2 * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
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.
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.
22 u32 span_pixel_blocks = 0;
28 u32 sprites_16bpp = 0;
29 u32 sprite_blocks = 0;
30 u32 sprites_untextured = 0;
32 u32 trivial_rejects = 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;
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;
50 u32 reciprocal_table[512];
53 typedef s32 fixed_type;
55 #define EDGE_STEP_BITS 32
58 #define fixed_center(value) \
59 ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1))) \
61 #define int_to_fixed(value) \
62 (((fixed_type)(value)) << FIXED_BITS) \
64 #define fixed_to_int(value) \
65 ((value) >> FIXED_BITS) \
67 #define fixed_to_double(value) \
68 ((value) / (double)(1 << FIXED_BITS)) \
70 #define double_to_fixed(value) \
71 (fixed_type)(((value) * (double)(1 << FIXED_BITS))) \
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);
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);
81 struct render_block_handler_struct
84 texture_blocks_function_type *texture_blocks;
85 shade_blocks_function_type *shade_blocks;
86 blend_blocks_function_type *blend_blocks;
91 u32 fixed_reciprocal(u32 denominator, u32 *_shift)
93 u32 shift = __builtin_clz(denominator);
94 u32 denominator_normalized = denominator << shift;
96 double numerator = (1ULL << 62) + denominator_normalized;
99 double denominator_normalized_dp_b;
100 u64 denominator_normalized_dp_u64;
103 double reciprocal_dp;
105 u64 numerator_u64 = (denominator_normalized >> 10) |
106 ((u64)(62 + 1023) << 52);
107 *((u64 *)(&numerator_b)) = numerator_u64;
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;
114 // Implement with a DP divide
115 reciprocal_dp = numerator / denominator_normalized_dp_b;
116 reciprocal = reciprocal_dp;
118 if(reciprocal == 0x80000001)
119 reciprocal = 0x80000000;
121 *_shift = 62 - shift;
125 double reciprocal_estimate(double a)
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);
135 /* r in units of 1/256 rounded to nearest */
137 return (double)s / 256.0;
140 u32 reciprocal_estimate_u32(u32 value)
143 volatile double dp_value;
144 volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
146 if((value >> 31) == 0)
149 dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
151 *dp_value_ptr = dp_value_u64;
153 dp_value = reciprocal_estimate(dp_value);
154 dp_value_u64 = *dp_value_ptr;
156 return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
159 u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
161 u32 shift = __builtin_clz(value);
162 u32 value_normalized = value << shift;
164 *_shift = 62 - shift;
166 value_normalized -= 2;
168 u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
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);
177 return reciprocal_normalized;
183 s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
185 return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
188 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
190 s32 coverage_x, coverage_y;
195 coverage_x = x2 >> 6;
196 coverage_y = y2 >> 8;
204 mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
207 mask_down_right |= mask_down_right << 16;
209 coverage_x = x1 >> 6;
211 mask_up_left = 0xFFFF0000 << coverage_x;
213 mask_up_left = 0xFFFF0000;
215 coverage_y = y1 >> 8;
217 mask_up_left |= mask_up_left >> 16;
219 return mask_up_left & mask_down_right;
222 u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
225 u32 mask = texture_region_mask(x1, y1, x2, y2);
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;
234 u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
235 u32 y1, u32 x2, u32 y2)
237 u32 mask = texture_region_mask(x1, y1, x2, y2) &
238 psx_gpu->viewport_mask;
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;
248 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
253 void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
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;
263 vram_ptr += (current_texture_page >> 4) * 256 * 1024;
264 vram_ptr += (current_texture_page & 0xF) * 64;
266 texture_cache_loads++;
273 psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
283 texel_block = *vram_ptr;
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;
291 texture_page_ptr += 4;
305 vram_ptr -= (1024 * 16) - 4;
311 vram_ptr += (16 * 1024) - (4 * 16);
316 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
319 u16 *texture_page_ptr = psx_gpu->texture_page_base;
320 u16 *vram_ptr = psx_gpu->vram_ptr;
327 texture_cache_loads++;
329 vram_ptr += (texture_page >> 4) * 256 * 1024;
330 vram_ptr += (texture_page & 0xF) * 64;
332 if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
333 texture_page_ptr += (8 * 16) * 8;
346 load_128b(texels, vram_ptr);
347 store_128b(texels, texture_page_ptr);
349 texture_page_ptr += 8;
357 vram_ptr -= (1024 * 16);
366 vram_ptr += (16 * 1024);
368 texture_page_ptr += (8 * 16) * 8;
376 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
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;
382 psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
384 if(update_textures & (1 << current_texture_page))
386 update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
387 update_textures &= ~(1 << current_texture_page);
392 u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
393 (current_texture_page & 0x10);
395 update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
399 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
400 psx_gpu_struct *psx_gpu);
402 void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
404 if((psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED) &&
405 (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
407 u32 num_blocks_dest = 0;
408 block_struct *block_src = psx_gpu->blocks;
409 block_struct *block_dest = psx_gpu->blocks;
411 u16 *vram_ptr = psx_gpu->vram_ptr;
414 if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
416 for(i = 0; i < psx_gpu->num_blocks; i++)
418 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
419 if(fb_offset & (1 << 11))
421 *block_dest = *block_src;
430 for(i = 0; i < psx_gpu->num_blocks; i++)
432 u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
433 if((fb_offset & (1 << 11)) == 0)
435 *block_dest = *block_src;
443 psx_gpu->num_blocks = num_blocks_dest;
446 if(psx_gpu->num_blocks)
448 render_block_handler_struct *render_block_handler =
449 psx_gpu->render_block_handler;
451 render_block_handler->texture_blocks(psx_gpu);
452 render_block_handler->shade_blocks(psx_gpu);
453 render_block_handler->blend_blocks(psx_gpu);
456 span_pixel_blocks += psx_gpu->num_blocks;
457 render_buffer_flushes++;
460 psx_gpu->num_blocks = 0;
465 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
466 vertex_struct *b, vertex_struct *c);
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 \
486 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
487 vertex_struct *b, vertex_struct *c)
489 u32 triangle_area = psx_gpu->triangle_area;
490 u32 winding_mask_scalar;
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);
497 // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
498 // ( d0 * d1 ) - ( d2 * d3 ) =
499 // ( m0 ) - ( m1 ) = gradient
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.
505 // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
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;
517 vec_4x32u const_0x8000;
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;
524 vec_4x32s m0_a, m0_b, m0_c;
525 vec_4x32s m1_a, m1_b, m1_c;
527 vec_4x32u gradient_area_a, gradient_area_c;
528 vec_2x32u gradient_area_b;
530 vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
531 vec_2x32u gradient_area_sign_b;
532 vec_4x32u winding_mask;
534 vec_2x64u gradient_wide_a0, gradient_wide_a1;
535 vec_2x64u gradient_wide_c0, gradient_wide_c1;
536 vec_2x64u gradient_wide_b;
538 vec_4x32u gradient_a, gradient_c;
539 vec_2x32u gradient_b;
540 vec_16x8s gradient_shift;
542 setup_gradient_calculation_input(0, a);
543 setup_gradient_calculation_input(1, b);
544 setup_gradient_calculation_input(2, c);
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);
550 add_4x32b(uvrg_base, uvrg_base, const_0x8000);
551 add_4x32b(b_base, b_base, const_0x8000);
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);
557 sub_4x16b(d0_b, x1_b, x0_b);
558 sub_4x16b(d0_c, x1_c, x0_c);
560 sub_4x16b(d1_a, y2_a, y1_a);
561 sub_4x16b(d1_b, y2_b, y1_b);
563 sub_4x16b(d2_b, x2_b, x1_b);
564 sub_4x16b(d2_c, x2_c, x1_c);
566 sub_4x16b(d3_a, y1_a, y0_a);
567 sub_4x16b(d3_b, y1_b, y0_b);
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);
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);
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);
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);
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);
589 winding_mask_scalar = -psx_gpu->triangle_winding;
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);
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);
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));
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);
630 shl_4x32b(gradient_a, gradient_a, 4);
631 shl_2x32b(gradient_b, gradient_b, 4);
632 shl_4x32b(gradient_c, gradient_c, 4);
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);
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);
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);
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);
660 // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
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];
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];
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];
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];
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];
687 psx_gpu->uvrg = uvrg_base;
688 psx_gpu->b = b_base.e[0];
690 psx_gpu->uvrg_dx = gradient_a;
691 psx_gpu->uvrg_dy = gradient_c;
692 psx_gpu->b_dy = gradient_b.e[1];
696 #define vector_check(_a, _b) \
697 if(memcmp(&_a, &_b, sizeof(_b))) \
699 if(sizeof(_b) == 8) \
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]); \
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], \
712 #define scalar_check(_a, _b) \
714 printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b) \
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; \
723 vec_4x16u alternate_select; \
724 vec_4x16s y_mid_point; \
728 s32 edge_dx_dy_alt; \
731 #define setup_spans_prologue_alternate_no() \
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; \
740 vec_2x64s edges_xy; \
741 vec_2x32s edges_dx_dy; \
742 vec_2x32u edge_shifts; \
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; \
749 vec_8x16s left_edge; \
750 vec_8x16s right_edge; \
751 vec_4x16u span_shift; \
755 vec_4x16u c_0xFFFE; \
758 vec_2x32s x_starts; \
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; \
772 dup_2x32b(c_0x01, 0x01); \
773 setup_spans_prologue_alternate_##alternate_active() \
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; \
780 vec_8x16u c_0x0001; \
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); \
791 #define compute_edge_delta_x2() \
794 vec_2x32s height_reciprocals; \
795 vec_2x32s heights_b; \
798 u32 edge_shift = reciprocal_table[height]; \
800 dup_2x32b(heights, height); \
801 sub_2x32b(widths, x_ends, x_starts); \
803 dup_2x32b(edge_shifts, edge_shift); \
804 sub_2x32b(heights_b, heights, c_0x01); \
805 shr_2x32b(height_reciprocals, edge_shifts, 12); \
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); \
813 #define compute_edge_delta_x3(start_c, height_a, height_b) \
816 vec_2x32s height_reciprocals; \
817 vec_2x32s heights_b; \
822 u32 height_reciprocal_alt; \
824 heights.e[0] = height_a; \
825 heights.e[1] = height_b; \
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]; \
831 sub_2x32b(widths, x_ends, x_starts); \
832 width_alt = x_c - start_c; \
834 shr_2x32b(height_reciprocals, edge_shifts, 12); \
835 height_reciprocal_alt = edge_shift_alt >> 12; \
837 bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0); \
838 edge_shift_alt &= 0x1F; \
840 sub_2x32b(heights_b, heights, c_0x01); \
841 height_b_alt = height_minor_b - 1; \
843 mla_2x32b(heights_b, x_starts, heights); \
844 height_b_alt += height_minor_b * start_c; \
846 mul_long_2x32b(edges_xy, heights_b, height_reciprocals); \
847 edge_alt = (s64)height_b_alt * height_reciprocal_alt; \
849 mul_2x32b(edges_dx_dy, widths, height_reciprocals); \
850 edge_dx_dy_alt = width_alt * height_reciprocal_alt; \
854 #define setup_spans_adjust_y_up() \
855 sub_4x32b(y_x4, y_x4, c_0x04) \
857 #define setup_spans_adjust_y_down() \
858 add_4x32b(y_x4, y_x4, c_0x04) \
860 #define setup_spans_adjust_interpolants_up() \
861 sub_4x32b(uvrg, uvrg, uvrg_dy); \
864 #define setup_spans_adjust_interpolants_down() \
865 add_4x32b(uvrg, uvrg, uvrg_dy); \
869 #define setup_spans_clip_interpolants_increment() \
870 mla_scalar_4x32b(uvrg, uvrg_dy, clip); \
873 #define setup_spans_clip_interpolants_decrement() \
874 mls_scalar_4x32b(uvrg, uvrg_dy, clip); \
877 #define setup_spans_clip_alternate_yes() \
878 edge_alt += edge_dx_dy_alt * (s64)(clip) \
880 #define setup_spans_clip_alternate_no() \
882 #define setup_spans_clip(direction, alternate_active) \
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(); \
891 #define setup_spans_adjust_edges_alternate_no(left_index, right_index) \
893 vec_2x64u edge_shifts_64; \
894 vec_2x64s edges_dx_dy_64; \
896 mov_wide_2x32b(edge_shifts_64, edge_shifts); \
897 shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64); \
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); \
902 left_x.e[0] = edges_xy.e[left_index]; \
903 right_x.e[0] = edges_xy.e[right_index]; \
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]; \
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); \
913 add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy); \
914 add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy); \
917 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index) \
919 setup_spans_adjust_edges_alternate_no(left_index, right_index); \
920 s64 edge_dx_dy_alt_64; \
922 dup_4x16b(y_mid_point, y_b); \
924 edge_alt <<= edge_shift_alt; \
925 edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt; \
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; \
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); \
936 #define setup_spans_y_select_up() \
937 cmplt_4x16b(alternate_select, y_x4, y_mid_point) \
939 #define setup_spans_y_select_down() \
940 cmpgt_4x16b(alternate_select, y_x4, y_mid_point) \
942 #define setup_spans_y_select_alternate_yes(direction) \
943 setup_spans_y_select_##direction() \
945 #define setup_spans_y_select_alternate_no(direction) \
947 #define setup_spans_alternate_select_left() \
948 bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select) \
950 #define setup_spans_alternate_select_right() \
951 bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select) \
953 #define setup_spans_alternate_select_none() \
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) \
962 #define setup_spans_increment_alternate_no() \
964 #define setup_spans_set_x4(alternate, direction, alternate_active) \
966 span_uvrg_offset[0] = uvrg; \
967 span_b_offset[0] = b; \
968 setup_spans_adjust_interpolants_##direction(); \
970 span_uvrg_offset[1] = uvrg; \
971 span_b_offset[1] = b; \
972 setup_spans_adjust_interpolants_##direction(); \
974 span_uvrg_offset[2] = uvrg; \
975 span_b_offset[2] = b; \
976 setup_spans_adjust_interpolants_##direction(); \
978 span_uvrg_offset[3] = uvrg; \
979 span_b_offset[3] = b; \
980 setup_spans_adjust_interpolants_##direction(); \
982 span_uvrg_offset += 4; \
983 span_b_offset += 4; \
985 shr_narrow_2x64b(left_x_32.low, left_x, 32); \
986 shr_narrow_2x64b(right_x_32.low, right_x, 32); \
988 add_2x64b(left_x, left_x, left_dx_dy); \
989 add_2x64b(right_x, right_x, right_dx_dy); \
991 shr_narrow_2x64b(left_x_32.high, left_x, 32); \
992 shr_narrow_2x64b(right_x_32.high, right_x, 32); \
994 add_2x64b(left_x, left_x, left_dx_dy); \
995 add_2x64b(right_x, right_x, right_dx_dy); \
997 mov_narrow_4x32b(left_right_x_16.low, left_x_32); \
998 mov_narrow_4x32b(left_right_x_16.high, right_x_32); \
1000 setup_spans_increment_alternate_##alternate_active(); \
1001 setup_spans_y_select_alternate_##alternate_active(direction); \
1002 setup_spans_alternate_select_##alternate(); \
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); \
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); \
1014 for(i = 0; i < 4; i++) \
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]; \
1022 span_edge_data += 4; \
1024 setup_spans_adjust_y_##direction(); \
1028 #define setup_spans_alternate_adjust_yes() \
1029 edge_alt -= edge_dx_dy_alt * (s64)height_minor_a \
1031 #define setup_spans_alternate_adjust_no() \
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; \
1039 clip = psx_gpu->viewport_start_y - y_a; \
1044 setup_spans_clip(increment, alternate_active); \
1047 setup_spans_prologue_b(); \
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, \
1058 psx_gpu->num_spans = height; \
1061 setup_spans_set_x4(alternate, down, alternate_active); \
1063 } while(height > 0); \
1067 #define setup_spans_alternate_pre_increment_yes() \
1068 edge_alt += edge_dx_dy_alt \
1070 #define setup_spans_alternate_pre_increment_no() \
1072 #define setup_spans_up_decrement_height_yes() \
1075 #define setup_spans_up_decrement_height_no() \
1078 #define setup_spans_up(left_index, right_index, alternate, alternate_active) \
1079 setup_spans_alternate_adjust_##alternate_active(); \
1082 if(y_c < psx_gpu->viewport_start_y) \
1083 height -= psx_gpu->viewport_start_y - y_c; \
1085 setup_spans_up_decrement_height_##alternate_active(); \
1087 clip = y_a - psx_gpu->viewport_end_y; \
1092 setup_spans_clip(decrement, alternate_active); \
1095 setup_spans_prologue_b(); \
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, \
1107 setup_spans_adjust_interpolants_up(); \
1109 psx_gpu->num_spans = height; \
1112 setup_spans_set_x4(alternate, up, alternate_active); \
1117 #define index_left 0
1118 #define index_right 1
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; \
1126 dup_2x32b(x_starts, x_a); \
1127 x_ends.e[0] = x_c; \
1128 x_ends.e[1] = x_b; \
1130 compute_edge_delta_x3(x_b, height, height_minor_a); \
1131 setup_spans_up(index_##major, index_##minor, minor, yes) \
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);
1156 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1157 vertex_struct *v_b, vertex_struct *v_c)
1159 setup_spans_up_up(left, right);
1162 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1163 vertex_struct *v_b, vertex_struct *v_c)
1165 setup_spans_up_up(right, left);
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; \
1174 dup_2x32b(x_starts, x_a); \
1175 x_ends.e[0] = x_c; \
1176 x_ends.e[1] = x_b; \
1178 compute_edge_delta_x3(x_b, height, height_minor_a); \
1179 setup_spans_down(index_##major, index_##minor, minor, yes) \
1181 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1182 vertex_struct *v_b, vertex_struct *v_c)
1184 setup_spans_down_down(left, right);
1187 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1188 vertex_struct *v_b, vertex_struct *v_c)
1190 setup_spans_down_down(right, left);
1193 #define setup_spans_up_flat() \
1194 s32 height = y_a - y_c; \
1197 compute_edge_delta_x2(); \
1198 setup_spans_up(index_left, index_right, none, no) \
1200 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1201 vertex_struct *v_b, vertex_struct *v_c)
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);
1208 setup_spans_up_flat();
1211 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1212 vertex_struct *v_b, vertex_struct *v_c)
1214 setup_spans_prologue(no);
1215 dup_2x32b(x_starts, x_a);
1219 setup_spans_up_flat();
1222 #define setup_spans_down_flat() \
1223 s32 height = y_c - y_a; \
1226 compute_edge_delta_x2(); \
1227 setup_spans_down(index_left, index_right, none, no) \
1229 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1230 vertex_struct *v_b, vertex_struct *v_c)
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);
1237 setup_spans_down_flat();
1240 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1241 vertex_struct *v_b, vertex_struct *v_c)
1243 setup_spans_prologue(no);
1244 dup_2x32b(x_starts, x_a);
1248 setup_spans_down_flat();
1251 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1252 vertex_struct *v_b, vertex_struct *v_c)
1254 setup_spans_prologue(no);
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;
1266 vec_2x64s edges_xy_b;
1267 vec_2x32s edges_dx_dy_b;
1268 vec_2x32u edge_shifts_b;
1270 vec_2x32s height_increment;
1272 x_starts.e[0] = x_a;
1273 x_starts.e[1] = x_c;
1274 dup_2x32b(x_ends, x_b);
1276 compute_edge_delta_x3(x_a, height_minor_a, height_major);
1278 height_increment.e[0] = 0;
1279 height_increment.e[1] = height_minor_b;
1281 mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1283 edges_xy_b.e[0] = edge_alt;
1284 edges_xy_b.e[1] = edges_xy.e[1];
1286 edge_shifts_b = edge_shifts;
1287 edge_shifts_b.e[0] = edge_shift_alt;
1289 neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1290 edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1294 if(y_b < psx_gpu->viewport_start_y)
1295 height_minor_a -= psx_gpu->viewport_start_y - y_b;
1297 clip = y_a - psx_gpu->viewport_end_y;
1300 height_minor_a -= clip;
1302 setup_spans_clip(decrement, no);
1305 setup_spans_prologue_b();
1307 if(height_minor_a > 0)
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();
1317 psx_gpu->num_spans = height_minor_a;
1318 while(height_minor_a > 0)
1320 setup_spans_set_x4(none, up, no);
1321 height_minor_a -= 4;
1324 span_edge_data += height_minor_a;
1325 span_uvrg_offset += height_minor_a;
1326 span_b_offset += height_minor_a;
1329 edges_xy = edges_xy_b;
1330 edges_dx_dy = edges_dx_dy_b;
1331 edge_shifts = edge_shifts_b;
1333 uvrg = psx_gpu->uvrg;
1338 if(y_c > psx_gpu->viewport_end_y)
1339 height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1341 clip = psx_gpu->viewport_start_y - y_a;
1344 height_minor_b -= clip;
1346 setup_spans_clip(increment, no);
1349 if(height_minor_b > 0)
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);
1357 psx_gpu->num_spans += height_minor_b;
1360 setup_spans_set_x4(none, down, no);
1361 height_minor_b -= 4;
1362 } while(height_minor_b > 0);
1365 left_split_triangles++;
1371 #define dither_table_entry_normal(value) \
1375 #define setup_blocks_load_msb_mask_indirect() \
1377 #define setup_blocks_load_msb_mask_direct() \
1378 vec_8x16u msb_mask; \
1379 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
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; \
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; \
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) \
1403 #define setup_blocks_variables_shaded_untextured(target) \
1404 vec_4x32u r_block; \
1405 vec_4x32u g_block; \
1406 vec_4x32u b_block; \
1408 vec_4x32u rgb_dx4; \
1409 vec_4x32u rgb_dx8; \
1412 vec_8x8u d64_0x07; \
1417 dup_8x8b(d64_0x07, 0x07); \
1418 dup_8x8b(d64_1, 1); \
1419 dup_8x8b(d64_4, 4); \
1420 dup_8x8b(d64_128, 128); \
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) \
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; \
1433 vec_2x32u uv = psx_gpu->uvrg.low; \
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) \
1442 #define setup_blocks_variables_unshaded_untextured_direct() \
1443 or_8x16b(colors, colors, msb_mask) \
1445 #define setup_blocks_variables_unshaded_untextured_indirect() \
1447 #define setup_blocks_variables_unshaded_untextured(target) \
1448 u32 color = psx_gpu->triangle_color; \
1451 u32 color_r = color & 0xFF; \
1452 u32 color_g = (color >> 8) & 0xFF; \
1453 u32 color_b = (color >> 16) & 0xFF; \
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() \
1460 #define setup_blocks_span_initialize_dithered_textured() \
1461 vec_8x16u dither_offsets; \
1462 shl_long_8x8b(dither_offsets, dither_offsets_short, 4) \
1464 #define setup_blocks_span_initialize_dithered_untextured() \
1465 vec_8x8u dither_offsets; \
1466 add_8x8b(dither_offsets, dither_offsets_short, d64_4) \
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; \
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() \
1478 #define setup_blocks_span_initialize_undithered(texturing) \
1481 #define setup_blocks_span_initialize_shaded_textured() \
1483 vec_4x32u block_span; \
1484 u32 offset = span_edge_data->left_x; \
1486 uvrg = *span_uvrg_offset; \
1487 mla_scalar_4x32b(uvrg, uvrg_dx, offset); \
1488 b = *span_b_offset; \
1489 b += b_dx * offset; \
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); \
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); \
1509 #define setup_blocks_span_initialize_shaded_untextured() \
1511 vec_4x32u block_span; \
1512 u32 offset = span_edge_data->left_x; \
1514 rgb.low = span_uvrg_offset->high; \
1515 rgb.high.e[0] = *span_b_offset; \
1516 mla_scalar_4x32b(rgb, rgb_dx, offset); \
1518 dup_4x32b(r_block, rgb.e[0]); \
1519 dup_4x32b(g_block, rgb.e[1]); \
1520 dup_4x32b(b_block, rgb.e[2]); \
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); \
1530 #define setup_blocks_span_initialize_unshaded_textured() \
1532 vec_4x32u block_span; \
1533 u32 offset = span_edge_data->left_x; \
1535 uv = span_uvrg_offset->low; \
1536 mla_scalar_2x32b(uv, uv_dx, offset); \
1538 dup_4x32b(u_block, uv.e[0]); \
1539 dup_4x32b(v_block, uv.e[1]); \
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); \
1547 #define setup_blocks_span_initialize_unshaded_untextured() \
1550 #define setup_blocks_texture_swizzled() \
1552 vec_8x8u u_saved = u; \
1553 sli_8x8b(u, v, 4); \
1554 sri_8x8b(v, u_saved, 4); \
1557 #define setup_blocks_texture_unswizzled() \
1559 #define setup_blocks_store_shaded_textured(swizzling, dithering, target, \
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; \
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); \
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); \
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); \
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); \
1612 and_8x8b(u, u, texture_mask.low); \
1613 and_8x8b(v, v, texture_mask.high); \
1614 setup_blocks_texture_##swizzling(); \
1616 zip_8x16b(uv, u, v); \
1621 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1622 block->fb_ptr = fb_ptr; \
1625 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target, \
1628 vec_8x16u u_whole; \
1629 vec_8x16u v_whole; \
1638 shr_narrow_4x32b(u_whole.low, u_block, 16); \
1639 shr_narrow_4x32b(v_whole.low, v_block, 16); \
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); \
1646 mov_narrow_8x16b(u, u_whole); \
1647 mov_narrow_8x16b(v, v_whole); \
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); \
1654 and_8x8b(u, u, texture_mask.low); \
1655 and_8x8b(v, v, texture_mask.high); \
1656 setup_blocks_texture_##swizzling(); \
1658 zip_8x16b(uv, u, v); \
1660 block->dither_offsets = vector_cast(vec_8x16u, dither_offsets); \
1661 block->fb_ptr = fb_ptr; \
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); \
1669 subq_8x8b(r, r, d64_4); \
1670 subq_8x8b(g, g, d64_4); \
1671 subq_8x8b(b, b, d64_4) \
1673 #define setup_blocks_store_shaded_untextured_undithered() \
1676 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels) \
1677 block->pixels = _pixels; \
1678 block->fb_ptr = fb_ptr \
1680 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels) \
1681 block->pixels = _pixels; \
1682 block->fb_ptr = fb_ptr \
1684 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect() \
1685 mul_long_8x8b(pixels, r, d64_1) \
1688 #define setup_blocks_store_untextured_pixels_direct_full(_pixels) \
1689 store_8x16b(_pixels, fb_ptr) \
1691 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels) \
1693 vec_8x16u fb_pixels; \
1694 vec_8x16u draw_mask; \
1695 vec_8x16u test_mask = psx_gpu->test_mask; \
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); \
1704 #define setup_blocks_store_shaded_untextured_seed_pixels_direct() \
1705 pixels = msb_mask; \
1706 mla_long_8x8b(pixels, r, d64_1) \
1709 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target, \
1712 vec_8x16u r_whole; \
1713 vec_8x16u g_whole; \
1714 vec_8x16u b_whole; \
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); \
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); \
1736 mov_narrow_8x16b(r, r_whole); \
1737 mov_narrow_8x16b(g, g_whole); \
1738 mov_narrow_8x16b(b, b_whole); \
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); \
1747 setup_blocks_store_shaded_untextured_##dithering(); \
1749 shr_8x8b(r, r, 3); \
1750 bic_8x8b(g, g, d64_0x07); \
1751 bic_8x8b(b, b, d64_0x07); \
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) \
1757 setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels); \
1760 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target, \
1762 setup_blocks_store_untextured_pixels_##target##_##edge_type(colors) \
1765 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits) \
1766 (_block)->draw_mask_bits = bits \
1768 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits) \
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; \
1777 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits) \
1780 #define setup_blocks_add_blocks_indirect() \
1781 num_blocks += span_num_blocks; \
1783 if(num_blocks > MAX_BLOCKS) \
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; \
1791 #define setup_blocks_add_blocks_direct() \
1792 texel_blocks_untextured += span_num_blocks; \
1793 span_pixel_blocks += span_num_blocks \
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) \
1800 setup_blocks_load_msb_mask_##target(); \
1801 setup_blocks_variables_##shading##_##texturing(target); \
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; \
1807 block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks; \
1809 u32 num_spans = psx_gpu->num_spans; \
1814 u32 num_blocks = psx_gpu->num_blocks; \
1815 u32 span_num_blocks; \
1819 span_num_blocks = span_edge_data->num_blocks; \
1820 if(span_num_blocks) \
1822 y = span_edge_data->y; \
1823 fb_ptr = psx_gpu->vram_ptr + span_edge_data->left_x + (y * 1024); \
1825 setup_blocks_span_initialize_##shading##_##texturing(); \
1826 setup_blocks_span_initialize_##dithering(texturing); \
1828 setup_blocks_add_blocks_##target(); \
1830 s32 pixel_span = span_num_blocks * 8; \
1831 pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF); \
1832 span_pixels += pixel_span; \
1834 span_num_blocks--; \
1835 while(span_num_blocks) \
1837 setup_blocks_store_##shading##_##texturing(sw, dithering, target, \
1839 setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00); \
1843 span_num_blocks--; \
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); \
1854 zero_block_spans++; \
1859 span_uvrg_offset++; \
1863 psx_gpu->num_blocks = num_blocks; \
1866 void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1869 void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
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
1875 void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1876 psx_gpu_struct *psx_gpu);
1878 void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
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);
1885 void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1887 void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1891 //setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1895 setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1896 setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1898 setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1899 setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
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);
1906 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1907 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
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);
1918 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1920 if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1921 texel_blocks_untextured += psx_gpu->num_blocks;
1924 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1926 block_struct *block = psx_gpu->blocks;
1927 u32 num_blocks = psx_gpu->num_blocks;
1928 texel_blocks_4bpp += num_blocks;
1930 vec_8x8u texels_low;
1931 vec_8x8u texels_high;
1938 vec_16x8u clut_high;
1940 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1941 u16 *clut_ptr = psx_gpu->clut_ptr;
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);
1948 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1949 update_texture_4bpp_cache(psx_gpu);
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]];
1962 tbl_16(texels_low, texels, clut_low);
1963 tbl_16(texels_high, texels, clut_high);
1965 // Can be done with an interleaving store on NEON
1966 zip_8x16b(pixels, texels_low, texels_high);
1968 block->texels = pixels;
1975 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
1977 block_struct *block = psx_gpu->blocks;
1978 u32 num_blocks = psx_gpu->num_blocks;
1980 texel_blocks_8bpp += num_blocks;
1982 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
1983 update_texture_8bpp_cache(psx_gpu);
1986 u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1994 for(i = 0; i < 8; i++)
1996 offset = block->uv.e[i];
1998 texel = texture_ptr_8bpp[offset];
1999 texels.e[i] = psx_gpu->clut_ptr[texel];
2002 block->texels = texels;
2009 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2011 block_struct *block = psx_gpu->blocks;
2012 u32 num_blocks = psx_gpu->num_blocks;
2014 texel_blocks_16bpp += num_blocks;
2018 u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2024 for(i = 0; i < 8; i++)
2026 offset = block->uv.e[i];
2027 offset += ((offset & 0xFF00) * 3);
2029 texels.e[i] = texture_ptr_16bpp[offset];
2032 block->texels = texels;
2042 #define shade_blocks_load_msb_mask_indirect() \
2044 #define shade_blocks_load_msb_mask_direct() \
2045 vec_8x16u msb_mask; \
2046 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2048 #define shade_blocks_store_indirect(_draw_mask, _pixels) \
2049 block->draw_mask = _draw_mask; \
2050 block->pixels = _pixels \
2052 #define shade_blocks_store_direct(_draw_mask, _pixels) \
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); \
2062 #define shade_blocks_textured_false_modulated_check_dithered(target) \
2063 if(psx_gpu->triangle_color == 0x808080) \
2065 false_modulated_blocks += num_blocks; \
2068 #define shade_blocks_textured_false_modulated_check_undithered(target) \
2069 if(psx_gpu->triangle_color == 0x808080) \
2072 shade_blocks_textured_unmodulated_##target(psx_gpu); \
2073 false_modulated_blocks += num_blocks; \
2078 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering, \
2081 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering, \
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); \
2091 #define shade_blocks_textured_modulated_shaded_block_load() \
2092 colors_r = block->r; \
2093 colors_g = block->g; \
2094 colors_b = block->b \
2096 #define shade_blocks_textured_modulated_unshaded_block_load() \
2098 #define shade_blocks_textured_modulate_dithered(component) \
2099 pixels_##component = block->dither_offsets; \
2100 mla_long_8x8b(pixels_##component, texels_##component, colors_##component) \
2102 #define shade_blocks_textured_modulate_undithered(component) \
2103 mul_long_8x8b(pixels_##component, texels_##component, colors_##component) \
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) \
2109 block_struct *block = psx_gpu->blocks; \
2110 u32 num_blocks = psx_gpu->num_blocks; \
2113 vec_8x8u texels_r; \
2114 vec_8x8u texels_g; \
2115 vec_8x8u texels_b; \
2117 vec_8x8u colors_r; \
2118 vec_8x8u colors_g; \
2119 vec_8x8u colors_b; \
2121 vec_8x8u pixels_r_low; \
2122 vec_8x8u pixels_g_low; \
2123 vec_8x8u pixels_b_low; \
2126 vec_8x16u pixels_r; \
2127 vec_8x16u pixels_g; \
2128 vec_8x16u pixels_b; \
2130 vec_8x16u draw_mask; \
2131 vec_8x16u zero_mask; \
2133 vec_8x8u d64_0x07; \
2134 vec_8x8u d64_0x1F; \
2139 vec_8x16u d128_0x8000; \
2141 vec_8x16u test_mask = psx_gpu->test_mask; \
2142 u32 draw_mask_bits; \
2143 shade_blocks_load_msb_mask_##target(); \
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); \
2151 dup_8x16b(d128_0x8000, 0x8000); \
2153 shade_blocks_textured_modulated_##shading##_primitive_load(dithering, \
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); \
2162 shade_blocks_textured_modulated_##shading##_block_load(); \
2164 texels = block->texels; \
2166 mov_narrow_8x16b(texels_r, texels); \
2167 shr_narrow_8x16b(texels_g, texels, 5); \
2168 shr_narrow_8x16b(texels_b, texels, 7); \
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); \
2174 shade_blocks_textured_modulate_##dithering(r); \
2175 shade_blocks_textured_modulate_##dithering(g); \
2176 shade_blocks_textured_modulate_##dithering(b); \
2178 cmpeqz_8x16b(zero_mask, texels); \
2179 and_8x16b(pixels, texels, d128_0x8000); \
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); \
2185 or_8x16b(zero_mask, draw_mask, zero_mask); \
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); \
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); \
2195 shade_blocks_store_##target(zero_mask, pixels); \
2202 void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2204 void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2206 void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2208 void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2211 void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2213 void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2215 void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2217 void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2220 void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2221 void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
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);
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);
2238 #define shade_blocks_textured_unmodulated_builder(target) \
2239 void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu) \
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; \
2248 shade_blocks_load_msb_mask_##target(); \
2252 vec_8x16u zero_mask; \
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); \
2258 pixels = block->texels; \
2260 cmpeqz_8x16b(zero_mask, pixels); \
2261 or_8x16b(zero_mask, draw_mask, zero_mask); \
2263 shade_blocks_store_##target(zero_mask, pixels); \
2270 #define shade_blocks_textured_unmodulated_dithered_builder(target) \
2271 void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct \
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; \
2281 shade_blocks_load_msb_mask_##target(); \
2285 vec_8x16u zero_mask; \
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); \
2291 pixels = block->texels; \
2293 cmpeqz_8x16b(zero_mask, pixels); \
2294 or_8x16b(zero_mask, draw_mask, zero_mask); \
2296 shade_blocks_store_##target(zero_mask, pixels); \
2305 shade_blocks_textured_unmodulated_builder(indirect)
2306 shade_blocks_textured_unmodulated_builder(direct)
2311 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2312 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2316 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2320 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2322 block_struct *block = psx_gpu->blocks;
2323 u32 num_blocks = psx_gpu->num_blocks;
2325 vec_8x16u pixels = block->pixels;
2326 shade_blocks_load_msb_mask_direct();
2330 shade_blocks_store_direct(block->draw_mask, pixels);
2339 void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
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) \
2349 #define blend_blocks_mask_evaluate_off() \
2351 #define blend_blocks_average() \
2353 vec_8x16u pixels_no_msb; \
2354 vec_8x16u fb_pixels_no_msb; \
2356 vec_8x16u d128_0x0421; \
2357 vec_8x16u d128_0x8000; \
2359 dup_8x16b(d128_0x0421, 0x0421); \
2360 dup_8x16b(d128_0x8000, 0x8000); \
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); \
2370 #define blend_blocks_add() \
2372 vec_8x16u pixels_rb, pixels_g; \
2373 vec_8x16u fb_rb, fb_g; \
2375 vec_8x16u d128_0x7C1F; \
2376 vec_8x16u d128_0x03E0; \
2378 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2379 dup_8x16b(d128_0x03E0, 0x03E0); \
2381 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2382 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2384 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2385 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2387 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2388 add_8x16b(fb_g, fb_g, pixels_g); \
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); \
2394 or_8x16b(blend_pixels, fb_rb, fb_g); \
2397 #define blend_blocks_subtract() \
2399 vec_8x16u pixels_rb, pixels_g; \
2400 vec_8x16u fb_rb, fb_g; \
2402 vec_8x16u d128_0x7C1F; \
2403 vec_8x16u d128_0x03E0; \
2405 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2406 dup_8x16b(d128_0x03E0, 0x03E0); \
2408 and_8x16b(pixels_rb, pixels, d128_0x7C1F); \
2409 and_8x16b(pixels_g, pixels, d128_0x03E0); \
2411 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2412 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
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); \
2418 or_8x16b(blend_pixels, fb_rb, fb_g); \
2421 #define blend_blocks_add_fourth() \
2423 vec_8x16u pixels_rb, pixels_g; \
2424 vec_8x16u pixels_fourth; \
2425 vec_8x16u fb_rb, fb_g; \
2427 vec_8x16u d128_0x7C1F; \
2428 vec_8x16u d128_0x1C07; \
2429 vec_8x16u d128_0x03E0; \
2430 vec_8x16u d128_0x00E0; \
2432 dup_8x16b(d128_0x7C1F, 0x7C1F); \
2433 dup_8x16b(d128_0x1C07, 0x1C07); \
2434 dup_8x16b(d128_0x03E0, 0x03E0); \
2435 dup_8x16b(d128_0x00E0, 0x00E0); \
2437 shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2); \
2439 and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F); \
2440 and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0); \
2442 and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07); \
2443 and_8x16b(pixels_g, pixels_fourth, d128_0x00E0); \
2445 add_8x16b(fb_rb, fb_rb, pixels_rb); \
2446 add_8x16b(fb_g, fb_g, pixels_g); \
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); \
2452 or_8x16b(blend_pixels, fb_rb, fb_g); \
2455 #define blend_blocks_blended_combine_textured() \
2457 vec_8x16u blend_mask; \
2458 cmpltz_8x16b(blend_mask, pixels); \
2460 or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000); \
2461 bif_8x16b(blend_pixels, pixels, blend_mask); \
2464 #define blend_blocks_blended_combine_untextured() \
2467 #define blend_blocks_body_blend(blend_mode, texturing) \
2469 blend_blocks_##blend_mode(); \
2470 blend_blocks_blended_combine_##texturing(); \
2473 #define blend_blocks_body_average(texturing) \
2474 blend_blocks_body_blend(average, texturing) \
2476 #define blend_blocks_body_add(texturing) \
2477 blend_blocks_body_blend(add, texturing) \
2479 #define blend_blocks_body_subtract(texturing) \
2480 blend_blocks_body_blend(subtract, texturing) \
2482 #define blend_blocks_body_add_fourth(texturing) \
2483 blend_blocks_body_blend(add_fourth, texturing) \
2485 #define blend_blocks_body_unblended(texturing) \
2486 blend_pixels = pixels \
2489 #define blend_blocks_builder(texturing, blend_mode, mask_evaluate) \
2491 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct \
2494 block_struct *block = psx_gpu->blocks; \
2495 u32 num_blocks = psx_gpu->num_blocks; \
2496 vec_8x16u draw_mask; \
2498 vec_8x16u blend_pixels; \
2499 vec_8x16u framebuffer_pixels; \
2500 vec_8x16u msb_mask; \
2504 dup_8x16b(msb_mask, psx_gpu->mask_msb); \
2508 pixels = block->pixels; \
2509 draw_mask = block->draw_mask; \
2510 fb_ptr = block->fb_ptr; \
2512 load_8x16b(framebuffer_pixels, fb_ptr); \
2514 blend_blocks_mask_evaluate_##mask_evaluate(); \
2515 blend_blocks_body_##blend_mode(texturing); \
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); \
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);
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);
2545 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2546 void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2550 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
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);
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);
2572 blend_blocks_builder(textured, unblended, on);
2577 #define vertex_swap(_a, _b) \
2579 vertex_struct *temp_vertex = _a; \
2582 triangle_winding ^= 1; \
2586 // Setup blocks parametric-variables:
2587 // SHADE TEXTURE_MAP SWIZZLING
2594 // 8 inputs, 6 combinations
2596 #define setup_blocks_switch_untextured_unshaded(dithering, target) \
2597 setup_blocks_unshaded_untextured_undithered_unswizzled_##target \
2599 #define setup_blocks_switch_untextured_shaded(dithering, target) \
2600 setup_blocks_shaded_untextured_##dithering##_unswizzled_##target \
2602 #define setup_blocks_switch_untextured(shading, texture_mode, dithering, \
2604 setup_blocks_switch_untextured_##shading(dithering, target) \
2606 #define setup_blocks_switch_texture_mode_4bpp(shading) \
2607 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2609 #define setup_blocks_switch_texture_mode_8bpp(shading) \
2610 setup_blocks_##shading##_textured_dithered_swizzled_indirect \
2612 #define setup_blocks_switch_texture_mode_16bpp(shading) \
2613 setup_blocks_##shading##_textured_dithered_unswizzled_indirect \
2615 #define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2616 setup_blocks_switch_texture_mode_##texture_mode(shading) \
2618 #define setup_blocks_switch_blended(shading, texturing, texture_mode, \
2619 dithering, mask_evaluate) \
2620 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2622 #define setup_blocks_switch_unblended_on(shading, texturing, texture_mode, \
2624 setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect) \
2626 #define setup_blocks_switch_unblended_off(shading, texturing, texture_mode, \
2628 setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct) \
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) \
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) \
2643 #define texture_blocks_switch_untextured(texture_mode) \
2644 texture_blocks_untextured \
2646 #define texture_blocks_switch_textured(texture_mode) \
2647 texture_blocks_##texture_mode \
2649 #define texture_blocks_switch(texturing, texture_mode) \
2650 texture_blocks_switch_##texturing(texture_mode) \
2653 // Shade blocks parametric-variables:
2654 // SHADE TEXTURE_MAP MODULATE_TEXELS dither_mode
2663 // 16 inputs, 8 combinations
2665 #define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2666 shade_blocks_unshaded_untextured_##target \
2668 #define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target) \
2669 shade_blocks_textured_unmodulated_##target \
2671 #define shade_blocks_switch_unshaded_textured_modulated(dithering, target) \
2672 shade_blocks_unshaded_textured_modulated_##dithering##_##target \
2674 #define shade_blocks_switch_unshaded_textured(modulation, dithering, target) \
2675 shade_blocks_switch_unshaded_textured_##modulation(dithering, target) \
2677 #define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2678 shade_blocks_switch_unshaded_##texturing(modulation, dithering, target) \
2680 #define shade_blocks_switch_shaded_untextured(modulation, dithering, target) \
2681 shade_blocks_shaded_untextured \
2683 #define shade_blocks_switch_shaded_textured_unmodulated(dithering, target) \
2684 shade_blocks_textured_unmodulated_##target \
2686 #define shade_blocks_switch_shaded_textured_modulated(dithering, target) \
2687 shade_blocks_shaded_textured_modulated_##dithering##_##target \
2689 #define shade_blocks_switch_shaded_textured(modulation, dithering, target) \
2690 shade_blocks_switch_shaded_textured_##modulation(dithering, target) \
2692 #define shade_blocks_switch_shaded(texturing, modulation, dithering, target) \
2693 shade_blocks_switch_shaded_##texturing(modulation, dithering, target) \
2695 #define shade_blocks_switch_mask_off(shading, texturing, modulation, \
2697 shade_blocks_switch_##shading(texturing, modulation, dithering, direct) \
2699 #define shade_blocks_switch_mask_on(shading, texturing, modulation, \
2701 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2703 #define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2705 shade_blocks_switch_##shading(texturing, modulation, dithering, indirect) \
2707 #define shade_blocks_switch_unblended(shading, texturing, modulation, \
2708 dithering, mask_evaluate) \
2709 shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation, \
2712 #define shade_blocks_switch(shading, texturing, modulation, dithering, \
2713 blending, mask_evaluate) \
2714 shade_blocks_switch_##blending(shading, texturing, modulation, dithering, \
2718 // Blend blocks parametric-variables:
2719 // TEXTURE_MAP BLEND BM_A BM_B mask_evaluate
2738 // 32 inputs, 18 combinations
2740 #define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate) \
2741 blend_blocks_textured_unblended_##mask_evaluate \
2743 #define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate) \
2744 blend_blocks_##texturing##_##blend_mode##_##mask_evaluate \
2746 #define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
2747 blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate) \
2750 #define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2751 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2753 setup_blocks_switch(shading, texturing, texture_mode, dithering, blending, \
2755 texture_blocks_switch(texturing, texture_mode), \
2756 shade_blocks_switch(shading, texturing, modulation, dithering, blending, \
2758 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
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) \
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) \
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) \
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) \
2789 #define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
2791 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
2793 render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate, \
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) \
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) \
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) \
2813 render_block_handler_struct render_triangle_block_handlers[] =
2815 render_blocks_switch_block()
2818 #undef render_blocks_switch_block_modulation
2820 #define render_blocks_switch_block_modulation(texture_mode, blend_mode, \
2821 mask_evaluate, shading, dithering, texturing, blending, modulation) \
2823 "texture mode: " #texture_mode "\n" \
2824 "blend mode: " #blend_mode "\n" \
2825 "mask evaluation: " #mask_evaluate "\n" \
2832 char *render_block_flag_strings[] =
2834 render_blocks_switch_block()
2838 #define triangle_y_direction_up 1
2839 #define triangle_y_direction_flat 2
2840 #define triangle_y_direction_down 0
2842 #define triangle_winding_positive 0
2843 #define triangle_winding_negative 1
2845 #define triangle_set_direction(direction_variable, value) \
2846 u32 direction_variable = (u32)(value) >> 31; \
2848 direction_variable = 2 \
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)) \
2856 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2859 s32 y_top, y_bottom;
2861 u32 triangle_winding = 0;
2863 vertex_struct *a = &(vertexes[0]);
2864 vertex_struct *b = &(vertexes[1]);
2865 vertex_struct *c = &(vertexes[2]);
2867 triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2873 if(triangle_area == 0)
2895 if((y_bottom - y_top) >= 512)
2903 if(triangle_area < 0)
2905 triangle_area = -triangle_area;
2906 triangle_winding ^= 1;
2921 if((c->x - a->x) >= 1024)
2929 if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2938 psx_gpu->num_spans = 0;
2939 psx_gpu->triangle_area = triangle_area;
2940 psx_gpu->triangle_winding = triangle_winding;
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;
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);
2950 compute_all_gradients(psx_gpu, a, b, c);
2952 switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
2953 (triangle_winding << 6))
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);
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);
2967 triangle_case(down, up, up, negative):
2968 setup_spans_up_down(psx_gpu, a, c, b);
2971 triangle_case(down, up, flat, negative):
2972 setup_spans_down_a(psx_gpu, a, c, b);
2975 triangle_case(down, up, down, negative):
2976 setup_spans_down_right(psx_gpu, a, c, b);
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);
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);
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);
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);
3003 triangle_case(up, down, up, positive):
3004 setup_spans_up_right(psx_gpu, a, c, b);
3007 triangle_case(up, down, flat, positive):
3008 setup_spans_up_a(psx_gpu, a, c, b);
3011 triangle_case(up, down, down, positive):
3012 setup_spans_up_down(psx_gpu, a, b, c);
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);
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);
3029 spans += psx_gpu->num_spans;
3032 if(psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED)
3036 if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
3038 for(i = 0; i < psx_gpu->num_spans; i++)
3040 if((psx_gpu->span_edge_data[i].y & 1) == 0)
3041 psx_gpu->span_edge_data[i].num_blocks = 0;
3046 for(i = 0; i < psx_gpu->num_spans; i++)
3048 if(psx_gpu->span_edge_data[i].y & 1)
3049 psx_gpu->span_edge_data[i].num_blocks = 0;
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;
3059 if((psx_gpu->render_state != render_state) ||
3060 (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3062 psx_gpu->render_state = render_state;
3063 flush_render_block_buffer(psx_gpu);
3069 psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
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)
3078 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
3082 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3084 block_struct *block = psx_gpu->blocks;
3085 u32 num_blocks = psx_gpu->num_blocks;
3088 vec_8x8u texel_indexes;
3090 u16 *clut_ptr = psx_gpu->clut_ptr;
3095 texel_indexes = block->r;
3097 for(i = 0; i < 8; i++)
3099 texels.e[i] = clut_ptr[texel_indexes.e[i]];
3102 block->texels = texels;
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; \
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); \
3121 if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask) \
3122 update_texture_4bpp_cache(psx_gpu) \
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) \
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); \
3133 load_64b(texels, texture_block_ptr) \
3136 #define setup_sprite_tile_setup_block_yes(side, offset, texture_mode) \
3138 #define setup_sprite_tile_setup_block_no(side, offset, texture_mode) \
3140 #define setup_sprite_tile_add_blocks(tile_num_blocks) \
3141 num_blocks += tile_num_blocks; \
3142 sprite_blocks += tile_num_blocks; \
3144 if(num_blocks > MAX_BLOCKS) \
3146 flush_render_block_buffer(psx_gpu); \
3147 num_blocks = tile_num_blocks; \
3148 block = psx_gpu->blocks; \
3151 #define setup_sprite_tile_full_4bpp(edge) \
3153 vec_8x8u texels_low, texels_high; \
3155 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3157 while(sub_tile_height) \
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); \
3164 block->texels = pixels; \
3165 block->draw_mask_bits = left_mask_bits; \
3166 block->fb_ptr = fb_ptr; \
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); \
3174 block->texels = pixels; \
3175 block->draw_mask_bits = right_mask_bits; \
3176 block->fb_ptr = fb_ptr + 8; \
3180 texture_offset += 0x10; \
3181 sub_tile_height--; \
3183 texture_offset += 0xF00; \
3184 psx_gpu->num_blocks = num_blocks; \
3187 #define setup_sprite_tile_half_4bpp(edge) \
3189 vec_8x8u texels_low, texels_high; \
3191 setup_sprite_tile_add_blocks(sub_tile_height); \
3193 while(sub_tile_height) \
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); \
3200 block->texels = pixels; \
3201 block->draw_mask_bits = edge##_mask_bits; \
3202 block->fb_ptr = fb_ptr; \
3206 texture_offset += 0x10; \
3207 sub_tile_height--; \
3209 texture_offset += 0xF00; \
3210 psx_gpu->num_blocks = num_blocks; \
3214 #define setup_sprite_tile_full_8bpp(edge) \
3216 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3218 while(sub_tile_height) \
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; \
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; \
3233 texture_offset += 0x10; \
3234 sub_tile_height--; \
3236 texture_offset += 0xF00; \
3237 psx_gpu->num_blocks = num_blocks; \
3240 #define setup_sprite_tile_half_8bpp(edge) \
3242 setup_sprite_tile_add_blocks(sub_tile_height * 2); \
3244 while(sub_tile_height) \
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; \
3253 texture_offset += 0x10; \
3254 sub_tile_height--; \
3256 texture_offset += 0xF00; \
3257 psx_gpu->num_blocks = num_blocks; \
3261 #define setup_sprite_tile_column_edge_pre_adjust_half_right() \
3262 texture_offset = texture_offset_base + 8; \
3265 #define setup_sprite_tile_column_edge_pre_adjust_half_left() \
3266 texture_offset = texture_offset_base \
3268 #define setup_sprite_tile_column_edge_pre_adjust_half(edge) \
3269 setup_sprite_tile_column_edge_pre_adjust_half_##edge() \
3271 #define setup_sprite_tile_column_edge_pre_adjust_full(edge) \
3272 texture_offset = texture_offset_base \
3274 #define setup_sprite_tile_column_edge_post_adjust_half_right() \
3277 #define setup_sprite_tile_column_edge_post_adjust_half_left() \
3279 #define setup_sprite_tile_column_edge_post_adjust_half(edge) \
3280 setup_sprite_tile_column_edge_post_adjust_half_##edge() \
3282 #define setup_sprite_tile_column_edge_post_adjust_full(edge) \
3285 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode) \
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); \
3294 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode) \
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; \
3303 while(tiles_remaining) \
3305 sub_tile_height = 16; \
3306 setup_sprite_tile_##edge_mode##_##texture_mode(edge); \
3307 tiles_remaining--; \
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); \
3316 #define setup_sprite_column_data_single() \
3317 column_data = height \
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 \
3325 #define setup_sprite_tile_column_width_single(texture_mode, multi_height, \
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; \
3332 setup_sprite_tile_column_height_##multi_height(edge_mode, edge, \
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) \
3341 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height, \
3342 left_mode, right_mode) \
3344 setup_sprite_column_data_##multi_height(); \
3345 s32 fb_ptr_advance_column = 16 - (1024 * height); \
3348 left_mask_bits = left_block_mask; \
3349 right_mask_bits = left_mask_bits >> 8; \
3351 setup_sprite_tile_column_height_##multi_height(left_mode, right, \
3353 fb_ptr += fb_ptr_advance_column; \
3355 left_mask_bits = 0x00; \
3356 right_mask_bits = 0x00; \
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; \
3366 left_mask_bits = right_block_mask; \
3367 right_mask_bits = left_mask_bits >> 8; \
3369 setup_sprite_tiled_advance_column(); \
3370 setup_sprite_tile_column_height_##multi_height(right_mode, left, \
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) \
3379 s32 offset_u = u & 0xF; \
3380 s32 offset_v = v & 0xF; \
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; \
3388 u32 left_block_mask = ~(0xFFFF << offset_u); \
3389 u32 right_block_mask = 0xFFFE << offset_u_right; \
3391 u32 left_mask_bits; \
3392 u32 right_mask_bits; \
3394 u32 sub_tile_height; \
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; \
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; \
3410 u16 *texture_block_ptr; \
3413 setup_sprite_tiled_initialize_##texture_mode(); \
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; \
3420 sprites_##texture_mode++; \
3422 switch(control_mask) \
3426 setup_sprite_tile_column_width_multi(texture_mode, multi, full, full); \
3430 setup_sprite_tile_column_width_single(texture_mode, multi, full, none); \
3434 setup_sprite_tile_column_width_multi(texture_mode, single, full, full); \
3438 setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
3442 setup_sprite_tile_column_width_multi(texture_mode, multi, half, full); \
3446 setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
3450 setup_sprite_tile_column_width_multi(texture_mode, single, half, full); \
3454 setup_sprite_tile_column_width_single(texture_mode, single, half, right);\
3458 setup_sprite_tile_column_width_multi(texture_mode, multi, full, half); \
3462 setup_sprite_tile_column_width_single(texture_mode, multi, half, left); \
3466 setup_sprite_tile_column_width_multi(texture_mode, single, full, half); \
3470 setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
3474 setup_sprite_tile_column_width_multi(texture_mode, multi, half, half); \
3478 setup_sprite_tile_column_width_multi(texture_mode, single, half, half); \
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);
3492 setup_sprite_tiled_builder(4bpp);
3493 setup_sprite_tiled_builder(8bpp);
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)
3498 u32 left_offset = u & 0x7;
3499 u32 width_rounded = width + left_offset + 7;
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);
3506 u32 left_mask_bits = ~(0xFF << left_offset);
3507 u32 right_mask_bits = 0xFE << right_width;
3509 u32 texture_offset_base = u + (v * 1024);
3511 psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3513 u32 blocks_remaining;
3514 u32 num_blocks = psx_gpu->num_blocks;
3515 block_struct *block = psx_gpu->blocks + num_blocks;
3517 u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3518 u16 *texture_block_ptr;
3520 texture_offset_base &= ~0x7;
3524 if(block_width == 1)
3526 u32 mask_bits = left_mask_bits | right_mask_bits;
3533 if(num_blocks > MAX_BLOCKS)
3535 flush_render_block_buffer(psx_gpu);
3537 block = psx_gpu->blocks;
3541 texture_page_ptr + (texture_offset_base & texture_mask);
3543 load_128b(block->texels, texture_block_ptr);
3544 block->draw_mask_bits = mask_bits;
3545 block->fb_ptr = fb_ptr;
3549 texture_offset_base += 1024;
3553 psx_gpu->num_blocks = num_blocks;
3562 blocks_remaining = block_width - 2;
3563 num_blocks += block_width;
3564 sprite_blocks += block_width;
3566 if(num_blocks > MAX_BLOCKS)
3568 flush_render_block_buffer(psx_gpu);
3569 num_blocks = block_width;
3570 block = psx_gpu->blocks;
3573 texture_offset = texture_offset_base;
3574 texture_offset_base += 1024;
3576 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3577 load_128b(block->texels, texture_block_ptr);
3579 block->draw_mask_bits = left_mask_bits;
3580 block->fb_ptr = fb_ptr;
3582 texture_offset += 8;
3586 while(blocks_remaining)
3588 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3589 load_128b(block->texels, texture_block_ptr);
3591 block->draw_mask_bits = 0;
3592 block->fb_ptr = fb_ptr;
3594 texture_offset += 8;
3601 texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3602 load_128b(block->texels, texture_block_ptr);
3604 block->draw_mask_bits = right_mask_bits;
3605 block->fb_ptr = fb_ptr;
3607 fb_ptr += fb_ptr_pitch;
3611 psx_gpu->num_blocks = num_blocks;
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)
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;
3630 u32 color_r = color & 0xFF;
3631 u32 color_g = (color >> 8) & 0xFF;
3632 u32 color_b = (color >> 16) & 0xFF;
3634 vec_8x16u right_mask;
3635 vec_8x16u test_mask = psx_gpu->test_mask;
3636 vec_8x16u zero_mask;
3638 sprites_untextured++;
3640 color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
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);
3649 blocks_remaining = block_width - 1;
3650 num_blocks += block_width;
3653 sprite_blocks += block_width;
3656 if(num_blocks > MAX_BLOCKS)
3658 flush_render_block_buffer(psx_gpu);
3659 num_blocks = block_width;
3660 block = psx_gpu->blocks;
3663 while(blocks_remaining)
3665 block->pixels = colors;
3666 block->draw_mask = zero_mask;
3667 block->fb_ptr = fb_ptr;
3674 block->pixels = colors;
3675 block->draw_mask = right_mask;
3676 block->fb_ptr = fb_ptr;
3679 fb_ptr += fb_ptr_pitch;
3682 psx_gpu->num_blocks = num_blocks;
3688 #define setup_sprite_blocks_switch_textured(texture_mode) \
3689 setup_sprite_##texture_mode \
3691 #define setup_sprite_blocks_switch_untextured(texture_mode) \
3692 setup_sprite_untextured \
3694 #define setup_sprite_blocks_switch(texturing, texture_mode) \
3695 setup_sprite_blocks_switch_##texturing(texture_mode) \
3698 #define texture_sprite_blocks_switch_4bpp() \
3699 texture_blocks_untextured \
3701 #define texture_sprite_blocks_switch_8bpp() \
3702 texture_sprite_blocks_8bpp \
3704 #define texture_sprite_blocks_switch_16bpp() \
3705 texture_blocks_untextured \
3707 #define texture_sprite_blocks_switch_untextured(texture_mode) \
3708 texture_blocks_untextured \
3710 #define texture_sprite_blocks_switch_textured(texture_mode) \
3711 texture_sprite_blocks_switch_##texture_mode() \
3713 #define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3714 mask_evaluate, shading, dithering, texturing, blending, modulation) \
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, \
3720 blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate) \
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) \
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) \
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) \
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) \
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) \
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, \
3761 render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, \
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) \
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) \
3777 render_block_handler_struct render_sprite_block_handlers[] =
3779 render_sprite_blocks_switch_block()
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)
3786 s32 x_right = x + width - 1;
3787 s32 y_bottom = y + height - 1;
3793 if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
3799 if(x < psx_gpu->viewport_start_x)
3801 u32 clip = psx_gpu->viewport_start_x - x;
3807 if(y < psx_gpu->viewport_start_y)
3809 s32 clip = psx_gpu->viewport_start_y - y;
3815 if(x_right > psx_gpu->viewport_end_x)
3816 width -= x_right - psx_gpu->viewport_end_x;
3818 if(y_bottom > psx_gpu->viewport_end_y)
3819 height -= y_bottom - psx_gpu->viewport_end_y;
3821 if((width <= 0) || (height <= 0))
3825 span_pixels += width * height;
3829 u32 render_state = flags &
3830 (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3831 RENDER_FLAGS_TEXTURE_MAP);
3833 (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
3835 if((psx_gpu->render_state != render_state) ||
3836 (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
3838 psx_gpu->render_state = render_state;
3839 flush_render_block_buffer(psx_gpu);
3845 psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
3849 if(psx_gpu->triangle_color != color)
3851 flush_render_block_buffer(psx_gpu);
3852 psx_gpu->triangle_color = color;
3855 if(color == 0x808080)
3856 render_state |= RENDER_FLAGS_MODULATE_TEXELS;
3858 render_block_handler_struct *render_block_handler =
3859 &(render_sprite_block_handlers[render_state]);
3860 psx_gpu->render_block_handler = render_block_handler;
3862 ((setup_sprite_function_type *)render_block_handler->setup_blocks)
3863 (psx_gpu, x, y, u, v, width, height, color);
3866 #define draw_pixel_line_mask_evaluate_yes() \
3867 if(*vram_ptr & 0x8000) \
3869 #define draw_pixel_line_mask_evaluate_no() \
3872 #define draw_pixel_line_shaded() \
3874 color_r = fixed_to_int(current_r); \
3875 color_g = fixed_to_int(current_g); \
3876 color_b = fixed_to_int(current_b); \
3878 current_r += gradient_r; \
3879 current_g += gradient_g; \
3880 current_b += gradient_b; \
3883 #define draw_pixel_line_unshaded() \
3885 color_r = color & 0xFF; \
3886 color_g = (color >> 8) & 0xFF; \
3887 color_b = (color >> 16) & 0xFF; \
3891 #define draw_pixel_line_dithered(_x, _y) \
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; \
3899 color_r += dither_offset; \
3900 color_g += dither_offset; \
3901 color_b += dither_offset; \
3922 #define draw_pixel_line_undithered(_x, _y) \
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 \
3930 #define draw_pixel_line_add() \
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; \
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); \
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; \
3980 draw_pixel_line_##blend_mode() \
3982 #define draw_pixel_line_unblended(blend_mode) \
3985 #define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate, \
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)) \
3990 draw_pixel_line_mask_evaluate_##mask_evaluate() \
3992 draw_pixel_line_##shading(); \
3993 draw_pixel_line_##dithering(_x, _y); \
3999 draw_pixel_line_##blending(blend_mode); \
4001 *vram_ptr = color_r | (color_g << 5) | (color_b << 10) | \
4002 psx_gpu->mask_msb; \
4006 #define update_increment(value) \
4009 #define update_decrement(value) \
4012 #define update_vram_row_increment(value) \
4015 #define update_vram_row_decrement(value) \
4018 #define compare_increment(a, b) \
4021 #define compare_decrement(a, b) \
4024 #define set_line_gradients(minor) \
4026 s32 gradient_divisor = delta_##minor; \
4027 if(gradient_divisor != 0) \
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; \
4039 current_r = fixed_center(vertex_a->r); \
4040 current_g = fixed_center(vertex_a->g); \
4041 current_b = fixed_center(vertex_a->b); \
4044 #define draw_line_span_horizontal(direction, shading, blending, dithering, \
4045 mask_evaluate, blend_mode) \
4048 error_step = delta_y * 2; \
4049 error_wrap = delta_x * 2; \
4053 set_line_gradients(x); \
4055 for(current_x = x_a; current_x <= x_b; current_x++) \
4057 draw_pixel_line(current_x, current_y, shading, blending, dithering, \
4058 mask_evaluate, blend_mode); \
4059 error += error_step; \
4062 if(error >= error_wrap) \
4064 update_##direction(current_y); \
4065 update_vram_row_##direction(); \
4066 error -= error_wrap; \
4071 #define draw_line_span_vertical(direction, shading, blending, dithering, \
4072 mask_evaluate, blend_mode) \
4075 error_step = delta_x * 2; \
4076 error_wrap = delta_y * 2; \
4080 set_line_gradients(y); \
4082 for(current_y = y_a; compare_##direction(current_y, y_b); \
4083 update_##direction(current_y)) \
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(); \
4090 if(error > error_wrap) \
4094 error -= error_wrap; \
4100 #define render_line_body(shading, blending, dithering, mask_evaluate, \
4106 if(delta_y >= 512) \
4109 if(delta_x > delta_y) \
4111 draw_line_span_horizontal(decrement, shading, blending, dithering, \
4112 mask_evaluate, blend_mode); \
4116 draw_line_span_vertical(decrement, shading, blending, dithering, \
4117 mask_evaluate, blend_mode); \
4122 if(delta_y >= 512) \
4125 if(delta_x > delta_y) \
4127 draw_line_span_horizontal(increment, shading, blending, dithering, \
4128 mask_evaluate, blend_mode); \
4132 draw_line_span_vertical(increment, shading, blending, dithering, \
4133 mask_evaluate, blend_mode); \
4138 void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4141 s32 color_r, color_g, color_b;
4142 u32 triangle_winding = 0;
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;
4154 s32 delta_x, delta_y;
4165 flush_render_block_buffer(psx_gpu);
4166 psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4168 vertex_struct *vertex_a = &(vertexes[0]);
4169 vertex_struct *vertex_b = &(vertexes[1]);
4177 if(vertex_a->x >= vertex_b->x)
4179 vertex_swap(vertex_a, vertex_b);
4188 delta_x = x_b - x_a;
4189 delta_y = y_b - y_a;
4194 flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4196 vram_ptr = psx_gpu->vram_ptr + (y_a * 1024) + x_a;
4200 if(flags & RENDER_FLAGS_SHADE)
4201 control_mask |= 0x1;
4203 if(flags & RENDER_FLAGS_BLEND)
4205 control_mask |= 0x2;
4206 control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4209 if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4210 control_mask |= 0x4;
4212 if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4213 control_mask |= 0x8;
4215 switch(control_mask)
4218 render_line_body(unshaded, unblended, undithered, no, none);
4222 render_line_body(shaded, unblended, undithered, no, none);
4226 render_line_body(unshaded, blended, undithered, no, average);
4230 render_line_body(shaded, blended, undithered, no, average);
4234 render_line_body(unshaded, unblended, dithered, no, none);
4238 render_line_body(shaded, unblended, dithered, no, none);
4242 render_line_body(unshaded, blended, dithered, no, average);
4246 render_line_body(shaded, blended, dithered, no, average);
4250 render_line_body(unshaded, unblended, undithered, yes, none);
4254 render_line_body(shaded, unblended, undithered, yes, none);
4258 render_line_body(unshaded, blended, undithered, yes, average);
4262 render_line_body(shaded, blended, undithered, yes, average);
4266 render_line_body(unshaded, unblended, dithered, yes, none);
4270 render_line_body(shaded, unblended, dithered, yes, none);
4274 render_line_body(unshaded, blended, dithered, yes, average);
4278 render_line_body(shaded, blended, dithered, yes, average);
4282 render_line_body(unshaded, blended, undithered, no, add);
4286 render_line_body(shaded, blended, undithered, no, add);
4290 render_line_body(unshaded, blended, dithered, no, add);
4294 render_line_body(shaded, blended, dithered, no, add);
4298 render_line_body(unshaded, blended, undithered, yes, add);
4302 render_line_body(shaded, blended, undithered, yes, add);
4306 render_line_body(unshaded, blended, dithered, yes, add);
4310 render_line_body(shaded, blended, dithered, yes, add);
4314 render_line_body(unshaded, blended, undithered, no, subtract);
4318 render_line_body(shaded, blended, undithered, no, subtract);
4322 render_line_body(unshaded, blended, dithered, no, subtract);
4326 render_line_body(shaded, blended, dithered, no, subtract);
4330 render_line_body(unshaded, blended, undithered, yes, subtract);
4334 render_line_body(shaded, blended, undithered, yes, subtract);
4338 render_line_body(unshaded, blended, dithered, yes, subtract);
4342 render_line_body(shaded, blended, dithered, yes, subtract);
4346 render_line_body(unshaded, blended, undithered, no, add_fourth);
4350 render_line_body(shaded, blended, undithered, no, add_fourth);
4354 render_line_body(unshaded, blended, dithered, no, add_fourth);
4358 render_line_body(shaded, blended, dithered, no, add_fourth);
4362 render_line_body(unshaded, blended, undithered, yes, add_fourth);
4366 render_line_body(shaded, blended, undithered, yes, add_fourth);
4370 render_line_body(unshaded, blended, dithered, yes, add_fourth);
4374 render_line_body(shaded, blended, dithered, yes, add_fourth);
4380 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4381 u32 width, u32 height)
4383 if((width == 0) || (height == 0))
4386 flush_render_block_buffer(psx_gpu);
4387 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
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) |
4394 u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4396 u32 *vram_ptr = (u32 *)(psx_gpu->vram_ptr + x + (y * 1024));
4398 u32 pitch = 512 - (width / 2);
4401 if(psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED)
4406 if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
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;
4433 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4434 u32 width, u32 height, u32 pitch)
4436 u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4438 u32 mask_msb = psx_gpu->mask_msb;
4440 if((width == 0) || (height == 0))
4443 flush_render_block_buffer(psx_gpu);
4444 invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4446 for(draw_y = 0; draw_y < height; draw_y++)
4448 for(draw_x = 0; draw_x < width; draw_x++)
4450 vram_ptr[draw_x] = source[draw_x] | mask_msb;
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)
4461 render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4462 dest_x, dest_y, width, height, 1024);
4466 void initialize_reciprocal_table(void)
4469 u32 height_normalized;
4470 u32 height_reciprocal;
4473 for(height = 1; height < 512; height++)
4475 shift = __builtin_clz(height);
4476 height_normalized = height << shift;
4477 height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) /
4480 shift = 32 - (50 - shift);
4482 reciprocal_table[height] = (height_reciprocal << 12) | shift;
4487 #define dither_table_row(a, b, c, d) \
4488 ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24)) \
4490 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
4492 vec_8x16u test_mask =
4493 { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4495 psx_gpu->test_mask = test_mask;
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;
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;
4511 psx_gpu->vram_ptr = vram;
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;
4517 psx_gpu->mask_msb = 0;
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;
4524 psx_gpu->interlace_mode = 0;
4526 memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4528 initialize_reciprocal_table();
4535 // (minus ones(4) * 4)
4537 // d0: (1 3 5 7): x1 ^ y1
4538 // d1: (2 3 6 7): y0
4539 // d2: (4 5 6 7): x0 ^ y0
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);
4546 psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4552 gettimeofday(&tv, NULL);
4554 return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4562 __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4567 void init_counter(void)
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));
4578 void triangle_benchmark(psx_gpu_struct *psx_gpu)
4585 const u32 iterations = 500000;
4587 psx_gpu->num_blocks = 64;
4588 psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4590 for(i = 0; i < 64; i++)
4592 memset(&(psx_gpu->blocks[i].r), 0, 16);
4597 ticks = get_counter();
4599 for(i = 0; i < iterations; i++)
4601 texture_sprite_blocks_8bpp(psx_gpu);
4604 ticks_elapsed = get_counter() - ticks;
4606 printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));