##target                                    \
2667
2668 #define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target)   \
2669   shade_blocks_textured_unmodulated_##target                                   \
2670
2671 #define shade_blocks_switch_unshaded_textured_modulated(dithering, target)     \
2672   shade_blocks_unshaded_textured_modulated_##dithering##_##target              \
2673
2674 #define shade_blocks_switch_unshaded_textured(modulation, dithering, target)   \
2675   shade_blocks_switch_unshaded_textured_##modulation(dithering, target)        \
2676
2677 #define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2678   shade_blocks_switch_unshaded_##texturing(modulation, dithering, target)      \
2679
2680 #define shade_blocks_switch_shaded_untextured(modulation, dithering, target)   \
2681   shade_blocks_shaded_untextured                                               \
2682
2683 #define shade_blocks_switch_shaded_textured_unmodulated(dithering, target)     \
2684   shade_blocks_textured_unmodulated_##target                                   \
2685
2686 #define shade_blocks_switch_shaded_textured_modulated(dithering, target)       \
2687   shade_blocks_shaded_textured_modulated_##dithering##_##target                \
2688
2689 #define shade_blocks_switch_shaded_textured(modulation, dithering, target)     \
2690   shade_blocks_switch_shaded_textured_##modulation(dithering, target)          \
2691
2692 #define shade_blocks_switch_shaded(texturing, modulation, dithering, target)   \
2693   shade_blocks_switch_shaded_##texturing(modulation, dithering, target)        \
2694
2695 #define shade_blocks_switch_mask_off(shading, texturing, modulation,           \
2696  dithering)                                                                    \
2697   shade_blocks_switch_##shading(texturing, modulation, dithering, direct)      \
2698
2699 #define shade_blocks_switch_mask_on(shading, texturing, modulation,            \
2700  dithering)                                                                    \
2701   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2702
2703 #define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2704  mask_evaluate)                                                                \
2705   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2706
2707 #define shade_blocks_switch_unblended(shading, texturing, modulation,          \
2708  dithering, mask_evaluate)                                                     \
2709   shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation,     \
2710    dithering)                                                                  \
2711
2712 #define shade_blocks_switch(shading, texturing, modulation, dithering,         \
2713  blending, mask_evaluate)                                                      \
2714   shade_blocks_switch_##blending(shading, texturing, modulation, dithering,    \
2715    mask_evaluate)                                                              \
2716
2717
2718 // Blend blocks parametric-variables:
2719 // TEXTURE_MAP BLEND  BM_A BM_B mask_evaluate
2720 // x           0      x    x    0
2721 // x           0      x    x    1
2722 // 0           1      0    0    0
2723 // 0           1      0    0    1
2724 // 0           1      0    1    0
2725 // 0           1      0    1    1
2726 // 0           1      1    0    0
2727 // 0           1      1    0    1
2728 // 0           1      1    1    0
2729 // 0           1      1    1    1
2730 // 1           1      0    0    0
2731 // 1           1      0    0    1
2732 // 1           1      0    1    0
2733 // 1           1      0    1    1
2734 // 1           1      1    0    0
2735 // 1           1      1    0    1
2736 // 1           1      1    1    0
2737 // 1           1      1    1    1
2738 // 32 inputs, 18 combinations
2739
2740 #define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate)    \
2741   blend_blocks_textured_unblended_##mask_evaluate                              \
2742
2743 #define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate)      \
2744   blend_blocks_##texturing##_##blend_mode##_##mask_evaluate                    \
2745
2746 #define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)    \
2747   blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate)         \
2748
2749
2750 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2751  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2752 {                                                                              \
2753   setup_blocks_switch(shading, texturing, texture_mode, dithering, blending,   \
2754    mask_evaluate),                                                             \
2755   texture_blocks_switch(texturing, texture_mode),                              \
2756   shade_blocks_switch(shading, texturing, modulation, dithering, blending,     \
2757    mask_evaluate),                                                             \
2758   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
2759 }                                                                              \
2760
2761 #define render_blocks_switch_block_blending(texture_mode, blend_mode,          \
2762  mask_evaluate, shading, dithering, texturing, blending)                       \
2763   render_blocks_switch_block_modulation(texture_mode, blend_mode,              \
2764    mask_evaluate, shading, dithering, texturing, blending, modulated),         \
2765   render_blocks_switch_block_modulation(texture_mode, blend_mode,              \
2766    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \
2767
2768 #define render_blocks_switch_block_texturing(texture_mode, blend_mode,         \
2769  mask_evaluate, shading, dithering, texturing)                                 \
2770   render_blocks_switch_block_blending(texture_mode, blend_mode,                \
2771    mask_evaluate, shading, dithering, texturing, unblended),                   \
2772   render_blocks_switch_block_blending(texture_mode, blend_mode,                \
2773    mask_evaluate, shading, dithering, texturing, blended)                      \
2774
2775 #define render_blocks_switch_block_dithering(texture_mode, blend_mode,         \
2776  mask_evaluate, shading, dithering)                                            \
2777   render_blocks_switch_block_texturing(texture_mode, blend_mode,               \
2778    mask_evaluate, shading, dithering, untextured),                             \
2779   render_blocks_switch_block_texturing(texture_mode, blend_mode,               \
2780    mask_evaluate, shading, dithering, textured)                                \
2781
2782 #define render_blocks_switch_block_shading(texture_mode, blend_mode,           \
2783  mask_evaluate, shading)                                                       \
2784   render_blocks_switch_block_dithering(texture_mode, blend_mode,               \
2785    mask_evaluate, shading, undithered),                                        \
2786   render_blocks_switch_block_dithering(texture_mode, blend_mode,               \
2787    mask_evaluate, shading, dithered)                                           \
2788
2789 #define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,     \
2790  mask_evaluate)                                                                \
2791   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2792    unshaded),                                                                  \
2793   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2794    shaded)                                                                     \
2795
2796 #define render_blocks_switch_block_blend_mode(texture_mode, blend_mode)        \
2797   render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off),     \
2798   render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on)       \
2799
2800 #define render_blocks_switch_block_texture_mode(texture_mode)                  \
2801   render_blocks_switch_block_blend_mode(texture_mode, average),                \
2802   render_blocks_switch_block_blend_mode(texture_mode, add),                    \
2803   render_blocks_switch_block_blend_mode(texture_mode, subtract),               \
2804   render_blocks_switch_block_blend_mode(texture_mode, add_fourth)              \
2805
2806 #define render_blocks_switch_block()                                           \
2807   render_blocks_switch_block_texture_mode(4bpp),                               \
2808   render_blocks_switch_block_texture_mode(8bpp),                               \
2809   render_blocks_switch_block_texture_mode(16bpp),                              \
2810   render_blocks_switch_block_texture_mode(4bpp)                                \
2811
2812
2813 render_block_handler_struct render_triangle_block_handlers[] =
2814 {
2815   render_blocks_switch_block()
2816 };
2817
2818 #undef render_blocks_switch_block_modulation
2819
2820 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2821  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2822   "render flags:\n"                                                            \
2823   "texture mode:     " #texture_mode "\n"                                      \
2824   "blend mode:       " #blend_mode "\n"                                        \
2825   "mask evaluation:  " #mask_evaluate "\n"                                     \
2826   #shading "\n"                                                                \
2827   #dithering "\n"                                                              \
2828   #texturing "\n"                                                              \
2829   #blending "\n"                                                               \
2830   #modulation "\n"                                                             \
2831
2832 char *render_block_flag_strings[] =
2833 {                                                                               
2834   render_blocks_switch_block()
2835 };
2836
2837
2838 #define triangle_y_direction_up   1
2839 #define triangle_y_direction_flat 2
2840 #define triangle_y_direction_down 0
2841
2842 #define triangle_winding_positive 0
2843 #define triangle_winding_negative 1
2844
2845 #define triangle_set_direction(direction_variable, value)                      \
2846   u32 direction_variable = (u32)(value) >> 31;                                 \
2847   if(value == 0)                                                               \
2848     direction_variable = 2                                                     \
2849
2850 #define triangle_case(direction_a, direction_b, direction_c, winding)          \
2851   case (triangle_y_direction_##direction_a |                                   \
2852    (triangle_y_direction_##direction_b << 2) |                                 \
2853    (triangle_y_direction_##direction_c << 4) |                                 \
2854    (triangle_winding_##winding << 6))                                          \
2855
2856 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2857  u32 flags)
2858 {
2859   s32 y_top, y_bottom;
2860   s32 triangle_area;
2861   u32 triangle_winding = 0;
2862
2863   vertex_struct *a = &(vertexes[0]);
2864   vertex_struct *b = &(vertexes[1]);
2865   vertex_struct *c = &(vertexes[2]);
2866
2867   triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2868
2869 #ifdef PROFILE
2870   triangles++;
2871 #endif
2872
2873   if(triangle_area == 0)
2874   {
2875 #ifdef PROFILE
2876     trivial_rejects++;
2877 #endif
2878     return;
2879   }
2880
2881   if(b->y < a->y)
2882     vertex_swap(a, b);
2883
2884   if(c->y < b->y)
2885   {
2886     vertex_swap(b, c);
2887
2888     if(b->y < a->y)
2889       vertex_swap(a, b);
2890   }
2891
2892   y_bottom = c->y;
2893   y_top = a->y;
2894
2895   if((y_bottom - y_top) >= 512)
2896   {
2897 #ifdef PROFILE
2898     trivial_rejects++;
2899 #endif
2900     return;
2901   }
2902
2903   if(triangle_area < 0)
2904   {
2905     triangle_area = -triangle_area;
2906     triangle_winding ^= 1;
2907     vertex_swap(a, c);
2908   }
2909
2910   if(b->x < a->x)
2911     vertex_swap(a, b);
2912
2913   if(c->x < b->x) 
2914   {
2915     vertex_swap(b, c);
2916
2917     if(b->x < a->x)
2918       vertex_swap(a, b);
2919   }
2920
2921   if((c->x - a->x) >= 1024)
2922   {
2923 #ifdef PROFILE
2924     trivial_rejects++;
2925 #endif
2926     return;
2927   }
2928
2929   if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2930    y_bottom) == 0)
2931   {
2932 #ifdef PROFILE
2933     trivial_rejects++;
2934 #endif
2935     return;
2936   }
2937
2938   psx_gpu->num_spans = 0;
2939   psx_gpu->triangle_area = triangle_area;
2940   psx_gpu->triangle_winding = triangle_winding;
2941
2942   s32 y_delta_a = b->y - a->y;
2943   s32 y_delta_b = c->y - b->y;
2944   s32 y_delta_c = c->y - a->y;
2945
2946   triangle_set_direction(y_direction_a, y_delta_a);
2947   triangle_set_direction(y_direction_b, y_delta_b);
2948   triangle_set_direction(y_direction_c, y_delta_c);
2949
2950   compute_all_gradients(psx_gpu, a, b, c);
2951
2952   switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
2953    (triangle_winding << 6))
2954   {
2955     triangle_case(up, up, up, negative):
2956     triangle_case(up, up, flat, negative):
2957     triangle_case(up, up, down, negative):
2958       setup_spans_up_right(psx_gpu, a, b, c);
2959       break;
2960
2961     triangle_case(flat, up, up, negative):
2962     triangle_case(flat, up, flat, negative):
2963     triangle_case(flat, up, down, negative):
2964       setup_spans_up_a(psx_gpu, a, b, c);
2965       break;
2966
2967     triangle_case(down, up, up, negative):
2968       setup_spans_up_down(psx_gpu, a, c, b);
2969       break;
2970
2971     triangle_case(down, up, flat, negative):
2972       setup_spans_down_a(psx_gpu, a, c, b);
2973       break;
2974
2975     triangle_case(down, up, down, negative):
2976       setup_spans_down_right(psx_gpu, a, c, b);
2977       break;
2978
2979     triangle_case(down, flat, up, negative):
2980     triangle_case(down, flat, flat, negative):
2981     triangle_case(down, flat, down, negative):
2982       setup_spans_down_b(psx_gpu, a, b, c);
2983       break;
2984
2985     triangle_case(down, down, up, negative):
2986     triangle_case(down, down, flat, negative):
2987     triangle_case(down, down, down, negative):
2988       setup_spans_down_left(psx_gpu, a, b, c);
2989       break;
2990
2991     triangle_case(up, up, up, positive):
2992     triangle_case(up, up, flat, positive):
2993     triangle_case(up, up, down, positive):
2994       setup_spans_up_left(psx_gpu, a, b, c);
2995       break;
2996
2997     triangle_case(up, flat, up, positive):
2998     triangle_case(up, flat, flat, positive):
2999     triangle_case(up, flat, down, positive):
3000       setup_spans_up_b(psx_gpu, a, b, c);
3001       break;
3002
3003     triangle_case(up, down, up, positive):
3004       setup_spans_up_right(psx_gpu, a, c, b);
3005       break;
3006
3007     triangle_case(up, down, flat, positive):
3008       setup_spans_up_a(psx_gpu, a, c, b);
3009       break;
3010
3011     triangle_case(up, down, down, positive):
3012       setup_spans_up_down(psx_gpu, a, b, c);
3013       break;
3014
3015     triangle_case(flat, down, up, positive):
3016     triangle_case(flat, down, flat, positive):
3017     triangle_case(flat, down, down, positive):
3018       setup_spans_down_a(psx_gpu, a, b, c);
3019       break;
3020
3021     triangle_case(down, down, up, positive):
3022     triangle_case(down, down, flat, positive):
3023     triangle_case(down, down, down, positive):
3024       setup_spans_down_right(psx_gpu, a, b, c);
3025       break;
3026   }
3027
3028 #ifdef PROFILE
3029   spans += psx_gpu->num_spans;
3030 #endif
3031
3032   if(psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED)
3033   {
3034     u32 i;
3035
3036     if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
3037     {
3038       for(i = 0; i < psx_gpu->num_spans; i++)
3039       {
3040         if((psx_gpu->span_edge_data[i].y & 1) == 0)
3041           psx_gpu->span_edge_data[i].num_blocks = 0;
3042       }
3043     }
3044     else
3045     {
3046       for(i = 0; i < psx_gpu->num_spans; i++)
3047       {
3048         if(psx_gpu->span_edge_data[i].y & 1)
3049           psx_gpu->span_edge_data[i].num_blocks = 0;
3050       }
3051     }
3052   }
3053
3054   u32 render_state = flags &
3055    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND | 
3056    RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3057   render_state |= psx_gpu->render_state_base;
3058   
3059   if((psx_gpu->render_state != render_state) ||
3060    (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3061   {
3062     psx_gpu->render_state = render_state;
3063     flush_render_block_buffer(psx_gpu);
3064 #ifdef PROFILE
3065     state_changes++;
3066 #endif
3067   }
3068
3069   psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3070
3071   psx_gpu->render_block_handler =
3072    &(render_triangle_block_handlers[render_state]);
3073   ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3074    (psx_gpu);
3075 }
3076
3077
3078 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
3079
3080 #ifndef NEON_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()                                   \
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   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)        \
3122     update_texture_4bpp_cache(psx_gpu)                                         \
3123
3124 #define setup_sprite_tiled_initialize_8bpp()                                   \
3125   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)        \
3126     update_texture_8bpp_cache(psx_gpu)                                         \
3127
3128
3129 #define setup_sprite_tile_fetch_texel_block_8bpp(offset)                       \
3130   texture_block_ptr = psx_gpu->texture_page_ptr +                              \
3131    ((texture_offset + offset) & texture_mask);                                 \
3132                                                                                \
3133   load_64b(texels, texture_block_ptr)                                          \
3134
3135
3136 #define setup_sprite_tile_setup_block_yes(side, offset, texture_mode)          \
3137
3138 #define setup_sprite_tile_setup_block_no(side, offset, texture_mode)           \
3139
3140 #define setup_sprite_tile_add_blocks(tile_num_blocks)                          \
3141   num_blocks += tile_num_blocks;                                               \
3142   sprite_blocks += tile_num_blocks;                                            \
3143                                                                                \
3144   if(num_blocks > MAX_BLOCKS)                                                  \
3145   {                                                                            \
3146     flush_render_block_buffer(psx_gpu);                                        \
3147     num_blocks = tile_num_blocks;                                              \
3148     block = psx_gpu->blocks;                                                   \
3149   }                                                                            \
3150
3151 #define setup_sprite_tile_full_4bpp(edge)                                      \
3152 {                                                                              \
3153   vec_8x8u texels_low, texels_high;                                            \
3154   vec_8x16u pixels;                                                            \
3155   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3156                                                                                \
3157   while(sub_tile_height)                                                       \
3158   {                                                                            \
3159     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3160     tbl_16(texels_low, texels, clut_low);                                      \
3161     tbl_16(texels_high, texels, clut_high);                                    \
3162     zip_8x16b(pixels, texels_low, texels_high);                                \
3163                                                                                \
3164     block->texels = pixels;                                                    \
3165     block->draw_mask_bits = left_mask_bits;                                    \
3166     block->fb_ptr = fb_ptr;                                                    \
3167     block++;                                                                   \
3168                                                                                \
3169     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3170     tbl_16(texels_low, texels, clut_low);                                      \
3171     tbl_16(texels_high, texels, clut_high);                                    \
3172     zip_8x16b(pixels, texels_low, texels_high);                                \
3173                                                                                \
3174     block->texels = pixels;                                                    \
3175     block->draw_mask_bits = right_mask_bits;                                   \
3176     block->fb_ptr = fb_ptr + 8;                                                \
3177     block++;                                                                   \
3178                                                                                \
3179     fb_ptr += 1024;                                                            \
3180     texture_offset += 0x10;                                                    \
3181     sub_tile_height--;                                                         \
3182   }                                                                            \
3183   texture_offset += 0xF00;                                                     \
3184   psx_gpu->num_blocks = num_blocks;                                            \
3185 }                                                                              \
3186
3187 #define setup_sprite_tile_half_4bpp(edge)                                      \
3188 {                                                                              \
3189   vec_8x8u texels_low, texels_high;                                            \
3190   vec_8x16u pixels;                                                            \
3191   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3192                                                                                \
3193   while(sub_tile_height)                                                       \
3194   {                                                                            \
3195     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3196     tbl_16(texels_low, texels, clut_low);                                      \
3197     tbl_16(texels_high, texels, clut_high);                                    \
3198     zip_8x16b(pixels, texels_low, texels_high);                                \
3199                                                                                \
3200     block->texels = pixels;                                                    \
3201     block->draw_mask_bits = edge##_mask_bits;                                  \
3202     block->fb_ptr = fb_ptr;                                                    \
3203     block++;                                                                   \
3204                                                                                \
3205     fb_ptr += 1024;                                                            \
3206     texture_offset += 0x10;                                                    \
3207     sub_tile_height--;                                                         \
3208   }                                                                            \
3209   texture_offset += 0xF00;                                                     \
3210   psx_gpu->num_blocks = num_blocks;                                            \
3211 }                                                                              \
3212
3213   
3214 #define setup_sprite_tile_full_8bpp(edge)                                      \
3215 {                                                                              \
3216   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3217                                                                                \
3218   while(sub_tile_height)                                                       \
3219   {                                                                            \
3220     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3221     block->r = texels;                                                         \
3222     block->draw_mask_bits = left_mask_bits;                                    \
3223     block->fb_ptr = fb_ptr;                                                    \
3224     block++;                                                                   \
3225                                                                                \
3226     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3227     block->r = texels;                                                         \
3228     block->draw_mask_bits = right_mask_bits;                                   \
3229     block->fb_ptr = fb_ptr + 8;                                                \
3230     block++;                                                                   \
3231                                                                                \
3232     fb_ptr += 1024;                                                            \
3233     texture_offset += 0x10;                                                    \
3234     sub_tile_height--;                                                         \
3235   }                                                                            \
3236   texture_offset += 0xF00;                                                     \
3237   psx_gpu->num_blocks = num_blocks;                                            \
3238 }                                                                              \
3239
3240 #define setup_sprite_tile_half_8bpp(edge)                                      \
3241 {                                                                              \
3242   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3243                                                                                \
3244   while(sub_tile_height)                                                       \
3245   {                                                                            \
3246     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3247     block->r = texels;                                                         \
3248     block->draw_mask_bits = edge##_mask_bits;                                  \
3249     block->fb_ptr = fb_ptr;                                                    \
3250     block++;                                                                   \
3251                                                                                \
3252     fb_ptr += 1024;                                                            \
3253     texture_offset += 0x10;                                                    \
3254     sub_tile_height--;                                                         \
3255   }                                                                            \
3256   texture_offset += 0xF00;                                                     \
3257   psx_gpu->num_blocks = num_blocks;                                            \
3258 }                                                                              \
3259
3260   
3261 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
3262   texture_offset = texture_offset_base + 8;                                    \
3263   fb_ptr += 8                                                                  \
3264
3265 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
3266   texture_offset = texture_offset_base                                         \
3267
3268 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
3269   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
3270
3271 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
3272   texture_offset = texture_offset_base                                         \
3273
3274 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
3275   fb_ptr -= 8                                                                  \
3276
3277 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
3278
3279 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
3280   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
3281
3282 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
3283
3284
3285 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode)  \
3286 do                                                                             \
3287 {                                                                              \
3288   sub_tile_height = column_data;                                               \
3289   setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge);                  \
3290   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
3291   setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge);                 \
3292 } while(0)                                                                     \
3293
3294 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode)   \
3295 do                                                                             \
3296 {                                                                              \
3297   u32 tiles_remaining = column_data >> 16;                                     \
3298   sub_tile_height = column_data & 0xFF;                                        \
3299   setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge);                  \
3300   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
3301   tiles_remaining -= 1;                                                        \
3302                                                                                \
3303   while(tiles_remaining)                                                       \
3304   {                                                                            \
3305     sub_tile_height = 16;                                                      \
3306     setup_sprite_tile_##edge_mode##_##texture_mode(edge);                      \
3307     tiles_remaining--;                                                         \
3308   }                                                                            \
3309                                                                                \
3310   sub_tile_height = (column_data >> 8) & 0xFF;                                 \
3311   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
3312   setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge);                 \
3313 } while(0)                                                                     \
3314
3315
3316 #define setup_sprite_column_data_single()                                      \
3317   column_data = height                                                         \
3318
3319 #define setup_sprite_column_data_multi()                                       \
3320   column_data = 16 - offset_v;                                                 \
3321   column_data |= ((height_rounded & 0xF) + 1) << 8;                            \
3322   column_data |= (tile_height - 1) << 16                                       \
3323
3324
3325 #define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
3326  edge_mode, edge)                                                              \
3327 {                                                                              \
3328   setup_sprite_column_data_##multi_height();                                   \
3329   left_mask_bits = left_block_mask | right_block_mask;                         \
3330   right_mask_bits = left_mask_bits >> 8;                                       \
3331                                                                                \
3332   setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
3333    texture_mode);                                                              \
3334 }                                                                              \
3335
3336 #define setup_sprite_tiled_advance_column()                                    \
3337   texture_offset_base += 0x100;                                                \
3338   if((texture_offset_base & 0xF00) == 0)                                       \
3339     texture_offset_base -= (0x100 + 0xF00)                                     \
3340
3341 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height,       \
3342  left_mode, right_mode)                                                        \
3343 {                                                                              \
3344   setup_sprite_column_data_##multi_height();                                   \
3345   s32 fb_ptr_advance_column = 16 - (1024 * height);                            \
3346                                                                                \
3347   tile_width -= 2;                                                             \
3348   left_mask_bits = left_block_mask;                                            \
3349   right_mask_bits = left_mask_bits >> 8;                                       \
3350                                                                                \
3351   setup_sprite_tile_column_height_##multi_height(left_mode, right,             \
3352    texture_mode);                                                              \
3353   fb_ptr += fb_ptr_advance_column;                                             \
3354                                                                                \
3355   left_mask_bits = 0x00;                                                       \
3356   right_mask_bits = 0x00;                                                      \
3357                                                                                \
3358   while(tile_width)                                                            \
3359   {                                                                            \
3360     setup_sprite_tiled_advance_column();                                       \
3361     setup_sprite_tile_column_height_##multi_height(full, none, texture_mode);  \
3362     fb_ptr += fb_ptr_advance_column;                                           \
3363     tile_width--;                                                              \
3364   }                                                                            \
3365                                                                                \
3366   left_mask_bits = right_block_mask;                                           \
3367   right_mask_bits = left_mask_bits >> 8;                                       \
3368                                                                                \
3369   setup_sprite_tiled_advance_column();                                         \
3370   setup_sprite_tile_column_height_##multi_height(right_mode, left,             \
3371    texture_mode);                                                              \
3372 }                                                                              \
3373
3374
3375 #define setup_sprite_tiled_builder(texture_mode)                               \
3376 void setup_sprite_##texture_mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,        \
3377  s32 u, s32 v, s32 width, s32 height, u32 color)                               \
3378 {                                                                              \
3379   s32 offset_u = u & 0xF;                                                      \
3380   s32 offset_v = v & 0xF;                                                      \
3381                                                                                \
3382   s32 width_rounded = offset_u + width + 15;                                   \
3383   s32 height_rounded = offset_v + height + 15;                                 \
3384   s32 tile_height = height_rounded / 16;                                       \
3385   s32 tile_width = width_rounded / 16;                                         \
3386   u32 offset_u_right = width_rounded & 0xF;                                    \
3387                                                                                \
3388   u32 left_block_mask = ~(0xFFFF << offset_u);                                 \
3389   u32 right_block_mask = 0xFFFE << offset_u_right;                             \
3390                                                                                \
3391   u32 left_mask_bits;                                                          \
3392   u32 right_mask_bits;                                                         \
3393                                                                                \
3394   u32 sub_tile_height;                                                         \
3395   u32 column_data;                                                             \
3396                                                                                \
3397   u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \
3398    ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \
3399    ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \
3400    ((psx_gpu->texture_mask_height >> 4) << 12);                                \
3401   u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \
3402    ((v & 0xF0) << 8);                                                          \
3403   u32 texture_offset_base = texture_offset;                                    \
3404   u32 control_mask;                                                            \
3405                                                                                \
3406   u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u);               \
3407   u32 num_blocks = psx_gpu->num_blocks;                                        \
3408   block_struct *block = psx_gpu->blocks + num_blocks;                          \
3409                                                                                \
3410   u16 *texture_block_ptr;                                                      \
3411   vec_8x8u texels;                                                             \
3412                                                                                \
3413   setup_sprite_tiled_initialize_##texture_mode();                              \
3414                                                                                \
3415   control_mask = tile_width == 1;                                              \
3416   control_mask |= (tile_height == 1) << 1;                                     \
3417   control_mask |= ((left_block_mask & 0xFF) == 0xFF) << 2;                     \
3418   control_mask |= (((right_block_mask >> 8) & 0xFF) == 0xFF) << 3;             \
3419                                                                                \
3420   sprites_##texture_mode++;                                                    \
3421                                                                                \
3422   switch(control_mask)                                                         \
3423   {                                                                            \
3424     default:                                                                   \
3425     case 0x0:                                                                  \
3426       setup_sprite_tile_column_width_multi(texture_mode, multi, full, full);   \
3427       break;                                                                   \
3428                                                                                \
3429     case 0x1:                                                                  \
3430       setup_sprite_tile_column_width_single(texture_mode, multi, full, none);  \
3431       break;                                                                   \
3432                                                                                \
3433     case 0x2:                                                                  \
3434       setup_sprite_tile_column_width_multi(texture_mode, single, full, full);  \
3435       break;                                                                   \
3436                                                                                \
3437     case 0x3:                                                                  \
3438       setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
3439       break;                                                                   \
3440                                                                                \
3441     case 0x4:                                                                  \
3442       setup_sprite_tile_column_width_multi(texture_mode, multi, half, full);   \
3443       break;                                                                   \
3444                                                                                \
3445     case 0x5:                                                                  \
3446       setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
3447       break;                                                                   \
3448                                                                                \
3449     case 0x6:                                                                  \
3450       setup_sprite_tile_column_width_multi(texture_mode, single, half, full);  \
3451       break;                                                                   \
3452                                                                                \
3453     case 0x7:                                                                  \
3454       setup_sprite_tile_column_width_single(texture_mode, single, half, right);\
3455       break;                                                                   \
3456                                                                                \
3457     case 0x8:                                                                  \
3458       setup_sprite_tile_column_width_multi(texture_mode, multi, full, half);   \
3459       break;                                                                   \
3460                                                                                \
3461     case 0x9:                                                                  \
3462       setup_sprite_tile_column_width_single(texture_mode, multi, half, left);  \
3463       break;                                                                   \
3464                                                                                \
3465     case 0xA:                                                                  \
3466       setup_sprite_tile_column_width_multi(texture_mode, single, full, half);  \
3467       break;                                                                   \
3468                                                                                \
3469     case 0xB:                                                                  \
3470       setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
3471       break;                                                                   \
3472                                                                                \
3473     case 0xC:                                                                  \
3474       setup_sprite_tile_column_width_multi(texture_mode, multi, half, half);   \
3475       break;                                                                   \
3476                                                                                \
3477     case 0xE:                                                                  \
3478       setup_sprite_tile_column_width_multi(texture_mode, single, half, half);  \
3479       break;                                                                   \
3480   }                                                                            \
3481 }                                                                              \
3482
3483
3484 void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3485  s32 width, s32 height, u32 color);
3486 void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3487  s32 width, s32 height, u32 color);
3488 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3489  s32 width, s32 height, u32 color);
3490
3491 #ifndef NEON_BUILD
3492 setup_sprite_tiled_builder(4bpp);
3493 setup_sprite_tiled_builder(8bpp);
3494
3495 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3496  s32 v, s32 width, s32 height, u32 color)
3497 {
3498   u32 left_offset = u & 0x7;
3499   u32 width_rounded = width + left_offset + 7;
3500
3501   u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset);
3502   u32 right_width = width_rounded & 0x7;
3503   u32 block_width = width_rounded / 8;
3504   u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3505
3506   u32 left_mask_bits = ~(0xFF << left_offset);
3507   u32 right_mask_bits = 0xFE << right_width;
3508
3509   u32 texture_offset_base = u + (v * 1024);
3510   u32 texture_mask =
3511    psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3512
3513   u32 blocks_remaining;
3514   u32 num_blocks = psx_gpu->num_blocks;
3515   block_struct *block = psx_gpu->blocks + num_blocks;
3516
3517   u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3518   u16 *texture_block_ptr;
3519
3520   texture_offset_base &= ~0x7;
3521
3522   sprites_16bpp++;
3523
3524   if(block_width == 1)
3525   {
3526     u32 mask_bits = left_mask_bits | right_mask_bits;
3527
3528     while(height)
3529     {
3530       num_blocks++;
3531       sprite_blocks++;
3532
3533       if(num_blocks > MAX_BLOCKS)
3534       {
3535         flush_render_block_buffer(psx_gpu);
3536         num_blocks = 1;
3537         block = psx_gpu->blocks;
3538       }
3539       
3540       texture_block_ptr =
3541        texture_page_ptr + (texture_offset_base & texture_mask);
3542
3543       load_128b(block->texels, texture_block_ptr);
3544       block->draw_mask_bits = mask_bits;
3545       block->fb_ptr = fb_ptr;
3546
3547       block++;
3548
3549       texture_offset_base += 1024;
3550       fb_ptr += 1024;
3551
3552       height--;
3553       psx_gpu->num_blocks = num_blocks;
3554     }
3555   }
3556   else
3557   {
3558     u32 texture_offset;
3559
3560     while(height)
3561     {
3562       blocks_remaining = block_width - 2;
3563       num_blocks += block_width;
3564       sprite_blocks += block_width;
3565
3566       if(num_blocks > MAX_BLOCKS)
3567       {
3568         flush_render_block_buffer(psx_gpu);
3569         num_blocks = block_width;
3570         block = psx_gpu->blocks;
3571       }
3572
3573       texture_offset = texture_offset_base;
3574       texture_offset_base += 1024;
3575
3576       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3577       load_128b(block->texels, texture_block_ptr);
3578
3579       block->draw_mask_bits = left_mask_bits;
3580       block->fb_ptr = fb_ptr;
3581
3582       texture_offset += 8;
3583       fb_ptr += 8;
3584       block++;
3585
3586       while(blocks_remaining)
3587       {
3588         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3589         load_128b(block->texels, texture_block_ptr);
3590
3591         block->draw_mask_bits = 0;
3592         block->fb_ptr = fb_ptr;
3593
3594         texture_offset += 8;
3595         fb_ptr += 8;
3596         block++;
3597
3598         blocks_remaining--;
3599       }
3600
3601       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3602       load_128b(block->texels, texture_block_ptr);
3603
3604       block->draw_mask_bits = right_mask_bits;
3605       block->fb_ptr = fb_ptr;
3606
3607       fb_ptr += fb_ptr_pitch;
3608       block++;
3609
3610       height--;
3611       psx_gpu->num_blocks = num_blocks;
3612     }
3613   }
3614 }
3615
3616 #endif
3617
3618 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3619  s32 v, s32 width, s32 height, u32 color)
3620 {
3621   u32 right_width = ((width - 1) & 0x7) + 1;
3622   u32 right_mask_bits = (0xFF << right_width);
3623   u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + x;
3624   u32 block_width = (width + 7) / 8;
3625   u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3626   u32 blocks_remaining;
3627   u32 num_blocks = psx_gpu->num_blocks;
3628   block_struct *block = psx_gpu->blocks + num_blocks;
3629
3630   u32 color_r = color & 0xFF;
3631   u32 color_g = (color >> 8) & 0xFF;
3632   u32 color_b = (color >> 16) & 0xFF;
3633   vec_8x16u colors;
3634   vec_8x16u right_mask;
3635   vec_8x16u test_mask = psx_gpu->test_mask;
3636   vec_8x16u zero_mask;
3637
3638   sprites_untextured++;
3639
3640   color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3641
3642   dup_8x16b(colors, color);
3643   dup_8x16b(zero_mask, 0x00);
3644   dup_8x16b(right_mask, right_mask_bits);
3645   tst_8x16b(right_mask, right_mask, test_mask);
3646
3647   while(height)
3648   {
3649     blocks_remaining = block_width - 1;
3650     num_blocks += block_width;
3651
3652 #ifdef PROFILE
3653     sprite_blocks += block_width;
3654 #endif
3655
3656     if(num_blocks > MAX_BLOCKS)
3657     {
3658       flush_render_block_buffer(psx_gpu);
3659       num_blocks = block_width;
3660       block = psx_gpu->blocks;
3661     }
3662
3663     while(blocks_remaining)
3664     {
3665       block->pixels = colors;
3666       block->draw_mask = zero_mask;
3667       block->fb_ptr = fb_ptr;
3668
3669       fb_ptr += 8;
3670       block++;
3671       blocks_remaining--;
3672     }
3673
3674     block->pixels = colors;
3675     block->draw_mask = right_mask;
3676     block->fb_ptr = fb_ptr;
3677
3678     block++;
3679     fb_ptr += fb_ptr_pitch;
3680
3681     height--;
3682     psx_gpu->num_blocks = num_blocks;
3683   }
3684 }
3685
3686
3687
3688 #define setup_sprite_blocks_switch_textured(texture_mode)                      \
3689   setup_sprite_##texture_mode                                                  \
3690
3691 #define setup_sprite_blocks_switch_untextured(texture_mode)                    \
3692   setup_sprite_untextured                                                      \
3693
3694 #define setup_sprite_blocks_switch(texturing, texture_mode)                    \
3695   setup_sprite_blocks_switch_##texturing(texture_mode)                         \
3696
3697
3698 #define texture_sprite_blocks_switch_4bpp()                                    \
3699   texture_blocks_untextured                                                    \
3700
3701 #define texture_sprite_blocks_switch_8bpp()                                    \
3702   texture_sprite_blocks_8bpp                                                   \
3703
3704 #define texture_sprite_blocks_switch_16bpp()                                   \
3705   texture_blocks_untextured                                                    \
3706
3707 #define texture_sprite_blocks_switch_untextured(texture_mode)                  \
3708   texture_blocks_untextured                                                    \
3709
3710 #define texture_sprite_blocks_switch_textured(texture_mode)                    \
3711   texture_sprite_blocks_switch_##texture_mode()                                \
3712
3713 #define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3714  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
3715 {                                                                              \
3716   setup_sprite_blocks_switch(texturing, texture_mode),                         \
3717   texture_sprite_blocks_switch_##texturing(texture_mode),                      \
3718   shade_blocks_switch(unshaded, texturing, modulation, undithered, blending,   \
3719    mask_evaluate),                                                             \
3720   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
3721 }                                                                              \
3722
3723 #define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,   \
3724  mask_evaluate, shading, dithering, texturing, blending)                       \
3725   render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode,       \
3726    mask_evaluate, shading, dithering, texturing, blending, modulated),         \
3727   render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode,       \
3728    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \
3729
3730 #define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,  \
3731  mask_evaluate, shading, dithering, texturing)                                 \
3732   render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,         \
3733    mask_evaluate, shading, dithering, texturing, unblended),                   \
3734   render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,         \
3735    mask_evaluate, shading, dithering, texturing, blended)                      \
3736
3737 #define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,  \
3738  mask_evaluate, shading, dithering)                                            \
3739   render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,        \
3740    mask_evaluate, shading, dithering, untextured),                             \
3741   render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,        \
3742    mask_evaluate, shading, dithering, textured)                                \
3743
3744 #define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,    \
3745  mask_evaluate, shading)                                                       \
3746   render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,        \
3747    mask_evaluate, shading, undithered),                                        \
3748   render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,        \
3749    mask_evaluate, shading, dithered)                                           \
3750
3751 #define render_sprite_blocks_switch_block_mask_evaluate(texture_mode,          \
3752  blend_mode, mask_evaluate)                                                    \
3753   render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,          \
3754    mask_evaluate, unshaded),                                                   \
3755   render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,          \
3756    mask_evaluate, shaded)                                                      \
3757
3758 #define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
3759   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
3760    off),                                                                       \
3761   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
3762    on)                                                                         \
3763
3764 #define render_sprite_blocks_switch_block_texture_mode(texture_mode)           \
3765   render_sprite_blocks_switch_block_blend_mode(texture_mode, average),         \
3766   render_sprite_blocks_switch_block_blend_mode(texture_mode, add),             \
3767   render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract),        \
3768   render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth)       \
3769
3770 #define render_sprite_blocks_switch_block()                                    \
3771   render_sprite_blocks_switch_block_texture_mode(4bpp),                        \
3772   render_sprite_blocks_switch_block_texture_mode(8bpp),                        \
3773   render_sprite_blocks_switch_block_texture_mode(16bpp),                       \
3774   render_sprite_blocks_switch_block_texture_mode(4bpp)                         \
3775
3776
3777 render_block_handler_struct render_sprite_block_handlers[] =
3778 {
3779   render_sprite_blocks_switch_block()
3780 };
3781
3782
3783 void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
3784  s32 width, s32 height, u32 flags, u32 color)
3785 {
3786   s32 x_right = x + width - 1;
3787   s32 y_bottom = y + height - 1;
3788
3789 #ifdef PROFILE
3790   sprites++;
3791 #endif
3792
3793   if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
3794    y_bottom) == 0)
3795   {
3796     return;
3797   }
3798
3799   if(x < psx_gpu->viewport_start_x)
3800   {
3801     u32 clip = psx_gpu->viewport_start_x - x;
3802     x += clip;
3803     u += clip;
3804     width -= clip;
3805   }
3806
3807   if(y < psx_gpu->viewport_start_y)
3808   {
3809     s32 clip = psx_gpu->viewport_start_y - y;
3810     y += clip;
3811     v += clip;
3812     height -= clip;
3813   }
3814
3815   if(x_right > psx_gpu->viewport_end_x)
3816     width -= x_right - psx_gpu->viewport_end_x;
3817
3818   if(y_bottom > psx_gpu->viewport_end_y)
3819     height -= y_bottom - psx_gpu->viewport_end_y;
3820
3821   if((width <= 0) || (height <= 0))
3822     return;
3823
3824 #ifdef PROFILE
3825   span_pixels += width * height;
3826   spans += height;
3827 #endif
3828
3829   u32 render_state = flags &
3830    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3831    RENDER_FLAGS_TEXTURE_MAP);
3832   render_state |=
3833    (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
3834
3835   if((psx_gpu->render_state != render_state) ||
3836    (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
3837   {
3838     psx_gpu->render_state = render_state;
3839     flush_render_block_buffer(psx_gpu);
3840 #ifdef PROFILE
3841     state_changes++;
3842 #endif
3843   }
3844
3845   psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
3846
3847   color &= 0xFFFFFF;
3848
3849   if(psx_gpu->triangle_color != color)
3850   {
3851     flush_render_block_buffer(psx_gpu);
3852     psx_gpu->triangle_color = color;
3853   }
3854
3855   if(color == 0x808080)
3856     render_state |= RENDER_FLAGS_MODULATE_TEXELS;
3857
3858   render_block_handler_struct *render_block_handler =
3859    &(render_sprite_block_handlers[render_state]);
3860   psx_gpu->render_block_handler = render_block_handler;
3861
3862   ((setup_sprite_function_type *)render_block_handler->setup_blocks)
3863    (psx_gpu, x, y, u, v, width, height, color);
3864 }
3865
3866 #define draw_pixel_line_mask_evaluate_yes()                                    \
3867   if(*vram_ptr & 0x8000)                                                       \
3868
3869 #define draw_pixel_line_mask_evaluate_no()                                     \
3870     
3871
3872 #define draw_pixel_line_shaded()                                               \
3873 {                                                                              \
3874   color_r = fixed_to_int(current_r);                                           \
3875   color_g = fixed_to_int(current_g);                                           \
3876   color_b = fixed_to_int(current_b);                                           \
3877                                                                                \
3878   current_r += gradient_r;                                                     \
3879   current_g += gradient_g;                                                     \
3880   current_b += gradient_b;                                                     \
3881 }                                                                              \
3882
3883 #define draw_pixel_line_unshaded()                                             \
3884 {                                                                              \
3885   color_r = color & 0xFF;                                                      \
3886   color_g = (color >> 8) & 0xFF;                                               \
3887   color_b = (color >> 16) & 0xFF;                                              \
3888 }                                                                              \
3889
3890
3891 #define draw_pixel_line_dithered(_x, _y)                                       \
3892 {                                                                              \
3893   u32 dither_xor = _x ^ _y;                                                    \
3894   s32 dither_offset = (dither_xor >> 1) & 0x1;                                 \
3895   dither_offset |= (_y & 0x1) << 1;                                            \
3896   dither_offset |= (dither_xor & 0x1) << 2;                                    \
3897   dither_offset -= 4;                                                          \
3898                                                                                \
3899   color_r += dither_offset;                                                    \
3900   color_g += dither_offset;                                                    \
3901   color_b += dither_offset;                                                    \
3902                                                                                \
3903   if(color_r < 0)                                                              \
3904     color_r = 0;                                                               \
3905                                                                                \
3906   if(color_g < 0)                                                              \
3907     color_g = 0;                                                               \
3908                                                                                \
3909   if(color_b < 0)                                                              \
3910     color_b = 0;                                                               \
3911                                                                                \
3912   if(color_r > 255)                                                            \
3913     color_r = 255;                                                             \
3914                                                                                \
3915   if(color_g > 255)                                                            \
3916     color_g = 255;                                                             \
3917                                                                                \
3918   if(color_b > 255)                                                            \
3919     color_b = 255;                                                             \
3920 }                                                                              \
3921
3922 #define draw_pixel_line_undithered(_x, _y)                                     \
3923
3924
3925 #define draw_pixel_line_average()                                              \
3926   color_r = (color_r + fb_r) / 2;                                              \
3927   color_g = (color_g + fb_g) / 2;                                              \
3928   color_b = (color_b + fb_b) / 2                                               \
3929
3930 #define draw_pixel_line_add()                                                  \
3931   color_r += fb_r;                                                             \
3932   color_g += fb_g;                                                             \
3933   color_b += fb_b;                                                             \
3934                                                                                \
3935   if(color_r > 31)                                                             \
3936     color_r = 31;                                                              \
3937                                                                                \
3938   if(color_g > 31)                                                             \
3939     color_g = 31;                                                              \
3940                                                                                \
3941   if(color_b > 31)                                                             \
3942     color_b = 31                                                               \
3943                                                                                \
3944
3945 #define draw_pixel_line_subtract()                                             \
3946   color_r = fb_r - color_r;                                                    \
3947   color_g = fb_g - color_g;                                                    \
3948   color_b = fb_b - color_b;                                                    \
3949                                                                                \
3950   if(color_r < 0)                                                              \
3951     color_r = 0;                                                               \
3952                                                                                \
3953   if(color_g < 0)                                                              \
3954     color_g = 0;                                                               \
3955                                                                                \
3956   if(color_b < 0)                                                              \
3957     color_b = 0                                                                \
3958
3959 #define draw_pixel_line_add_fourth()                                           \
3960   color_r = fb_r + (color_r / 4);                                              \
3961   color_g = fb_g + (color_g / 4);                                              \
3962   color_b = fb_b + (color_b / 4);                                              \
3963                                                                                \
3964   if(color_r > 31)                                                             \
3965     color_r = 31;                                                              \
3966                                                                                \
3967   if(color_g > 31)                                                             \
3968     color_g = 31;                                                              \
3969                                                                                \
3970   if(color_b > 31)                                                             \
3971     color_b = 31                                                               \
3972
3973
3974 #define draw_pixel_line_blended(blend_mode)                                    \
3975   s32 fb_pixel = *vram_ptr;                                                    \
3976   s32 fb_r = fb_pixel & 0x1F;                                                  \
3977   s32 fb_g = (fb_pixel >> 5) & 0x1F;                                           \
3978   s32 fb_b = (fb_pixel >> 10) & 0x1F;                                          \
3979                                                                                \
3980   draw_pixel_line_##blend_mode()                                               \
3981
3982 #define draw_pixel_line_unblended(blend_mode)                                  \
3983
3984
3985 #define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate,   \
3986  blend_mode)                                                                   \
3987   if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
3988    (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y))         \
3989   {                                                                            \
3990     draw_pixel_line_mask_evaluate_##mask_evaluate()                            \
3991     {                                                                          \
3992       draw_pixel_line_##shading();                                             \
3993       draw_pixel_line_##dithering(_x, _y);                                     \
3994                                                                                \
3995       color_r >>= 3;                                                           \
3996       color_g >>= 3;                                                           \
3997       color_b >>= 3;                                                           \
3998                                                                                \
3999       draw_pixel_line_##blending(blend_mode);                                  \
4000                                                                                \
4001       *vram_ptr = color_r | (color_g << 5) | (color_b << 10) |                 \
4002        psx_gpu->mask_msb;                                                      \
4003     }                                                                          \
4004   }                                                                            \
4005
4006 #define update_increment(value)                                                \
4007   value++                                                                      \
4008
4009 #define update_decrement(value)                                                \
4010   value--                                                                      \
4011
4012 #define update_vram_row_increment(value)                                       \
4013   vram_ptr += 1024                                                             \
4014
4015 #define update_vram_row_decrement(value)                                       \
4016   vram_ptr -= 1024                                                             \
4017
4018 #define compare_increment(a, b)                                                \
4019   (a <= b)                                                                     \
4020
4021 #define compare_decrement(a, b)                                                \
4022   (a >= b)                                                                     \
4023
4024 #define set_line_gradients(minor)                                              \
4025 {                                                                              \
4026   s32 gradient_divisor = delta_##minor;                                        \
4027   if(gradient_divisor != 0)                                                    \
4028   {                                                                            \
4029     gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor;   \
4030     gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor;   \
4031     gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor;   \
4032   }                                                                            \
4033   else                                                                         \
4034   {                                                                            \
4035     gradient_r = 0;                                                            \
4036     gradient_g = 0;                                                            \
4037     gradient_b = 0;                                                            \
4038   }                                                                            \
4039   current_r = fixed_center(vertex_a->r);                                       \
4040   current_g = fixed_center(vertex_a->g);                                       \
4041   current_b = fixed_center(vertex_a->b);                                       \
4042 }
4043
4044 #define draw_line_span_horizontal(direction, shading, blending, dithering,     \
4045  mask_evaluate, blend_mode)                                                    \
4046 do                                                                             \
4047 {                                                                              \
4048   error_step = delta_y * 2;                                                    \
4049   error_wrap = delta_x * 2;                                                    \
4050   error = delta_x;                                                             \
4051                                                                                \
4052   current_y = y_a;                                                             \
4053   set_line_gradients(x);                                                       \
4054                                                                                \
4055   for(current_x = x_a; current_x <= x_b; current_x++)                          \
4056   {                                                                            \
4057     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
4058      mask_evaluate, blend_mode);                                               \
4059     error += error_step;                                                       \
4060     vram_ptr++;                                                                \
4061                                                                                \
4062     if(error >= error_wrap)                                                    \
4063     {                                                                          \
4064       update_##direction(current_y);                                           \
4065       update_vram_row_##direction();                                           \
4066       error -= error_wrap;                                                     \
4067     }                                                                          \
4068   }                                                                            \
4069 } while(0)                                                                     \
4070
4071 #define draw_line_span_vertical(direction, shading, blending, dithering,       \
4072  mask_evaluate, blend_mode)                                                    \
4073 do                                                                             \
4074 {                                                                              \
4075   error_step = delta_x * 2;                                                    \
4076   error_wrap = delta_y * 2;                                                    \
4077   error = delta_y;                                                             \
4078                                                                                \
4079   current_x = x_a;                                                             \
4080   set_line_gradients(y);                                                       \
4081                                                                                \
4082   for(current_y = y_a; compare_##direction(current_y, y_b);                    \
4083    update_##direction(current_y))                                              \
4084   {                                                                            \
4085     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
4086      mask_evaluate, blend_mode);                                               \
4087     error += error_step;                                                       \
4088     update_vram_row_##direction();                                             \
4089                                                                                \
4090     if(error > error_wrap)                                                     \
4091     {                                                                          \
4092       vram_ptr++;                                                              \
4093       current_x++;                                                             \
4094       error -= error_wrap;                                                     \
4095     }                                                                          \
4096   }                                                                            \
4097 } while(0)                                                                     \
4098
4099
4100 #define render_line_body(shading, blending, dithering, mask_evaluate,          \
4101  blend_mode)                                                                   \
4102   if(delta_y < 0)                                                              \
4103   {                                                                            \
4104     delta_y *= -1;                                                             \
4105                                                                                \
4106     if(delta_y >= 512)                                                         \
4107       return;                                                                  \
4108                                                                                \
4109     if(delta_x > delta_y)                                                      \
4110     {                                                                          \
4111       draw_line_span_horizontal(decrement, shading, blending, dithering,       \
4112        mask_evaluate, blend_mode);                                             \
4113     }                                                                          \
4114     else                                                                       \
4115     {                                                                          \
4116       draw_line_span_vertical(decrement, shading, blending, dithering,         \
4117        mask_evaluate, blend_mode);                                             \
4118     }                                                                          \
4119   }                                                                            \
4120   else                                                                         \
4121   {                                                                            \
4122     if(delta_y >= 512)                                                         \
4123       return;                                                                  \
4124                                                                                \
4125     if(delta_x > delta_y)                                                      \
4126     {                                                                          \
4127       draw_line_span_horizontal(increment, shading, blending, dithering,       \
4128        mask_evaluate, blend_mode);                                             \
4129     }                                                                          \
4130     else                                                                       \
4131     {                                                                          \
4132       draw_line_span_vertical(increment, shading, blending, dithering,         \
4133        mask_evaluate, blend_mode);                                             \
4134     }                                                                          \
4135   }                                                                            \
4136
4137                                                                                 
4138 void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4139  u32 color)
4140 {
4141   s32 color_r, color_g, color_b;
4142   u32 triangle_winding = 0;
4143
4144   fixed_type gradient_r = 0;
4145   fixed_type gradient_g = 0;
4146   fixed_type gradient_b = 0;
4147   fixed_type current_r = 0;
4148   fixed_type current_g = 0;
4149   fixed_type current_b = 0;
4150
4151   s32 y_a, y_b;
4152   s32 x_a, x_b;
4153
4154   s32 delta_x, delta_y;
4155
4156   s32 current_x;
4157   s32 current_y;
4158
4159   u32 error_step;
4160   u32 error;
4161   u32 error_wrap;
4162
4163   u16 *vram_ptr;
4164
4165   flush_render_block_buffer(psx_gpu);
4166   psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4167
4168   vertex_struct *vertex_a = &(vertexes[0]);
4169   vertex_struct *vertex_b = &(vertexes[1]);
4170
4171   u32 control_mask;
4172
4173 #ifdef PROFILE
4174   lines++;
4175 #endif
4176
4177   if(vertex_a->x >= vertex_b->x)
4178   {
4179     vertex_swap(vertex_a, vertex_b);
4180   }
4181
4182   x_a = vertex_a->x;
4183   x_b = vertex_b->x;
4184
4185   y_a = vertex_a->y;
4186   y_b = vertex_b->y;
4187
4188   delta_x = x_b - x_a;
4189   delta_y = y_b - y_a;
4190
4191   if(delta_x >= 1024)
4192     return;
4193
4194   flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4195
4196   vram_ptr = psx_gpu->vram_ptr + (y_a * 1024) + x_a;
4197
4198   control_mask = 0x0;
4199
4200   if(flags & RENDER_FLAGS_SHADE)
4201     control_mask |= 0x1;
4202
4203   if(flags & RENDER_FLAGS_BLEND)
4204   {
4205     control_mask |= 0x2;
4206     control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4207   }
4208
4209   if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4210     control_mask |= 0x4;
4211
4212   if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4213     control_mask |= 0x8;
4214
4215   switch(control_mask)
4216   {
4217     case 0x0:
4218       render_line_body(unshaded, unblended, undithered, no, none);
4219       break;
4220
4221     case 0x1:
4222       render_line_body(shaded, unblended, undithered, no, none);
4223       break;
4224
4225     case 0x2:
4226       render_line_body(unshaded, blended, undithered, no, average);
4227       break;
4228
4229     case 0x3:
4230       render_line_body(shaded, blended, undithered, no, average);
4231       break;
4232
4233     case 0x4:
4234       render_line_body(unshaded, unblended, dithered, no, none);
4235       break;
4236
4237     case 0x5:
4238       render_line_body(shaded, unblended, dithered, no, none);
4239       break;
4240
4241     case 0x6:
4242       render_line_body(unshaded, blended, dithered, no, average);
4243       break;
4244
4245     case 0x7:
4246       render_line_body(shaded, blended, dithered, no, average);
4247       break;
4248
4249     case 0x8:
4250       render_line_body(unshaded, unblended, undithered, yes, none);
4251       break;
4252
4253     case 0x9:
4254       render_line_body(shaded, unblended, undithered, yes, none);
4255       break;
4256
4257     case 0xA:
4258       render_line_body(unshaded, blended, undithered, yes, average);
4259       break;
4260
4261     case 0xB:
4262       render_line_body(shaded, blended, undithered, yes, average);
4263       break;
4264
4265     case 0xC:
4266       render_line_body(unshaded, unblended, dithered, yes, none);
4267       break;
4268
4269     case 0xD:
4270       render_line_body(shaded, unblended, dithered, yes, none);
4271       break;
4272
4273     case 0xE:
4274       render_line_body(unshaded, blended, dithered, yes, average);
4275       break;
4276
4277     case 0xF:
4278       render_line_body(shaded, blended, dithered, yes, average);
4279       break;
4280
4281     case 0x12:
4282       render_line_body(unshaded, blended, undithered, no, add);
4283       break;
4284
4285     case 0x13:
4286       render_line_body(shaded, blended, undithered, no, add);
4287       break;
4288
4289     case 0x16:
4290       render_line_body(unshaded, blended, dithered, no, add);
4291       break;
4292
4293     case 0x17:
4294       render_line_body(shaded, blended, dithered, no, add);
4295       break;
4296
4297     case 0x1A:
4298       render_line_body(unshaded, blended, undithered, yes, add);
4299       break;
4300
4301     case 0x1B:
4302       render_line_body(shaded, blended, undithered, yes, add);
4303       break;
4304
4305     case 0x1E:
4306       render_line_body(unshaded, blended, dithered, yes, add);
4307       break;
4308
4309     case 0x1F:
4310       render_line_body(shaded, blended, dithered, yes, add);
4311       break;
4312
4313     case 0x22:
4314       render_line_body(unshaded, blended, undithered, no, subtract);
4315       break;
4316
4317     case 0x23:
4318       render_line_body(shaded, blended, undithered, no, subtract);
4319       break;
4320
4321     case 0x26:
4322       render_line_body(unshaded, blended, dithered, no, subtract);
4323       break;
4324
4325     case 0x27:
4326       render_line_body(shaded, blended, dithered, no, subtract);
4327       break;
4328
4329     case 0x2A:
4330       render_line_body(unshaded, blended, undithered, yes, subtract);
4331       break;
4332
4333     case 0x2B:
4334       render_line_body(shaded, blended, undithered, yes, subtract);
4335       break;
4336
4337     case 0x2E:
4338       render_line_body(unshaded, blended, dithered, yes, subtract);
4339       break;
4340
4341     case 0x2F:
4342       render_line_body(shaded, blended, dithered, yes, subtract);
4343       break;
4344
4345     case 0x32:
4346       render_line_body(unshaded, blended, undithered, no, add_fourth);
4347       break;
4348
4349     case 0x33:
4350       render_line_body(shaded, blended, undithered, no, add_fourth);
4351       break;
4352
4353     case 0x36:
4354       render_line_body(unshaded, blended, dithered, no, add_fourth);
4355       break;
4356
4357     case 0x37:
4358       render_line_body(shaded, blended, dithered, no, add_fourth);
4359       break;
4360
4361     case 0x3A:
4362       render_line_body(unshaded, blended, undithered, yes, add_fourth);
4363       break;
4364
4365     case 0x3B:
4366       render_line_body(shaded, blended, undithered, yes, add_fourth);
4367       break;
4368
4369     case 0x3E:
4370       render_line_body(unshaded, blended, dithered, yes, add_fourth);
4371       break;
4372
4373     case 0x3F:
4374       render_line_body(shaded, blended, dithered, yes, add_fourth);
4375       break;
4376   }
4377 }
4378
4379
4380 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4381  u32 width, u32 height)
4382 {
4383   if((width == 0) || (height == 0))
4384     return;
4385
4386   flush_render_block_buffer(psx_gpu);
4387   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4388
4389   u32 r = color & 0xFF;
4390   u32 g = (color >> 8) & 0xFF;
4391   u32 b = (color >> 16) & 0xFF;
4392   u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4393    psx_gpu->mask_msb;
4394   u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4395
4396   u32 *vram_ptr = (u32 *)(psx_gpu->vram_ptr + x + (y * 1024));
4397
4398   u32 pitch = 512 - (width / 2);
4399   u32 num_width;
4400
4401   if(psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED)
4402   {
4403     pitch += 512;
4404     height /= 2;
4405
4406     if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
4407       vram_ptr += 512; 
4408   }
4409
4410   while(height)
4411   {
4412     num_width = width;
4413     while(num_width)
4414     {
4415       vram_ptr[0] = color_32bpp;
4416       vram_ptr[1] = color_32bpp;
4417       vram_ptr[2] = color_32bpp;
4418       vram_ptr[3] = color_32bpp;
4419       vram_ptr[4] = color_32bpp;
4420       vram_ptr[5] = color_32bpp;
4421       vram_ptr[6] = color_32bpp;
4422       vram_ptr[7] = color_32bpp;
4423
4424       vram_ptr += 8;
4425       num_width -= 16;
4426     }
4427
4428     vram_ptr += pitch;
4429     height--;
4430   }
4431 }
4432
4433 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4434  u32 width, u32 height, u32 pitch)
4435 {
4436   u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4437   u32 draw_x, draw_y;
4438   u32 mask_msb = psx_gpu->mask_msb;
4439
4440   if((width == 0) || (height == 0))
4441     return;
4442
4443   flush_render_block_buffer(psx_gpu);
4444   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4445
4446   for(draw_y = 0; draw_y < height; draw_y++)
4447   {
4448     for(draw_x = 0; draw_x < width; draw_x++)
4449     {
4450       vram_ptr[draw_x] = source[draw_x] | mask_msb;
4451     }
4452
4453     source += pitch;
4454     vram_ptr += 1024;
4455   }
4456 }
4457
4458 void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4459  u32 dest_x, u32 dest_y, u32 width, u32 height)
4460 {
4461   render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4462    dest_x, dest_y, width, height, 1024);
4463 }
4464
4465
4466 void initialize_reciprocal_table(void)
4467 {
4468   u32 height;
4469   u32 height_normalized;
4470   u32 height_reciprocal;
4471   s32 shift;
4472
4473   for(height = 1; height < 512; height++)
4474   {
4475     shift = __builtin_clz(height);
4476     height_normalized = height << shift;
4477     height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) /
4478      height_normalized;
4479
4480     shift = 32 - (50 - shift);
4481
4482     reciprocal_table[height] = (height_reciprocal << 12) | shift;
4483   }
4484 }
4485
4486
4487 #define dither_table_row(a, b, c, d)                                           \
4488  ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24))    \
4489
4490 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
4491 {
4492   vec_8x16u test_mask =
4493    { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4494
4495   psx_gpu->test_mask = test_mask;
4496
4497   psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4498   psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4499   psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4500   psx_gpu->viewport_mask = 0;
4501   psx_gpu->current_texture_page = 0;
4502   psx_gpu->current_texture_mask = 0;
4503   psx_gpu->last_8bpp_texture_page = 0;
4504
4505   psx_gpu->clut_settings = 0;
4506   psx_gpu->texture_settings = 0;
4507   psx_gpu->render_state = 0;
4508   psx_gpu->render_state_base = 0;
4509   psx_gpu->num_blocks = 0;
4510
4511   psx_gpu->vram_ptr = vram;
4512
4513   psx_gpu->texture_page_base = psx_gpu->vram_ptr;
4514   psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4515   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4516
4517   psx_gpu->mask_msb = 0;
4518
4519   psx_gpu->texture_window_x = 0;
4520   psx_gpu->texture_window_y = 0;
4521   psx_gpu->texture_mask_width = 0xFF;
4522   psx_gpu->texture_mask_height = 0xFF;
4523
4524   psx_gpu->interlace_mode = 0;
4525
4526   memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4527
4528   initialize_reciprocal_table();
4529
4530   //    00 01 10 11
4531   // 00  0  4  1  5
4532   // 01  6  2  7  3
4533   // 10  1  5  0  4
4534   // 11  7  3  6  2
4535   // (minus ones(4) * 4)
4536
4537   // d0: (1 3 5 7): x1 ^ y1
4538   // d1: (2 3 6 7): y0
4539   // d2: (4 5 6 7): x0 ^ y0
4540
4541   psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4542   psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4543   psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4544   psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4545
4546   psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4547 }
4548
4549 u64 get_us(void)
4550 {
4551   struct timeval tv;
4552   gettimeofday(&tv, NULL);
4553   
4554   return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4555 }
4556
4557 #ifdef NEON_BUILD
4558
4559 u32 get_counter()
4560 {
4561   u32 counter;
4562   __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4563
4564   return counter;
4565 }
4566
4567 void init_counter(void)
4568 {
4569   u32 value;
4570   asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4571   value |= 5; // master enable, ccnt reset
4572   value &= ~8; // ccnt divider 0
4573   asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4574   // enable cycle counter
4575   asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4576 }
4577
4578 void triangle_benchmark(psx_gpu_struct *psx_gpu)
4579 {
4580   u32 i;
4581
4582   u32 ticks;
4583   u32 ticks_elapsed;
4584
4585   const u32 iterations = 500000;
4586
4587   psx_gpu->num_blocks = 64;
4588   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4589
4590   for(i = 0; i < 64; i++)
4591   {
4592     memset(&(psx_gpu->blocks[i].r), 0, 16);
4593   }
4594
4595   init_counter();
4596
4597   ticks = get_counter();
4598
4599   for(i = 0; i < iterations; i++)
4600   {
4601     texture_sprite_blocks_8bpp(psx_gpu);
4602   }
4603
4604   ticks_elapsed = get_counter() - ticks;
4605
4606   printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
4607 }
4608
4609 #endif
4610