gpu-gles: remove scissor test disable on fills
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
1 /*
2  * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License as
6  * published by the Free Software Foundation; either version 2 of
7  * the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12  * General Public License for more details.
13  */
14
15 #include <stdio.h>
16 #include <stdlib.h>
17 #include <string.h>
18
19 #include "common.h"
20
21 u32 span_pixels = 0;
22 u32 span_pixel_blocks = 0;
23 u32 spans = 0;
24 u32 triangles = 0;
25 u32 sprites = 0;
26 u32 sprites_4bpp = 0;
27 u32 sprites_8bpp = 0;
28 u32 sprites_16bpp = 0;
29 u32 sprite_blocks = 0;
30 u32 sprites_untextured = 0;
31 u32 lines = 0;
32 u32 trivial_rejects = 0;
33 u32 texels_4bpp = 0;
34 u32 texels_8bpp = 0;
35 u32 texels_16bpp = 0;
36 u32 texel_blocks_4bpp = 0;
37 u32 texel_blocks_8bpp = 0;
38 u32 texel_blocks_16bpp = 0;
39 u32 texel_blocks_untextured = 0;
40 u32 blend_blocks = 0;
41 u32 render_buffer_flushes = 0;
42 u32 state_changes = 0;
43 u32 left_split_triangles = 0;
44 u32 flat_triangles = 0;
45 u32 clipped_triangles = 0;
46 u32 zero_block_spans = 0;
47 u32 texture_cache_loads = 0;
48 u32 false_modulated_blocks = 0;
49
50 u32 reciprocal_table[512];
51
52
53 typedef s32 fixed_type;
54
55 #define EDGE_STEP_BITS 32
56 #define FIXED_BITS     12
57
58 #define fixed_center(value)                                                    \
59   ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1)))            \
60
61 #define int_to_fixed(value)                                                    \
62   (((fixed_type)(value)) << FIXED_BITS)                                        \
63
64 #define fixed_to_int(value)                                                    \
65   ((value) >> FIXED_BITS)                                                      \
66
67 #define fixed_to_double(value)                                                 \
68   ((value) / (double)(1 << FIXED_BITS))                                        \
69
70 #define double_to_fixed(value)                                                 \
71   (fixed_type)(((value) * (double)(1 << FIXED_BITS)))                          \
72
73 typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
74 typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
75 typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
76 typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
77
78 typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
79  s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
80
81 struct render_block_handler_struct
82 {
83   void *setup_blocks;
84   texture_blocks_function_type *texture_blocks;
85   shade_blocks_function_type *shade_blocks;
86   blend_blocks_function_type *blend_blocks; 
87 };
88
89 #ifndef NEON_BUILD
90
91 u32 fixed_reciprocal(u32 denominator, u32 *_shift)
92 {
93   u32 shift = __builtin_clz(denominator);
94   u32 denominator_normalized = denominator << shift;
95
96   double numerator = (1ULL << 62) + denominator_normalized;
97   double numerator_b;
98
99   double denominator_normalized_dp_b;
100   u64 denominator_normalized_dp_u64;
101
102   u32 reciprocal;
103   double reciprocal_dp;
104
105   u64 numerator_u64 = (denominator_normalized >> 10) |
106    ((u64)(62 + 1023) << 52);
107   *((u64 *)(&numerator_b)) = numerator_u64;
108
109   denominator_normalized_dp_u64 =
110    (u64)(denominator_normalized << 21) |
111    ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
112   *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
113
114   // Implement with a DP divide
115   reciprocal_dp = numerator / denominator_normalized_dp_b;
116   reciprocal = reciprocal_dp;
117
118   if(reciprocal == 0x80000001)
119     reciprocal = 0x80000000;
120
121   *_shift = 62 - shift;
122   return reciprocal;
123 }
124
125 double reciprocal_estimate(double a)
126 {
127   int q, s;
128   double r;
129
130   q = (int)(a * 512.0);
131   /* a in units of 1/512 rounded down */
132   r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
133   s = (int)(256.0 * r + 0.5);
134
135   /* r in units of 1/256 rounded to nearest */
136   
137   return (double)s / 256.0;
138 }
139
140 u32 reciprocal_estimate_u32(u32 value)
141 {
142   u64 dp_value_u64;
143   volatile double dp_value;
144   volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
145
146   if((value >> 31) == 0)
147     return 0xFFFFFFFF;
148
149   dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
150
151   *dp_value_ptr = dp_value_u64;
152
153   dp_value = reciprocal_estimate(dp_value);
154   dp_value_u64 = *dp_value_ptr;
155
156   return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
157 }
158
159 u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
160 {
161   u32 shift = __builtin_clz(value);
162   u32 value_normalized = value << shift;
163
164   *_shift = 62 - shift;
165
166   value_normalized -= 2;
167
168   u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
169
170   u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
171   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
172   temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
173   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
174   temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
175   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
176
177   return reciprocal_normalized;
178 }
179
180 #endif
181
182
183 s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
184 {
185         return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
186 }
187
188 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
189 {
190   s32 coverage_x, coverage_y;
191
192   u32 mask_up_left;
193   u32 mask_down_right;
194
195   coverage_x = x2 >> 6;
196   coverage_y = y2 >> 8;
197
198   if(coverage_x < 0)
199     coverage_x = 0;
200
201   if(coverage_x > 31)
202     coverage_x = 31;
203
204   mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
205
206   if(coverage_y >= 1)
207     mask_down_right |= mask_down_right << 16;
208
209   coverage_x = x1 >> 6;
210
211   mask_up_left = 0xFFFF0000 << coverage_x;
212   if(coverage_x < 0)
213     mask_up_left = 0xFFFF0000;
214
215   coverage_y = y1 >> 8;
216   if(coverage_y <= 0)
217     mask_up_left |= mask_up_left >> 16;
218
219   return mask_up_left & mask_down_right;
220 }
221
222 u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
223  u32 x2, u32 y2)
224 {
225   u32 mask = texture_region_mask(x1, y1, x2, y2);
226
227   psx_gpu->dirty_textures_4bpp_mask |= mask;
228   psx_gpu->dirty_textures_8bpp_mask |= mask;
229   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
230
231   return mask;
232 }
233
234 u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
235  u32 y1, u32 x2, u32 y2)
236 {
237   u32 mask = texture_region_mask(x1, y1, x2, y2) &
238    psx_gpu->viewport_mask;
239
240   psx_gpu->dirty_textures_4bpp_mask |= mask;
241   psx_gpu->dirty_textures_8bpp_mask |= mask;
242   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
243
244   return mask;
245 }
246
247 void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
248  u32 x2, u32 y2)
249 {
250   u32 mask = texture_region_mask(x1, y1, x2, y2);
251   u32 texture_page;
252   u8 *texture_page_ptr;
253   u16 *vram_ptr;
254   u32 texel_block;
255   u32 sub_x, sub_y;
256
257   psx_gpu->dirty_textures_8bpp_mask |= mask;
258   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
259
260   if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
261       (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
262   {
263     texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
264     texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
265     texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
266     vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
267     sub_x = 4;
268     sub_y = 16;
269
270     while(sub_y)
271     {
272       while(sub_x)
273       {
274         texel_block = *vram_ptr;
275
276         texture_page_ptr[0] = texel_block & 0xF;
277         texture_page_ptr[1] = (texel_block >> 4) & 0xF;
278         texture_page_ptr[2] = (texel_block >> 8) & 0xF;
279         texture_page_ptr[3] = texel_block >> 12;
280         
281         vram_ptr++;
282         texture_page_ptr += 4;
283
284         sub_x--;          
285       }
286
287       vram_ptr -= 4;
288       sub_x = 4;
289
290       sub_y--;
291       vram_ptr += 1024;
292     }
293   }
294   else
295   {
296     psx_gpu->dirty_textures_4bpp_mask |= mask;
297   }
298 }
299
300 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
301  u32 texture_page);
302
303 #ifndef NEON_BUILD
304
305 void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
306 {
307   u32 current_texture_page = psx_gpu->current_texture_page;
308   u8 *texture_page_ptr = psx_gpu->texture_page_base;
309   u16 *vram_ptr = psx_gpu->vram_ptr;
310
311   u32 texel_block;
312   u32 tile_x, tile_y;
313   u32 sub_x, sub_y;
314
315   vram_ptr += (current_texture_page >> 4) * 256 * 1024;
316   vram_ptr += (current_texture_page & 0xF) * 64;
317
318   texture_cache_loads++;
319
320   tile_y = 16;
321   tile_x = 16;
322   sub_x = 4;
323   sub_y = 16;
324
325   psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
326
327   while(tile_y)
328   {
329     while(tile_x)
330     {
331       while(sub_y)
332       {
333         while(sub_x)
334         {
335           texel_block = *vram_ptr;
336
337           texture_page_ptr[0] = texel_block & 0xF;
338           texture_page_ptr[1] = (texel_block >> 4) & 0xF;
339           texture_page_ptr[2] = (texel_block >> 8) & 0xF;
340           texture_page_ptr[3] = texel_block >> 12;
341           
342           vram_ptr++;
343           texture_page_ptr += 4;
344
345           sub_x--;          
346         }
347
348         vram_ptr -= 4;
349         sub_x = 4;
350
351         sub_y--;
352         vram_ptr += 1024;
353       }
354
355       sub_y = 16;
356
357       vram_ptr -= (1024 * 16) - 4;
358       tile_x--;
359     }
360
361     tile_x = 16;
362
363     vram_ptr += (16 * 1024) - (4 * 16);
364     tile_y--;
365   }
366 }
367
368 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
369  u32 texture_page)
370 {
371   u16 *texture_page_ptr = psx_gpu->texture_page_base;
372   u16 *vram_ptr = psx_gpu->vram_ptr;
373
374   u32 tile_x, tile_y;
375   u32 sub_y;
376
377   vec_8x16u texels;
378
379   texture_cache_loads++;
380
381   vram_ptr += (texture_page >> 4) * 256 * 1024;
382   vram_ptr += (texture_page & 0xF) * 64;
383
384   if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
385     texture_page_ptr += (8 * 16) * 8;
386
387   tile_x = 8;
388   tile_y = 16;
389
390   sub_y = 16;
391
392   while(tile_y)
393   {
394     while(tile_x)
395     {
396       while(sub_y)
397       {
398         load_128b(texels, vram_ptr);
399         store_128b(texels, texture_page_ptr);
400
401         texture_page_ptr += 8;
402         vram_ptr += 1024;
403
404         sub_y--;
405       }
406
407       sub_y = 16;
408
409       vram_ptr -= (1024 * 16);
410       vram_ptr += 8;
411
412       tile_x--;
413     }
414
415     tile_x = 8;
416
417     vram_ptr -= (8 * 8);
418     vram_ptr += (16 * 1024);
419
420     texture_page_ptr += (8 * 16) * 8;
421     tile_y--;
422   }
423 }
424
425 #endif
426
427
428 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
429 {
430   u32 current_texture_page = psx_gpu->current_texture_page;
431   u32 update_textures =
432    psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
433
434   psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
435
436   if(update_textures & (1 << current_texture_page))
437   {
438     update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
439     update_textures &= ~(1 << current_texture_page);
440   }
441
442   if(update_textures)
443   {
444     u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
445      (current_texture_page & 0x10);
446
447     update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
448   }
449 }
450
451 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
452  psx_gpu_struct *psx_gpu);
453
454 void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
455 {
456   if((psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED) &&
457    (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
458   {
459     u32 num_blocks_dest = 0;
460     block_struct *block_src = psx_gpu->blocks; 
461     block_struct *block_dest = psx_gpu->blocks;
462
463     u16 *vram_ptr = psx_gpu->vram_ptr;
464     u32 i;
465
466     if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
467     {
468       for(i = 0; i < psx_gpu->num_blocks; i++)
469       {
470         u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
471         if(fb_offset & (1 << 11))
472         {
473           *block_dest = *block_src;
474           num_blocks_dest++;
475           block_dest++;
476         }
477         block_src++;
478       }
479     }
480     else
481     {
482       for(i = 0; i < psx_gpu->num_blocks; i++)
483       {
484         u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
485         if((fb_offset & (1 << 11)) == 0)
486         {
487           *block_dest = *block_src;
488           num_blocks_dest++;
489           block_dest++;
490         }
491         block_src++;
492       }
493     }
494
495     psx_gpu->num_blocks = num_blocks_dest;
496   }
497
498   if(psx_gpu->num_blocks)
499   {
500     render_block_handler_struct *render_block_handler =
501      psx_gpu->render_block_handler;
502
503     render_block_handler->texture_blocks(psx_gpu);
504     render_block_handler->shade_blocks(psx_gpu);
505     render_block_handler->blend_blocks(psx_gpu);
506
507 #ifdef PROFILE
508     span_pixel_blocks += psx_gpu->num_blocks;
509     render_buffer_flushes++;
510 #endif
511
512     psx_gpu->num_blocks = 0;
513   }
514 }
515
516
517 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
518  vertex_struct *b, vertex_struct *c);
519
520 #ifndef NEON_BUILD
521
522 #define setup_gradient_calculation_input(set, vertex)                          \
523   /* First type is:  uvrg bxxx xxxx                                          */\
524   /* Second type is: yyyy ybyy uvrg                                          */\
525   /* Since x_a and y_c are the same the same variable is used for both.      */\
526   x##set##_a_y##set##_c.e[0] = vertex->u;                                      \
527   x##set##_a_y##set##_c.e[1] = vertex->v;                                      \
528   x##set##_a_y##set##_c.e[2] = vertex->r;                                      \
529   x##set##_a_y##set##_c.e[3] = vertex->g;                                      \
530   dup_4x16b(x##set##_b, vertex->x);                                            \
531   dup_4x16b(x##set##_c, vertex->x);                                            \
532   dup_4x16b(y##set##_a, vertex->y);                                            \
533   dup_4x16b(y##set##_b, vertex->y);                                            \
534   x##set##_b.e[0] = vertex->b;                                                 \
535   y##set##_b.e[1] = vertex->b                                                  \
536   
537
538 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
539  vertex_struct *b, vertex_struct *c)
540 {
541   u32 triangle_area = psx_gpu->triangle_area;
542   u32 winding_mask_scalar;
543
544   u32 triangle_area_shift;
545   u64 triangle_area_reciprocal =
546    fixed_reciprocal(triangle_area, &triangle_area_shift);
547   triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
548
549   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
550   // ( d0       *  d1      ) - ( d2       *  d3      ) =
551   // ( m0                  ) - ( m1                  ) = gradient
552
553   // This is split to do 12 elements at a time over three sets: a, b, and c.
554   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
555   // two of the slots are unused.
556
557   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
558   // is g.
559
560   vec_4x16s x0_a_y0_c, x0_b, x0_c;
561   vec_4x16s y0_a, y0_b;
562   vec_4x16s x1_a_y1_c, x1_b, x1_c;
563   vec_4x16s y1_a, y1_b;
564   vec_4x16s x2_a_y2_c, x2_b, x2_c;
565   vec_4x16s y2_a, y2_b;
566
567   vec_4x32u uvrg_base;
568   vec_4x32u b_base;
569   vec_4x32u const_0x8000;
570
571   vec_4x16s d0_a_d3_c, d0_b, d0_c;
572   vec_4x16s d1_a, d1_b, d1_c_d2_a;
573   vec_4x16s d2_b, d2_c;
574   vec_4x16s d3_a, d3_b;
575
576   vec_4x32s m0_a, m0_b, m0_c;
577   vec_4x32s m1_a, m1_b, m1_c;
578
579   vec_4x32u gradient_area_a, gradient_area_c;
580   vec_2x32u gradient_area_b;  
581
582   vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
583   vec_2x32u gradient_area_sign_b;
584   vec_4x32u winding_mask;
585
586   vec_2x64u gradient_wide_a0, gradient_wide_a1;
587   vec_2x64u gradient_wide_c0, gradient_wide_c1;
588   vec_2x64u gradient_wide_b;
589
590   vec_4x32u gradient_a, gradient_c;
591   vec_2x32u gradient_b;
592   vec_16x8s gradient_shift;
593
594   setup_gradient_calculation_input(0, a);
595   setup_gradient_calculation_input(1, b);
596   setup_gradient_calculation_input(2, c);
597
598   dup_4x32b(const_0x8000, 0x8000);
599   shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
600   shl_long_4x16b(b_base, x0_b, 16);
601
602   add_4x32b(uvrg_base, uvrg_base, const_0x8000);
603   add_4x32b(b_base, b_base, const_0x8000);
604
605   // Can probably pair these, but it'll require careful register allocation
606   sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
607   sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
608
609   sub_4x16b(d0_b, x1_b, x0_b);
610   sub_4x16b(d0_c, x1_c, x0_c);
611
612   sub_4x16b(d1_a, y2_a, y1_a);
613   sub_4x16b(d1_b, y2_b, y1_b);
614
615   sub_4x16b(d2_b, x2_b, x1_b);
616   sub_4x16b(d2_c, x2_c, x1_c);
617
618   sub_4x16b(d3_a, y1_a, y0_a);
619   sub_4x16b(d3_b, y1_b, y0_b);
620
621   mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
622   mul_long_4x16b(m0_b, d0_b, d1_b);
623   mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
624
625   mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
626   mul_long_4x16b(m1_b, d2_b, d3_b);
627   mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
628
629   sub_4x32b(gradient_area_a, m0_a, m1_a);
630   sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
631   sub_4x32b(gradient_area_c, m0_c, m1_c);
632
633   cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
634   cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
635   cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
636
637   abs_4x32b(gradient_area_a, gradient_area_a);
638   abs_2x32b(gradient_area_b, gradient_area_b);
639   abs_4x32b(gradient_area_c, gradient_area_c);
640
641   winding_mask_scalar = -psx_gpu->triangle_winding;
642
643   dup_4x32b(winding_mask, winding_mask_scalar);
644   eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
645   eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
646   eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
647
648   mul_scalar_long_2x32b(gradient_wide_a0, 
649    vector_cast(vec_2x32s, gradient_area_a.low), 
650    (s64)triangle_area_reciprocal);
651   mul_scalar_long_2x32b(gradient_wide_a1,
652    vector_cast(vec_2x32s, gradient_area_a.high),
653    (s64)triangle_area_reciprocal);
654   mul_scalar_long_2x32b(gradient_wide_b, 
655    vector_cast(vec_2x32s, gradient_area_b),
656    (s64)triangle_area_reciprocal);
657   mul_scalar_long_2x32b(gradient_wide_c0, 
658    vector_cast(vec_2x32s, gradient_area_c.low),
659    (s64)triangle_area_reciprocal);
660   mul_scalar_long_2x32b(gradient_wide_c1, 
661    vector_cast(vec_2x32s, gradient_area_c.high),
662    (s64)triangle_area_reciprocal);
663
664   dup_16x8b(gradient_shift, triangle_area_shift);
665   shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
666    vector_cast(vec_2x64u, gradient_shift));
667   shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
668    vector_cast(vec_2x64u, gradient_shift));
669   shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
670    vector_cast(vec_2x64u, gradient_shift));
671   shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
672    vector_cast(vec_2x64u, gradient_shift));
673   shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
674    vector_cast(vec_2x64u, gradient_shift));
675
676   mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
677   mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
678   mov_narrow_2x64b(gradient_b, gradient_wide_b);
679   mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
680   mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
681
682   shl_4x32b(gradient_a, gradient_a, 4);
683   shl_2x32b(gradient_b, gradient_b, 4);
684   shl_4x32b(gradient_c, gradient_c, 4);
685
686   eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
687   eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
688   eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
689
690   sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
691   sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
692   sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
693
694   u32 left_adjust = a->x;
695   mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
696   mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
697
698   vec_4x32u uvrg_dx2;
699   vec_2x32u b_dx2;
700
701   vec_4x32u uvrg_dx3;
702   vec_2x32u b_dx3;
703
704   vec_4x32u zero;
705
706   eor_4x32b(zero, zero, zero);
707   add_4x32b(uvrg_dx2, gradient_a, gradient_a);
708   add_2x32b(b_dx2, gradient_b, gradient_b);
709   add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
710   add_2x32b(b_dx3, gradient_b, b_dx2);
711
712   // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
713   // lined up properly
714   psx_gpu->u_block_span.e[0] = zero.e[0];
715   psx_gpu->u_block_span.e[1] = gradient_a.e[0];
716   psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
717   psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
718
719   psx_gpu->v_block_span.e[0] = zero.e[1];
720   psx_gpu->v_block_span.e[1] = gradient_a.e[1];
721   psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
722   psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
723
724   psx_gpu->r_block_span.e[0] = zero.e[2];
725   psx_gpu->r_block_span.e[1] = gradient_a.e[2];
726   psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
727   psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
728
729   psx_gpu->g_block_span.e[0] = zero.e[3];
730   psx_gpu->g_block_span.e[1] = gradient_a.e[3];
731   psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
732   psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
733
734   psx_gpu->b_block_span.e[0] = zero.e[0];
735   psx_gpu->b_block_span.e[1] = gradient_b.e[0];
736   psx_gpu->b_block_span.e[2] = b_dx2.e[0];
737   psx_gpu->b_block_span.e[3] = b_dx3.e[0];
738
739   psx_gpu->uvrg = uvrg_base;
740   psx_gpu->b = b_base.e[0];
741
742   psx_gpu->uvrg_dx = gradient_a;
743   psx_gpu->uvrg_dy = gradient_c;
744   psx_gpu->b_dy = gradient_b.e[1];
745 }
746 #endif
747
748 #define vector_check(_a, _b)                                                   \
749   if(memcmp(&_a, &_b, sizeof(_b)))                                             \
750   {                                                                            \
751     if(sizeof(_b) == 8)                                                        \
752     {                                                                          \
753       printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n",                     \
754        #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]);                          \
755     }                                                                          \
756     else                                                                       \
757     {                                                                          \
758       printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n",         \
759        #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1],         \
760        _b.e[2], _b.e[3]);                                                      \
761     }                                                                          \
762   }                                                                            \
763
764 #define scalar_check(_a, _b)                                                   \
765   if(_a != _b)                                                                 \
766     printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b)                  \
767
768
769 #define setup_spans_prologue_alternate_yes()                                   \
770   vec_2x64s alternate_x;                                                       \
771   vec_2x64s alternate_dx_dy;                                                   \
772   vec_4x32s alternate_x_32;                                                    \
773   vec_2x32s alternate_x_16;                                                    \
774                                                                                \
775   vec_4x16u alternate_select;                                                  \
776   vec_4x16s y_mid_point;                                                       \
777                                                                                \
778   s32 y_b = v_b->y;                                                            \
779   s64 edge_alt;                                                                \
780   s32 edge_dx_dy_alt;                                                          \
781   u32 edge_shift_alt                                                           \
782
783 #define setup_spans_prologue_alternate_no()                                    \
784
785 #define setup_spans_prologue(alternate_active)                                 \
786   edge_data_struct *span_edge_data;                                            \
787   vec_4x32u *span_uvrg_offset;                                                 \
788   u32 *span_b_offset;                                                          \
789                                                                                \
790   s32 clip;                                                                    \
791                                                                                \
792   vec_2x64s edges_xy;                                                          \
793   vec_2x32s edges_dx_dy;                                                       \
794   vec_2x32u edge_shifts;                                                       \
795                                                                                \
796   vec_2x64s left_x, right_x;                                                   \
797   vec_2x64s left_dx_dy, right_dx_dy;                                           \
798   vec_4x32s left_x_32, right_x_32;                                             \
799   vec_8x16s left_right_x_16;                                                   \
800   vec_4x16s y_x4;                                                              \
801   vec_8x16s left_edge;                                                         \
802   vec_8x16s right_edge;                                                        \
803   vec_4x16u span_shift;                                                        \
804                                                                                \
805   vec_2x32u c_0x01;                                                            \
806   vec_4x16u c_0x04;                                                            \
807   vec_4x16u c_0xFFFE;                                                          \
808   vec_4x16u c_0x07;                                                            \
809                                                                                \
810   vec_2x32s x_starts;                                                          \
811   vec_2x32s x_ends;                                                            \
812                                                                                \
813   s32 x_a = v_a->x;                                                            \
814   s32 x_b = v_b->x;                                                            \
815   s32 x_c = v_c->x;                                                            \
816   s32 y_a = v_a->y;                                                            \
817   s32 y_c = v_c->y;                                                            \
818                                                                                \
819   vec_4x32u uvrg = psx_gpu->uvrg;                                              \
820   vec_4x32u uvrg_dy = psx_gpu->uvrg_dy;                                        \
821   u32 b = psx_gpu->b;                                                          \
822   u32 b_dy = psx_gpu->b_dy;                                                    \
823                                                                                \
824   dup_2x32b(c_0x01, 0x01);                                                     \
825   setup_spans_prologue_alternate_##alternate_active()                          \
826
827 #define setup_spans_prologue_b()                                               \
828   span_edge_data = psx_gpu->span_edge_data;                                    \
829   span_uvrg_offset = psx_gpu->span_uvrg_offset;                                \
830   span_b_offset = psx_gpu->span_b_offset;                                      \
831                                                                                \
832   vec_8x16u c_0x0001;                                                          \
833                                                                                \
834   dup_8x16b(c_0x0001, 0x0001);                                                 \
835   dup_8x16b(left_edge, psx_gpu->viewport_start_x);                             \
836   dup_8x16b(right_edge, psx_gpu->viewport_end_x);                              \
837   add_8x16b(right_edge, right_edge, c_0x0001);                                 \
838   dup_4x16b(c_0x04, 0x04);                                                     \
839   dup_4x16b(c_0x07, 0x07);                                                     \
840   dup_4x16b(c_0xFFFE, 0xFFFE);                                                 \
841
842
843 #define compute_edge_delta_x2()                                                \
844 {                                                                              \
845   vec_2x32s heights;                                                           \
846   vec_2x32s height_reciprocals;                                                \
847   vec_2x32s heights_b;                                                         \
848   vec_4x32u widths;                                                            \
849                                                                                \
850   u32 edge_shift = reciprocal_table[height];                                   \
851                                                                                \
852   dup_2x32b(heights, height);                                                  \
853   sub_2x32b(widths, x_ends, x_starts);                                         \
854                                                                                \
855   dup_2x32b(edge_shifts, edge_shift);                                          \
856   sub_2x32b(heights_b, heights, c_0x01);                                       \
857   shr_2x32b(height_reciprocals, edge_shifts, 12);                              \
858                                                                                \
859   mla_2x32b(heights_b, x_starts, heights);                                     \
860   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
861   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
862   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
863 }                                                                              \
864
865 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
866 {                                                                              \
867   vec_2x32s heights;                                                           \
868   vec_2x32s height_reciprocals;                                                \
869   vec_2x32s heights_b;                                                         \
870   vec_2x32u widths;                                                            \
871                                                                                \
872   u32 width_alt;                                                               \
873   s32 height_b_alt;                                                            \
874   u32 height_reciprocal_alt;                                                   \
875                                                                                \
876   heights.e[0] = height_a;                                                     \
877   heights.e[1] = height_b;                                                     \
878                                                                                \
879   edge_shifts.e[0] = reciprocal_table[height_a];                               \
880   edge_shifts.e[1] = reciprocal_table[height_b];                               \
881   edge_shift_alt = reciprocal_table[height_minor_b];                           \
882                                                                                \
883   sub_2x32b(widths, x_ends, x_starts);                                         \
884   width_alt = x_c - start_c;                                                   \
885                                                                                \
886   shr_2x32b(height_reciprocals, edge_shifts, 12);                              \
887   height_reciprocal_alt = edge_shift_alt >> 12;                                \
888                                                                                \
889   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
890   edge_shift_alt &= 0x1F;                                                      \
891                                                                                \
892   sub_2x32b(heights_b, heights, c_0x01);                                       \
893   height_b_alt = height_minor_b - 1;                                           \
894                                                                                \
895   mla_2x32b(heights_b, x_starts, heights);                                     \
896   height_b_alt += height_minor_b * start_c;                                    \
897                                                                                \
898   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
899   edge_alt = (s64)height_b_alt * height_reciprocal_alt;                        \
900                                                                                \
901   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
902   edge_dx_dy_alt = width_alt * height_reciprocal_alt;                          \
903 }                                                                              \
904
905
906 #define setup_spans_adjust_y_up()                                              \
907   sub_4x32b(y_x4, y_x4, c_0x04)                                                \
908
909 #define setup_spans_adjust_y_down()                                            \
910   add_4x32b(y_x4, y_x4, c_0x04)                                                \
911
912 #define setup_spans_adjust_interpolants_up()                                   \
913   sub_4x32b(uvrg, uvrg, uvrg_dy);                                              \
914   b -= b_dy                                                                    \
915
916 #define setup_spans_adjust_interpolants_down()                                 \
917   add_4x32b(uvrg, uvrg, uvrg_dy);                                              \
918   b += b_dy                                                                    \
919
920
921 #define setup_spans_clip_interpolants_increment()                              \
922   mla_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
923   b += b_dy * clip                                                             \
924
925 #define setup_spans_clip_interpolants_decrement()                              \
926   mls_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
927   b -= b_dy * clip                                                             \
928
929 #define setup_spans_clip_alternate_yes()                                       \
930   edge_alt += edge_dx_dy_alt * (s64)(clip)                                     \
931
932 #define setup_spans_clip_alternate_no()                                        \
933
934 #define setup_spans_clip(direction, alternate_active)                          \
935 {                                                                              \
936   clipped_triangles++;                                                         \
937   mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip);                     \
938   setup_spans_clip_alternate_##alternate_active();                             \
939   setup_spans_clip_interpolants_##direction();                                 \
940 }                                                                              \
941
942
943 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
944 {                                                                              \
945   vec_2x64u edge_shifts_64;                                                    \
946   vec_2x64s edges_dx_dy_64;                                                    \
947                                                                                \
948   mov_wide_2x32b(edge_shifts_64, edge_shifts);                                 \
949   shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64);                      \
950                                                                                \
951   mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy);                                 \
952   shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64);          \
953                                                                                \
954   left_x.e[0] = edges_xy.e[left_index];                                        \
955   right_x.e[0] = edges_xy.e[right_index];                                      \
956                                                                                \
957   left_dx_dy.e[0] = edges_dx_dy_64.e[left_index];                              \
958   left_dx_dy.e[1] = edges_dx_dy_64.e[left_index];                              \
959   right_dx_dy.e[0] = edges_dx_dy_64.e[right_index];                            \
960   right_dx_dy.e[1] = edges_dx_dy_64.e[right_index];                            \
961                                                                                \
962   add_1x64b(left_x.high, left_x.low, left_dx_dy.low);                          \
963   add_1x64b(right_x.high, right_x.low, right_dx_dy.low);                       \
964                                                                                \
965   add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy);                               \
966   add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy);                            \
967 }                                                                              \
968
969 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
970 {                                                                              \
971   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
972   s64 edge_dx_dy_alt_64;                                                       \
973                                                                                \
974   dup_4x16b(y_mid_point, y_b);                                                 \
975                                                                                \
976   edge_alt <<= edge_shift_alt;                                                 \
977   edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt;                   \
978                                                                                \
979   alternate_x.e[0] = edge_alt;                                                 \
980   alternate_dx_dy.e[0] = edge_dx_dy_alt_64;                                    \
981   alternate_dx_dy.e[1] = edge_dx_dy_alt_64;                                    \
982                                                                                \
983   add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low);           \
984   add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy);                \
985 }                                                                              \
986
987
988 #define setup_spans_y_select_up()                                              \
989   cmplt_4x16b(alternate_select, y_x4, y_mid_point)                             \
990
991 #define setup_spans_y_select_down()                                            \
992   cmpgt_4x16b(alternate_select, y_x4, y_mid_point)                             \
993
994 #define setup_spans_y_select_alternate_yes(direction)                          \
995   setup_spans_y_select_##direction()                                           \
996
997 #define setup_spans_y_select_alternate_no(direction)                           \
998
999 #define setup_spans_alternate_select_left()                                    \
1000   bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select)             \
1001
1002 #define setup_spans_alternate_select_right()                                   \
1003   bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select)            \
1004
1005 #define setup_spans_alternate_select_none()                                    \
1006
1007 #define setup_spans_increment_alternate_yes()                                  \
1008   shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32);                       \
1009   add_2x64b(alternate_x, alternate_x, alternate_dx_dy);                        \
1010   shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32);                      \
1011   add_2x64b(alternate_x, alternate_x, alternate_dx_dy);                        \
1012   mov_narrow_4x32b(alternate_x_16, alternate_x_32)                             \
1013
1014 #define setup_spans_increment_alternate_no()                                   \
1015
1016 #define setup_spans_set_x4(alternate, direction, alternate_active)             \
1017 {                                                                              \
1018   span_uvrg_offset[0] = uvrg;                                                  \
1019   span_b_offset[0] = b;                                                        \
1020   setup_spans_adjust_interpolants_##direction();                               \
1021                                                                                \
1022   span_uvrg_offset[1] = uvrg;                                                  \
1023   span_b_offset[1] = b;                                                        \
1024   setup_spans_adjust_interpolants_##direction();                               \
1025                                                                                \
1026   span_uvrg_offset[2] = uvrg;                                                  \
1027   span_b_offset[2] = b;                                                        \
1028   setup_spans_adjust_interpolants_##direction();                               \
1029                                                                                \
1030   span_uvrg_offset[3] = uvrg;                                                  \
1031   span_b_offset[3] = b;                                                        \
1032   setup_spans_adjust_interpolants_##direction();                               \
1033                                                                                \
1034   span_uvrg_offset += 4;                                                       \
1035   span_b_offset += 4;                                                          \
1036                                                                                \
1037   shr_narrow_2x64b(left_x_32.low, left_x, 32);                                 \
1038   shr_narrow_2x64b(right_x_32.low, right_x, 32);                               \
1039                                                                                \
1040   add_2x64b(left_x, left_x, left_dx_dy);                                       \
1041   add_2x64b(right_x, right_x, right_dx_dy);                                    \
1042                                                                                \
1043   shr_narrow_2x64b(left_x_32.high, left_x, 32);                                \
1044   shr_narrow_2x64b(right_x_32.high, right_x, 32);                              \
1045                                                                                \
1046   add_2x64b(left_x, left_x, left_dx_dy);                                       \
1047   add_2x64b(right_x, right_x, right_dx_dy);                                    \
1048                                                                                \
1049   mov_narrow_4x32b(left_right_x_16.low, left_x_32);                            \
1050   mov_narrow_4x32b(left_right_x_16.high, right_x_32);                          \
1051                                                                                \
1052   setup_spans_increment_alternate_##alternate_active();                        \
1053   setup_spans_y_select_alternate_##alternate_active(direction);                \
1054   setup_spans_alternate_select_##alternate();                                  \
1055                                                                                \
1056   max_8x16b(left_right_x_16, left_right_x_16, left_edge);                      \
1057   min_8x16b(left_right_x_16, left_right_x_16, right_edge);                     \
1058                                                                                \
1059   sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low);  \
1060   add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07);               \
1061   and_4x16b(span_shift, left_right_x_16.high, c_0x07);                         \
1062   shl_variable_4x16b(span_shift, c_0xFFFE, span_shift);                        \
1063   shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3);                    \
1064                                                                                \
1065   u32 i;                                                                       \
1066   for(i = 0; i < 4; i++)                                                       \
1067   {                                                                            \
1068     span_edge_data[i].left_x = left_right_x_16.low.e[i];                       \
1069     span_edge_data[i].num_blocks = left_right_x_16.high.e[i];                  \
1070     span_edge_data[i].right_mask = span_shift.e[i];                            \
1071     span_edge_data[i].y = y_x4.e[i];                                           \
1072   }                                                                            \
1073                                                                                \
1074   span_edge_data += 4;                                                         \
1075                                                                                \
1076   setup_spans_adjust_y_##direction();                                          \
1077 }                                                                              \
1078
1079
1080 #define setup_spans_alternate_adjust_yes()                                     \
1081   edge_alt -= edge_dx_dy_alt * (s64)height_minor_a                             \
1082
1083 #define setup_spans_alternate_adjust_no()                                      \
1084
1085
1086 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1087   setup_spans_alternate_adjust_##alternate_active();                           \
1088   if(y_c > psx_gpu->viewport_end_y)                                            \
1089     height -= y_c - psx_gpu->viewport_end_y - 1;                               \
1090                                                                                \
1091   clip = psx_gpu->viewport_start_y - y_a;                                      \
1092   if(clip > 0)                                                                 \
1093   {                                                                            \
1094     height -= clip;                                                            \
1095     y_a += clip;                                                               \
1096     setup_spans_clip(increment, alternate_active);                             \
1097   }                                                                            \
1098                                                                                \
1099   setup_spans_prologue_b();                                                    \
1100                                                                                \
1101   if(height > 0)                                                               \
1102   {                                                                            \
1103     y_x4.e[0] = y_a;                                                           \
1104     y_x4.e[1] = y_a + 1;                                                       \
1105     y_x4.e[2] = y_a + 2;                                                       \
1106     y_x4.e[3] = y_a + 3;                                                       \
1107     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
1108      right_index);                                                             \
1109                                                                                \
1110     psx_gpu->num_spans = height;                                               \
1111     do                                                                         \
1112     {                                                                          \
1113       setup_spans_set_x4(alternate, down, alternate_active);                   \
1114       height -= 4;                                                             \
1115     } while(height > 0);                                                       \
1116   }                                                                            \
1117
1118
1119 #define setup_spans_alternate_pre_increment_yes()                              \
1120   edge_alt += edge_dx_dy_alt                                                   \
1121
1122 #define setup_spans_alternate_pre_increment_no()                               \
1123
1124 #define setup_spans_up_decrement_height_yes()                                  \
1125   height--                                                                     \
1126
1127 #define setup_spans_up_decrement_height_no()                                   \
1128   {}                                                                           \
1129
1130 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
1131   setup_spans_alternate_adjust_##alternate_active();                           \
1132   y_a--;                                                                       \
1133                                                                                \
1134   if(y_c < psx_gpu->viewport_start_y)                                          \
1135     height -= psx_gpu->viewport_start_y - y_c;                                 \
1136   else                                                                         \
1137     setup_spans_up_decrement_height_##alternate_active();                      \
1138                                                                                \
1139   clip = y_a - psx_gpu->viewport_end_y;                                        \
1140   if(clip > 0)                                                                 \
1141   {                                                                            \
1142     height -= clip;                                                            \
1143     y_a -= clip;                                                               \
1144     setup_spans_clip(decrement, alternate_active);                             \
1145   }                                                                            \
1146                                                                                \
1147   setup_spans_prologue_b();                                                    \
1148                                                                                \
1149   if(height > 0)                                                               \
1150   {                                                                            \
1151     y_x4.e[0] = y_a;                                                           \
1152     y_x4.e[1] = y_a - 1;                                                       \
1153     y_x4.e[2] = y_a - 2;                                                       \
1154     y_x4.e[3] = y_a - 3;                                                       \
1155     add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);                           \
1156     setup_spans_alternate_pre_increment_##alternate_active();                  \
1157     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
1158      right_index);                                                             \
1159     setup_spans_adjust_interpolants_up();                                      \
1160                                                                                \
1161     psx_gpu->num_spans = height;                                               \
1162     while(height > 0)                                                          \
1163     {                                                                          \
1164       setup_spans_set_x4(alternate, up, alternate_active);                     \
1165       height -= 4;                                                             \
1166     }                                                                          \
1167   }                                                                            \
1168
1169 #define index_left  0
1170 #define index_right 1
1171
1172 #define setup_spans_up_up(minor, major)                                        \
1173   setup_spans_prologue(yes);                                                   \
1174   s32 height_minor_a = y_a - y_b;                                              \
1175   s32 height_minor_b = y_b - y_c;                                              \
1176   s32 height = y_a - y_c;                                                      \
1177                                                                                \
1178   dup_2x32b(x_starts, x_a);                                                    \
1179   x_ends.e[0] = x_c;                                                           \
1180   x_ends.e[1] = x_b;                                                           \
1181                                                                                \
1182   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1183   setup_spans_up(index_##major, index_##minor, minor, yes)                     \
1184
1185
1186 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1187  vertex_struct *v_b, vertex_struct *v_c);
1188 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1189  vertex_struct *v_b, vertex_struct *v_c);
1190 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1191  vertex_struct *v_b, vertex_struct *v_c);
1192 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1193  vertex_struct *v_b, vertex_struct *v_c);
1194 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1195  vertex_struct *v_b, vertex_struct *v_c);
1196 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1197  vertex_struct *v_b, vertex_struct *v_c);
1198 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1199  vertex_struct *v_b, vertex_struct *v_c);
1200 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1201  vertex_struct *v_b, vertex_struct *v_c);
1202 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1203  vertex_struct *v_b, vertex_struct *v_c);
1204
1205
1206 #ifndef NEON_BUILD
1207
1208 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1209  vertex_struct *v_b, vertex_struct *v_c)
1210 {
1211   setup_spans_up_up(left, right);
1212 }
1213
1214 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1215  vertex_struct *v_b, vertex_struct *v_c)
1216 {
1217   setup_spans_up_up(right, left);
1218 }
1219
1220 #define setup_spans_down_down(minor, major)                                    \
1221   setup_spans_prologue(yes);                                                   \
1222   s32 height_minor_a = y_b - y_a;                                              \
1223   s32 height_minor_b = y_c - y_b;                                              \
1224   s32 height = y_c - y_a;                                                      \
1225                                                                                \
1226   dup_2x32b(x_starts, x_a);                                                    \
1227   x_ends.e[0] = x_c;                                                           \
1228   x_ends.e[1] = x_b;                                                           \
1229                                                                                \
1230   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1231   setup_spans_down(index_##major, index_##minor, minor, yes)                   \
1232
1233 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1234  vertex_struct *v_b, vertex_struct *v_c)
1235 {
1236   setup_spans_down_down(left, right);
1237 }
1238
1239 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1240  vertex_struct *v_b, vertex_struct *v_c)
1241 {
1242   setup_spans_down_down(right, left);
1243 }
1244
1245 #define setup_spans_up_flat()                                                  \
1246   s32 height = y_a - y_c;                                                      \
1247                                                                                \
1248   flat_triangles++;                                                            \
1249   compute_edge_delta_x2();                                                     \
1250   setup_spans_up(index_left, index_right, none, no)                            \
1251
1252 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1253  vertex_struct *v_b, vertex_struct *v_c)
1254 {
1255   setup_spans_prologue(no);
1256   x_starts.e[0] = x_a;
1257   x_starts.e[1] = x_b;
1258   dup_2x32b(x_ends, x_c);
1259
1260   setup_spans_up_flat();
1261 }
1262
1263 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1264  vertex_struct *v_b, vertex_struct *v_c)
1265 {
1266   setup_spans_prologue(no);
1267   dup_2x32b(x_starts, x_a);
1268   x_ends.e[0] = x_b;
1269   x_ends.e[1] = x_c;
1270
1271   setup_spans_up_flat();
1272 }
1273
1274 #define setup_spans_down_flat()                                                \
1275   s32 height = y_c - y_a;                                                      \
1276                                                                                \
1277   flat_triangles++;                                                            \
1278   compute_edge_delta_x2();                                                     \
1279   setup_spans_down(index_left, index_right, none, no)                          \
1280
1281 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1282  vertex_struct *v_b, vertex_struct *v_c)
1283 {
1284   setup_spans_prologue(no);
1285   x_starts.e[0] = x_a;
1286   x_starts.e[1] = x_b;
1287   dup_2x32b(x_ends, x_c);
1288
1289   setup_spans_down_flat();
1290 }
1291
1292 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1293  vertex_struct *v_b, vertex_struct *v_c)
1294 {
1295   setup_spans_prologue(no);
1296   dup_2x32b(x_starts, x_a);
1297   x_ends.e[0] = x_b;
1298   x_ends.e[1] = x_c;
1299
1300   setup_spans_down_flat();
1301 }
1302
1303 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1304  vertex_struct *v_b, vertex_struct *v_c)
1305 {
1306   setup_spans_prologue(no);
1307
1308   s32 y_b = v_b->y;
1309   s64 edge_alt;
1310   s32 edge_dx_dy_alt;
1311   u32 edge_shift_alt;
1312
1313   s32 middle_y = y_a;
1314   s32 height_minor_a = y_a - y_b;
1315   s32 height_minor_b = y_c - y_a;
1316   s32 height_major = y_c - y_b;
1317
1318   vec_2x64s edges_xy_b;
1319   vec_2x32s edges_dx_dy_b;
1320   vec_2x32u edge_shifts_b;
1321
1322   vec_2x32s height_increment;
1323
1324   x_starts.e[0] = x_a;
1325   x_starts.e[1] = x_c;
1326   dup_2x32b(x_ends, x_b);
1327
1328   compute_edge_delta_x3(x_a, height_minor_a, height_major);
1329
1330   height_increment.e[0] = 0;
1331   height_increment.e[1] = height_minor_b;
1332
1333   mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1334
1335   edges_xy_b.e[0] = edge_alt;
1336   edges_xy_b.e[1] = edges_xy.e[1];
1337
1338   edge_shifts_b = edge_shifts;
1339   edge_shifts_b.e[0] = edge_shift_alt;
1340
1341   neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1342   edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1343   
1344   y_a--;
1345
1346   if(y_b < psx_gpu->viewport_start_y)
1347     height_minor_a -= psx_gpu->viewport_start_y - y_b;
1348
1349   clip = y_a - psx_gpu->viewport_end_y;
1350   if(clip > 0)
1351   {
1352     height_minor_a -= clip;
1353     y_a -= clip;
1354     setup_spans_clip(decrement, no);
1355   }
1356
1357   setup_spans_prologue_b();
1358
1359   if(height_minor_a > 0)
1360   {
1361     y_x4.e[0] = y_a;
1362     y_x4.e[1] = y_a - 1;
1363     y_x4.e[2] = y_a - 2;
1364     y_x4.e[3] = y_a - 3;
1365     add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1366     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1367     setup_spans_adjust_interpolants_up();
1368
1369     psx_gpu->num_spans = height_minor_a;
1370     while(height_minor_a > 0)
1371     {
1372       setup_spans_set_x4(none, up, no);
1373       height_minor_a -= 4;
1374     }
1375
1376     span_edge_data += height_minor_a;
1377     span_uvrg_offset += height_minor_a;
1378     span_b_offset += height_minor_a;
1379   }
1380   
1381   edges_xy = edges_xy_b;
1382   edges_dx_dy = edges_dx_dy_b;
1383   edge_shifts = edge_shifts_b;
1384
1385   uvrg = psx_gpu->uvrg;
1386   b = psx_gpu->b;
1387
1388   y_a = middle_y;
1389
1390   if(y_c > psx_gpu->viewport_end_y)
1391     height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1392
1393   clip = psx_gpu->viewport_start_y - y_a;
1394   if(clip > 0)
1395   {
1396     height_minor_b -= clip;
1397     y_a += clip;
1398     setup_spans_clip(increment, no);
1399   }
1400
1401   if(height_minor_b > 0)
1402   {
1403     y_x4.e[0] = y_a;
1404     y_x4.e[1] = y_a + 1;
1405     y_x4.e[2] = y_a + 2;
1406     y_x4.e[3] = y_a + 3;
1407     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1408
1409     psx_gpu->num_spans += height_minor_b;
1410     do
1411     {
1412       setup_spans_set_x4(none, down, no);
1413       height_minor_b -= 4;
1414     } while(height_minor_b > 0);
1415   }
1416
1417   left_split_triangles++;
1418 }
1419
1420 #endif
1421
1422
1423 #define dither_table_entry_normal(value)                                       \
1424   (value)                                                                      \
1425
1426
1427 #define setup_blocks_load_msb_mask_indirect()                                  \
1428
1429 #define setup_blocks_load_msb_mask_direct()                                    \
1430   vec_8x16u msb_mask;                                                          \
1431   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
1432
1433
1434 #define setup_blocks_variables_shaded_textured(target)                         \
1435   vec_4x32u u_block;                                                           \
1436   vec_4x32u v_block;                                                           \
1437   vec_4x32u r_block;                                                           \
1438   vec_4x32u g_block;                                                           \
1439   vec_4x32u b_block;                                                           \
1440   vec_4x32u uvrg_dx = psx_gpu->uvrg_dx;                                        \
1441   vec_4x32u uvrg_dx4;                                                          \
1442   vec_4x32u uvrg_dx8;                                                          \
1443   vec_4x32u uvrg;                                                              \
1444   u32 b_dx = psx_gpu->b_block_span.e[1];                                       \
1445   u32 b_dx4 = b_dx << 2;                                                       \
1446   u32 b_dx8 = b_dx << 3;                                                       \
1447   u32 b;                                                                       \
1448                                                                                \
1449   vec_16x8u texture_mask;                                                      \
1450   shl_4x32b(uvrg_dx4, uvrg_dx, 2);                                             \
1451   shl_4x32b(uvrg_dx8, uvrg_dx, 3);                                             \
1452   dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width);                     \
1453   dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height)                    \
1454
1455 #define setup_blocks_variables_shaded_untextured(target)                       \
1456   vec_4x32u r_block;                                                           \
1457   vec_4x32u g_block;                                                           \
1458   vec_4x32u b_block;                                                           \
1459   vec_4x32u rgb_dx;                                                            \
1460   vec_4x32u rgb_dx4;                                                           \
1461   vec_4x32u rgb_dx8;                                                           \
1462   vec_4x32u rgb;                                                               \
1463                                                                                \
1464   vec_8x8u d64_0x07;                                                           \
1465   vec_8x8u d64_1;                                                              \
1466   vec_8x8u d64_4;                                                              \
1467   vec_8x8u d64_128;                                                            \
1468                                                                                \
1469   dup_8x8b(d64_0x07, 0x07);                                                    \
1470   dup_8x8b(d64_1, 1);                                                          \
1471   dup_8x8b(d64_4, 4);                                                          \
1472   dup_8x8b(d64_128, 128);                                                      \
1473                                                                                \
1474   rgb_dx.low = psx_gpu->uvrg_dx.high;                                          \
1475   rgb_dx.e[2] = psx_gpu->b_block_span.e[1];                                    \
1476   shl_4x32b(rgb_dx4, rgb_dx, 2);                                               \
1477   shl_4x32b(rgb_dx8, rgb_dx, 3)                                                \
1478
1479 #define setup_blocks_variables_unshaded_textured(target)                       \
1480   vec_4x32u u_block;                                                           \
1481   vec_4x32u v_block;                                                           \
1482   vec_2x32u uv_dx = psx_gpu->uvrg_dx.low;                                      \
1483   vec_2x32u uv_dx4;                                                            \
1484   vec_2x32u uv_dx8;                                                            \
1485   vec_2x32u uv = psx_gpu->uvrg.low;                                            \
1486                                                                                \
1487   vec_16x8u texture_mask;                                                      \
1488   shl_2x32b(uv_dx4, uv_dx, 2);                                                 \
1489   shl_2x32b(uv_dx8, uv_dx, 3);                                                 \
1490   dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width);                     \
1491   dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height)                    \
1492
1493
1494 #define setup_blocks_variables_unshaded_untextured_direct()                    \
1495   or_8x16b(colors, colors, msb_mask)                                           \
1496
1497 #define setup_blocks_variables_unshaded_untextured_indirect()                  \
1498
1499 #define setup_blocks_variables_unshaded_untextured(target)                     \
1500   u32 color = psx_gpu->triangle_color;                                         \
1501   vec_8x16u colors;                                                            \
1502                                                                                \
1503   u32 color_r = color & 0xFF;                                                  \
1504   u32 color_g = (color >> 8) & 0xFF;                                           \
1505   u32 color_b = (color >> 16) & 0xFF;                                          \
1506                                                                                \
1507   color = (color_r >> 3) | ((color_g >> 3) << 5) |                             \
1508    ((color_b >> 3) << 10);                                                     \
1509   dup_8x16b(colors, color);                                                    \
1510   setup_blocks_variables_unshaded_untextured_##target()                        \
1511
1512 #define setup_blocks_span_initialize_dithered_textured()                       \
1513   vec_8x16u dither_offsets;                                                    \
1514   shl_long_8x8b(dither_offsets, dither_offsets_short, 4)                       \
1515
1516 #define setup_blocks_span_initialize_dithered_untextured()                     \
1517   vec_8x8u dither_offsets;                                                     \
1518   add_8x8b(dither_offsets, dither_offsets_short, d64_4)                        \
1519
1520 #define setup_blocks_span_initialize_dithered(texturing)                       \
1521   u32 dither_row = psx_gpu->dither_table[y & 0x3];                             \
1522   u32 dither_shift = (span_edge_data->left_x & 0x3) * 8;                       \
1523   vec_8x8s dither_offsets_short;                                               \
1524                                                                                \
1525   dither_row =                                                                 \
1526    (dither_row >> dither_shift) | (dither_row << (32 - dither_shift));         \
1527   dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row);         \
1528   setup_blocks_span_initialize_dithered_##texturing()                          \
1529
1530 #define setup_blocks_span_initialize_undithered(texturing)                     \
1531
1532
1533 #define setup_blocks_span_initialize_shaded_textured()                         \
1534 {                                                                              \
1535   vec_4x32u block_span;                                                        \
1536   u32 offset = span_edge_data->left_x;                                         \
1537                                                                                \
1538   uvrg = *span_uvrg_offset;                                                    \
1539   mla_scalar_4x32b(uvrg, uvrg_dx, offset);                                     \
1540   b = *span_b_offset;                                                          \
1541   b += b_dx * offset;                                                          \
1542                                                                                \
1543   dup_4x32b(u_block, uvrg.e[0]);                                               \
1544   dup_4x32b(v_block, uvrg.e[1]);                                               \
1545   dup_4x32b(r_block, uvrg.e[2]);                                               \
1546   dup_4x32b(g_block, uvrg.e[3]);                                               \
1547   dup_4x32b(b_block, b);                                                       \
1548                                                                                \
1549   block_span = psx_gpu->u_block_span;                                          \
1550   add_4x32b(u_block, u_block, block_span);                                     \
1551   block_span = psx_gpu->v_block_span;                                          \
1552   add_4x32b(v_block, v_block, block_span);                                     \
1553   block_span = psx_gpu->r_block_span;                                          \
1554   add_4x32b(r_block, r_block, block_span);                                     \
1555   block_span = psx_gpu->g_block_span;                                          \
1556   add_4x32b(g_block, g_block, block_span);                                     \
1557   block_span = psx_gpu->b_block_span;                                          \
1558   add_4x32b(b_block, b_block, block_span);                                     \
1559 }
1560   
1561 #define setup_blocks_span_initialize_shaded_untextured()                       \
1562 {                                                                              \
1563   vec_4x32u block_span;                                                        \
1564   u32 offset = span_edge_data->left_x;                                         \
1565                                                                                \
1566   rgb.low = span_uvrg_offset->high;                                            \
1567   rgb.high.e[0] = *span_b_offset;                                              \
1568   mla_scalar_4x32b(rgb, rgb_dx, offset);                                       \
1569                                                                                \
1570   dup_4x32b(r_block, rgb.e[0]);                                                \
1571   dup_4x32b(g_block, rgb.e[1]);                                                \
1572   dup_4x32b(b_block, rgb.e[2]);                                                \
1573                                                                                \
1574   block_span = psx_gpu->r_block_span;                                          \
1575   add_4x32b(r_block, r_block, block_span);                                     \
1576   block_span = psx_gpu->g_block_span;                                          \
1577   add_4x32b(g_block, g_block, block_span);                                     \
1578   block_span = psx_gpu->b_block_span;                                          \
1579   add_4x32b(b_block, b_block, block_span);                                     \
1580 }                                                                              \
1581   
1582 #define setup_blocks_span_initialize_unshaded_textured()                       \
1583 {                                                                              \
1584   vec_4x32u block_span;                                                        \
1585   u32 offset = span_edge_data->left_x;                                         \
1586                                                                                \
1587   uv = span_uvrg_offset->low;                                                  \
1588   mla_scalar_2x32b(uv, uv_dx, offset);                                         \
1589                                                                                \
1590   dup_4x32b(u_block, uv.e[0]);                                                 \
1591   dup_4x32b(v_block, uv.e[1]);                                                 \
1592                                                                                \
1593   block_span = psx_gpu->u_block_span;                                          \
1594   add_4x32b(u_block, u_block, block_span);                                     \
1595   block_span = psx_gpu->v_block_span;                                          \
1596   add_4x32b(v_block, v_block, block_span);                                     \
1597 }                                                                              \
1598
1599 #define setup_blocks_span_initialize_unshaded_untextured()                     \
1600
1601
1602 #define setup_blocks_texture_swizzled()                                        \
1603 {                                                                              \
1604   vec_8x8u u_saved = u;                                                        \
1605   sli_8x8b(u, v, 4);                                                           \
1606   sri_8x8b(v, u_saved, 4);                                                     \
1607 }                                                                              \
1608
1609 #define setup_blocks_texture_unswizzled()                                      \
1610
1611 #define setup_blocks_store_shaded_textured(swizzling, dithering, target,       \
1612  edge_type)                                                                    \
1613 {                                                                              \
1614   vec_8x16u u_whole;                                                           \
1615   vec_8x16u v_whole;                                                           \
1616   vec_8x16u r_whole;                                                           \
1617   vec_8x16u g_whole;                                                           \
1618   vec_8x16u b_whole;                                                           \
1619                                                                                \
1620   vec_8x8u u;                                                                  \
1621   vec_8x8u v;                                                                  \
1622   vec_8x8u r;                                                                  \
1623   vec_8x8u g;                                                                  \
1624   vec_8x8u b;                                                                  \
1625   vec_8x16u uv;                                                                \
1626                                                                                \
1627   vec_4x32u dx4;                                                               \
1628   vec_4x32u dx8;                                                               \
1629                                                                                \
1630   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1631   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1632   shr_narrow_4x32b(r_whole.low, r_block, 16);                                  \
1633   shr_narrow_4x32b(g_whole.low, g_block, 16);                                  \
1634   shr_narrow_4x32b(b_whole.low, b_block, 16);                                  \
1635                                                                                \
1636   dup_4x32b(dx4, uvrg_dx4.e[0]);                                               \
1637   add_high_narrow_4x32b(u_whole.high, u_block, dx4);                           \
1638   dup_4x32b(dx4, uvrg_dx4.e[1]);                                               \
1639   add_high_narrow_4x32b(v_whole.high, v_block, dx4);                           \
1640   dup_4x32b(dx4, uvrg_dx4.e[2]);                                               \
1641   add_high_narrow_4x32b(r_whole.high, r_block, dx4);                           \
1642   dup_4x32b(dx4, uvrg_dx4.e[3]);                                               \
1643   add_high_narrow_4x32b(g_whole.high, g_block, dx4);                           \
1644   dup_4x32b(dx4, b_dx4);                                                       \
1645   add_high_narrow_4x32b(b_whole.high, b_block, dx4);                           \
1646                                                                                \
1647   mov_narrow_8x16b(u, u_whole);                                                \
1648   mov_narrow_8x16b(v, v_whole);                                                \
1649   mov_narrow_8x16b(r, r_whole);                                                \
1650   mov_narrow_8x16b(g, g_whole);                                                \
1651   mov_narrow_8x16b(b, b_whole);                                                \
1652                                                                                \
1653   dup_4x32b(dx8, uvrg_dx8.e[0]);                                               \
1654   add_4x32b(u_block, u_block, dx8);                                            \
1655   dup_4x32b(dx8, uvrg_dx8.e[1]);                                               \
1656   add_4x32b(v_block, v_block, dx8);                                            \
1657   dup_4x32b(dx8, uvrg_dx8.e[2]);                                               \
1658   add_4x32b(r_block, r_block, dx8);                                            \
1659   dup_4x32b(dx8, uvrg_dx8.e[3]);                                               \
1660   add_4x32b(g_block, g_block, dx8);                                            \
1661   dup_4x32b(dx8, b_dx8);                                                       \
1662   add_4x32b(b_block, b_block, dx8);                                            \
1663                                                                                \
1664   and_8x8b(u, u, texture_mask.low);                                            \
1665   and_8x8b(v, v, texture_mask.high);                                           \
1666   setup_blocks_texture_##swizzling();                                          \
1667                                                                                \
1668   zip_8x16b(uv, u, v);                                                         \
1669   block->uv = uv;                                                              \
1670   block->r = r;                                                                \
1671   block->g = g;                                                                \
1672   block->b = b;                                                                \
1673   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1674   block->fb_ptr = fb_ptr;                                                      \
1675 }                                                                              \
1676
1677 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target,     \
1678  edge_type)                                                                    \
1679 {                                                                              \
1680   vec_8x16u u_whole;                                                           \
1681   vec_8x16u v_whole;                                                           \
1682                                                                                \
1683   vec_8x8u u;                                                                  \
1684   vec_8x8u v;                                                                  \
1685   vec_8x16u uv;                                                                \
1686                                                                                \
1687   vec_4x32u dx4;                                                               \
1688   vec_4x32u dx8;                                                               \
1689                                                                                \
1690   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1691   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1692                                                                                \
1693   dup_4x32b(dx4, uv_dx4.e[0]);                                                 \
1694   add_high_narrow_4x32b(u_whole.high, u_block, dx4);                           \
1695   dup_4x32b(dx4, uv_dx4.e[1]);                                                 \
1696   add_high_narrow_4x32b(v_whole.high, v_block, dx4);                           \
1697                                                                                \
1698   mov_narrow_8x16b(u, u_whole);                                                \
1699   mov_narrow_8x16b(v, v_whole);                                                \
1700                                                                                \
1701   dup_4x32b(dx8, uv_dx8.e[0]);                                                 \
1702   add_4x32b(u_block, u_block, dx8);                                            \
1703   dup_4x32b(dx8, uv_dx8.e[1]);                                                 \
1704   add_4x32b(v_block, v_block, dx8);                                            \
1705                                                                                \
1706   and_8x8b(u, u, texture_mask.low);                                            \
1707   and_8x8b(v, v, texture_mask.high);                                           \
1708   setup_blocks_texture_##swizzling();                                          \
1709                                                                                \
1710   zip_8x16b(uv, u, v);                                                         \
1711   block->uv = uv;                                                              \
1712   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1713   block->fb_ptr = fb_ptr;                                                      \
1714 }                                                                              \
1715
1716 #define setup_blocks_store_shaded_untextured_dithered()                        \
1717   addq_8x8b(r, r, dither_offsets);                                             \
1718   addq_8x8b(g, g, dither_offsets);                                             \
1719   addq_8x8b(b, b, dither_offsets);                                             \
1720                                                                                \
1721   subq_8x8b(r, r, d64_4);                                                      \
1722   subq_8x8b(g, g, d64_4);                                                      \
1723   subq_8x8b(b, b, d64_4)                                                       \
1724
1725 #define setup_blocks_store_shaded_untextured_undithered()                      \
1726   
1727
1728 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels)            \
1729   block->pixels = _pixels;                                                     \
1730   block->fb_ptr = fb_ptr                                                       \
1731
1732 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels)            \
1733   block->pixels = _pixels;                                                     \
1734   block->fb_ptr = fb_ptr                                                       \
1735
1736 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect()            \
1737   mul_long_8x8b(pixels, r, d64_1)                                              \
1738
1739
1740 #define setup_blocks_store_untextured_pixels_direct_full(_pixels)              \
1741   store_8x16b(_pixels, fb_ptr)                                                 \
1742
1743 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels)              \
1744 {                                                                              \
1745   vec_8x16u fb_pixels;                                                         \
1746   vec_8x16u draw_mask;                                                         \
1747   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1748                                                                                \
1749   load_8x16b(fb_pixels, fb_ptr);                                               \
1750   dup_8x16b(draw_mask, span_edge_data->right_mask);                            \
1751   tst_8x16b(draw_mask, draw_mask, test_mask);                                  \
1752   bif_8x16b(fb_pixels, _pixels, draw_mask);                                    \
1753   store_8x16b(fb_pixels, fb_ptr);                                              \
1754 }                                                                              \
1755
1756 #define setup_blocks_store_shaded_untextured_seed_pixels_direct()              \
1757   pixels = msb_mask;                                                           \
1758   mla_long_8x8b(pixels, r, d64_1)                                              \
1759
1760
1761 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target,     \
1762  edge_type)                                                                    \
1763 {                                                                              \
1764   vec_8x16u r_whole;                                                           \
1765   vec_8x16u g_whole;                                                           \
1766   vec_8x16u b_whole;                                                           \
1767                                                                                \
1768   vec_8x8u r;                                                                  \
1769   vec_8x8u g;                                                                  \
1770   vec_8x8u b;                                                                  \
1771                                                                                \
1772   vec_4x32u dx4;                                                               \
1773   vec_4x32u dx8;                                                               \
1774                                                                                \
1775   vec_8x16u pixels;                                                            \
1776                                                                                \
1777   shr_narrow_4x32b(r_whole.low, r_block, 16);                                  \
1778   shr_narrow_4x32b(g_whole.low, g_block, 16);                                  \
1779   shr_narrow_4x32b(b_whole.low, b_block, 16);                                  \
1780                                                                                \
1781   dup_4x32b(dx4, rgb_dx4.e[0]);                                                \
1782   add_high_narrow_4x32b(r_whole.high, r_block, dx4);                           \
1783   dup_4x32b(dx4, rgb_dx4.e[1]);                                                \
1784   add_high_narrow_4x32b(g_whole.high, g_block, dx4);                           \
1785   dup_4x32b(dx4, rgb_dx4.e[2]);                                                \
1786   add_high_narrow_4x32b(b_whole.high, b_block, dx4);                           \
1787                                                                                \
1788   mov_narrow_8x16b(r, r_whole);                                                \
1789   mov_narrow_8x16b(g, g_whole);                                                \
1790   mov_narrow_8x16b(b, b_whole);                                                \
1791                                                                                \
1792   dup_4x32b(dx8, rgb_dx8.e[0]);                                                \
1793   add_4x32b(r_block, r_block, dx8);                                            \
1794   dup_4x32b(dx8, rgb_dx8.e[1]);                                                \
1795   add_4x32b(g_block, g_block, dx8);                                            \
1796   dup_4x32b(dx8, rgb_dx8.e[2]);                                                \
1797   add_4x32b(b_block, b_block, dx8);                                            \
1798                                                                                \
1799   setup_blocks_store_shaded_untextured_##dithering();                          \
1800                                                                                \
1801   shr_8x8b(r, r, 3);                                                           \
1802   bic_8x8b(g, g, d64_0x07);                                                    \
1803   bic_8x8b(b, b, d64_0x07);                                                    \
1804                                                                                \
1805   setup_blocks_store_shaded_untextured_seed_pixels_##target();                 \
1806   mla_long_8x8b(pixels, g, d64_4);                                             \
1807   mla_long_8x8b(pixels, b, d64_128)                                            \
1808                                                                                \
1809   setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels);         \
1810 }                                                                              \
1811
1812 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target,   \
1813  edge_type)                                                                    \
1814   setup_blocks_store_untextured_pixels_##target##_##edge_type(colors)          \
1815
1816
1817 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits)           \
1818   (_block)->draw_mask_bits = bits                                              \
1819
1820 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits)         \
1821 {                                                                              \
1822   vec_8x16u bits_mask;                                                         \
1823   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1824   dup_8x16b(bits_mask, bits);                                                  \
1825   tst_8x16b(bits_mask, bits_mask, test_mask);                                  \
1826   (_block)->draw_mask = bits_mask;                                             \
1827 }                                                                              \
1828
1829 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits)           \
1830
1831
1832 #define setup_blocks_add_blocks_indirect()                                     \
1833   num_blocks += span_num_blocks;                                               \
1834                                                                                \
1835   if(num_blocks > MAX_BLOCKS)                                                  \
1836   {                                                                            \
1837     psx_gpu->num_blocks = num_blocks - span_num_blocks;                        \
1838     flush_render_block_buffer(psx_gpu);                                        \
1839     num_blocks = span_num_blocks;                                              \
1840     block = psx_gpu->blocks;                                                   \
1841   }                                                                            \
1842
1843 #define setup_blocks_add_blocks_direct()                                       \
1844   texel_blocks_untextured += span_num_blocks;                                  \
1845   span_pixel_blocks += span_num_blocks                                         \
1846
1847
1848 #define setup_blocks_builder(shading, texturing, dithering, sw, target)        \
1849 void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target(     \
1850  psx_gpu_struct *psx_gpu)                                                      \
1851 {                                                                              \
1852   setup_blocks_load_msb_mask_##target();                                       \
1853   setup_blocks_variables_##shading##_##texturing(target);                      \
1854                                                                                \
1855   edge_data_struct *span_edge_data = psx_gpu->span_edge_data;                  \
1856   vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset;                     \
1857   u32 *span_b_offset = psx_gpu->span_b_offset;                                 \
1858                                                                                \
1859   block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks;                 \
1860                                                                                \
1861   u32 num_spans = psx_gpu->num_spans;                                          \
1862                                                                                \
1863   u16 *fb_ptr;                                                                 \
1864   u32 y;                                                                       \
1865                                                                                \
1866   u32 num_blocks = psx_gpu->num_blocks;                                        \
1867   u32 span_num_blocks;                                                         \
1868                                                                                \
1869   while(num_spans)                                                             \
1870   {                                                                            \
1871     span_num_blocks = span_edge_data->num_blocks;                              \
1872     if(span_num_blocks)                                                        \
1873     {                                                                          \
1874       y = span_edge_data->y;                                                   \
1875       fb_ptr = psx_gpu->vram_ptr + span_edge_data->left_x + (y * 1024);        \
1876                                                                                \
1877       setup_blocks_span_initialize_##shading##_##texturing();                  \
1878       setup_blocks_span_initialize_##dithering(texturing);                     \
1879                                                                                \
1880       setup_blocks_add_blocks_##target();                                      \
1881                                                                                \
1882       s32 pixel_span = span_num_blocks * 8;                                    \
1883       pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF);     \
1884       span_pixels += pixel_span;                                               \
1885                                                                                \
1886       span_num_blocks--;                                                       \
1887       while(span_num_blocks)                                                   \
1888       {                                                                        \
1889         setup_blocks_store_##shading##_##texturing(sw, dithering, target,      \
1890          full);                                                                \
1891         setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00);      \
1892                                                                                \
1893         fb_ptr += 8;                                                           \
1894         block++;                                                               \
1895         span_num_blocks--;                                                     \
1896       }                                                                        \
1897                                                                                \
1898       setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1899       setup_blocks_store_draw_mask_##texturing##_##target(block,               \
1900        span_edge_data->right_mask);                                            \
1901                                                                                \
1902       block++;                                                                 \
1903     }                                                                          \
1904     else                                                                       \
1905     {                                                                          \
1906       zero_block_spans++;                                                      \
1907     }                                                                          \
1908                                                                                \
1909     num_spans--;                                                               \
1910     span_edge_data++;                                                          \
1911     span_uvrg_offset++;                                                        \
1912     span_b_offset++;                                                           \
1913   }                                                                            \
1914                                                                                \
1915   psx_gpu->num_blocks = num_blocks;                                            \
1916 }                                                                              \
1917
1918 void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1919  *psx_gpu);
1920
1921 void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1922  *psx_gpu);
1923 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(
1924  psx_gpu_struct *psx_gpu);
1925 void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1926  *psx_gpu);
1927 void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1928  psx_gpu_struct *psx_gpu);
1929
1930 void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1931  *psx_gpu);
1932 void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1933  psx_gpu_struct *psx_gpu);
1934 void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1935  psx_gpu_struct *psx_gpu);
1936
1937 void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1938  *psx_gpu);
1939 void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1940  *psx_gpu);
1941
1942
1943 //setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1944
1945 #ifndef NEON_BUILD
1946
1947 setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1948 setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1949
1950 setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1951 setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1952
1953 setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1954 setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1955 setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1956 setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1957
1958 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1959 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1960
1961 #endif
1962
1963 void texture_blocks_untextured(psx_gpu_struct *psx_gpu);
1964 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu);
1965 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu);
1966 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu);
1967
1968 #ifndef NEON_BUILD
1969
1970 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1971 {
1972   if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1973     texel_blocks_untextured += psx_gpu->num_blocks;
1974 }
1975
1976 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1977 {
1978   block_struct *block = psx_gpu->blocks;
1979   u32 num_blocks = psx_gpu->num_blocks;
1980   texel_blocks_4bpp += num_blocks;
1981
1982   vec_8x8u texels_low;
1983   vec_8x8u texels_high;
1984   vec_8x8u texels;
1985   vec_8x16u pixels;
1986
1987   vec_8x16u clut_a;
1988   vec_8x16u clut_b;
1989   vec_16x8u clut_low;
1990   vec_16x8u clut_high;
1991
1992   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1993   u16 *clut_ptr = psx_gpu->clut_ptr;
1994
1995   // Can be done with one deinterleaving load on NEON
1996   load_8x16b(clut_a, clut_ptr);
1997   load_8x16b(clut_b, clut_ptr + 8);
1998   unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
1999
2000   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
2001     update_texture_4bpp_cache(psx_gpu);
2002
2003   while(num_blocks)
2004   {
2005     texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
2006     texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
2007     texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
2008     texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
2009     texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
2010     texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
2011     texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
2012     texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
2013
2014     tbl_16(texels_low, texels, clut_low);
2015     tbl_16(texels_high, texels, clut_high);
2016
2017     // Can be done with an interleaving store on NEON
2018     zip_8x16b(pixels, texels_low, texels_high);
2019
2020     block->texels = pixels;
2021
2022     num_blocks--;
2023     block++;
2024   }
2025 }
2026
2027 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2028 {
2029   block_struct *block = psx_gpu->blocks;
2030   u32 num_blocks = psx_gpu->num_blocks;
2031
2032   texel_blocks_8bpp += num_blocks;
2033
2034   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2035     update_texture_8bpp_cache(psx_gpu);
2036
2037   vec_8x16u texels;
2038   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2039
2040   u32 texel;
2041   u32 offset;
2042   u32 i;
2043
2044   while(num_blocks)
2045   {
2046     for(i = 0; i < 8; i++)
2047     {
2048       offset = block->uv.e[i];
2049
2050       texel = texture_ptr_8bpp[offset];
2051       texels.e[i] = psx_gpu->clut_ptr[texel];
2052     }
2053
2054     block->texels = texels;
2055
2056     num_blocks--;
2057     block++;
2058   }
2059 }
2060
2061 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2062 {
2063   block_struct *block = psx_gpu->blocks;
2064   u32 num_blocks = psx_gpu->num_blocks;
2065
2066   texel_blocks_16bpp += num_blocks;
2067
2068   vec_8x16u texels;
2069
2070   u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2071   u32 offset;
2072   u32 i;
2073
2074   while(num_blocks)
2075   {
2076     for(i = 0; i < 8; i++)
2077     {
2078       offset = block->uv.e[i];
2079       offset += ((offset & 0xFF00) * 3);
2080
2081       texels.e[i] = texture_ptr_16bpp[offset];
2082     }
2083
2084     block->texels = texels;
2085
2086     num_blocks--;
2087     block++;
2088   }
2089 }
2090
2091 #endif
2092
2093
2094 #define shade_blocks_load_msb_mask_indirect()                                  \
2095
2096 #define shade_blocks_load_msb_mask_direct()                                    \
2097   vec_8x16u msb_mask;                                                          \
2098   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2099
2100 #define shade_blocks_store_indirect(_draw_mask, _pixels)                       \
2101   block->draw_mask = _draw_mask;                                               \
2102   block->pixels = _pixels                                                      \
2103
2104 #define shade_blocks_store_direct(_draw_mask, _pixels)                         \
2105 {                                                                              \
2106   vec_8x16u fb_pixels;                                                         \
2107   or_8x16b(_pixels, _pixels, msb_mask);                                        \
2108   load_8x16b(fb_pixels, block->fb_ptr);                                        \
2109   bif_8x16b(fb_pixels, _pixels, _draw_mask);                                   \
2110   store_8x16b(fb_pixels, block->fb_ptr);                                       \
2111 }                                                                              \
2112
2113
2114 #define shade_blocks_textured_false_modulated_check_dithered(target)           \
2115   if(psx_gpu->triangle_color == 0x808080)                                      \
2116   {                                                                            \
2117     false_modulated_blocks += num_blocks;                                      \
2118   }                                                                            \
2119
2120 #define shade_blocks_textured_false_modulated_check_undithered(target)         \
2121   if(psx_gpu->triangle_color == 0x808080)                                      \
2122   {                                                                            \
2123                                                                                \
2124     shade_blocks_textured_unmodulated_##target(psx_gpu);                       \
2125     false_modulated_blocks += num_blocks;                                      \
2126     return;                                                                    \
2127   }                                                                            \
2128
2129
2130 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering,       \
2131  target)                                                                       \
2132
2133 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering,     \
2134  target)                                                                       \
2135 {                                                                              \
2136   u32 color = psx_gpu->triangle_color;                                         \
2137   dup_8x8b(colors_r, color);                                                   \
2138   dup_8x8b(colors_g, color >> 8);                                              \
2139   dup_8x8b(colors_b, color >> 16);                                             \
2140   shade_blocks_textured_false_modulated_check_##dithering(target);             \
2141 }                                                                              \
2142
2143 #define shade_blocks_textured_modulated_shaded_block_load()                    \
2144   colors_r = block->r;                                                         \
2145   colors_g = block->g;                                                         \
2146   colors_b = block->b                                                          \
2147
2148 #define shade_blocks_textured_modulated_unshaded_block_load()                  \
2149
2150 #define shade_blocks_textured_modulate_dithered(component)                     \
2151   pixels_##component = block->dither_offsets;                                  \
2152   mla_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2153
2154 #define shade_blocks_textured_modulate_undithered(component)                   \
2155   mul_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2156
2157 #define shade_blocks_textured_modulated_builder(shading, dithering, target)    \
2158 void shade_blocks_##shading##_textured_modulated_##dithering##_##target(       \
2159  psx_gpu_struct *psx_gpu)                                                      \
2160 {                                                                              \
2161   block_struct *block = psx_gpu->blocks;                                       \
2162   u32 num_blocks = psx_gpu->num_blocks;                                        \
2163   vec_8x16u texels;                                                            \
2164                                                                                \
2165   vec_8x8u texels_r;                                                           \
2166   vec_8x8u texels_g;                                                           \
2167   vec_8x8u texels_b;                                                           \
2168                                                                                \
2169   vec_8x8u colors_r;                                                           \
2170   vec_8x8u colors_g;                                                           \
2171   vec_8x8u colors_b;                                                           \
2172                                                                                \
2173   vec_8x8u pixels_r_low;                                                       \
2174   vec_8x8u pixels_g_low;                                                       \
2175   vec_8x8u pixels_b_low;                                                       \
2176   vec_8x16u pixels;                                                            \
2177                                                                                \
2178   vec_8x16u pixels_r;                                                          \
2179   vec_8x16u pixels_g;                                                          \
2180   vec_8x16u pixels_b;                                                          \
2181                                                                                \
2182   vec_8x16u draw_mask;                                                         \
2183   vec_8x16u zero_mask;                                                         \
2184                                                                                \
2185   vec_8x8u d64_0x07;                                                           \
2186   vec_8x8u d64_0x1F;                                                           \
2187   vec_8x8u d64_1;                                                              \
2188   vec_8x8u d64_4;                                                              \
2189   vec_8x8u d64_128;                                                            \
2190                                                                                \
2191   vec_8x16u d128_0x8000;                                                       \
2192                                                                                \
2193   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2194   u32 draw_mask_bits;                                                          \
2195   shade_blocks_load_msb_mask_##target();                                       \
2196                                                                                \
2197   dup_8x8b(d64_0x07, 0x07);                                                    \
2198   dup_8x8b(d64_0x1F, 0x1F);                                                    \
2199   dup_8x8b(d64_1, 1);                                                          \
2200   dup_8x8b(d64_4, 4);                                                          \
2201   dup_8x8b(d64_128, 128);                                                      \
2202                                                                                \
2203   dup_8x16b(d128_0x8000, 0x8000);                                              \
2204                                                                                \
2205   shade_blocks_textured_modulated_##shading##_primitive_load(dithering,        \
2206    target);                                                                    \
2207                                                                                \
2208   while(num_blocks)                                                            \
2209   {                                                                            \
2210     draw_mask_bits = block->draw_mask_bits;                                    \
2211     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2212     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2213                                                                                \
2214     shade_blocks_textured_modulated_##shading##_block_load();                  \
2215                                                                                \
2216     texels = block->texels;                                                    \
2217                                                                                \
2218     mov_narrow_8x16b(texels_r, texels);                                        \
2219     shr_narrow_8x16b(texels_g, texels, 5);                                     \
2220     shr_narrow_8x16b(texels_b, texels, 7);                                     \
2221                                                                                \
2222     and_8x8b(texels_r, texels_r, d64_0x1F);                                    \
2223     and_8x8b(texels_g, texels_g, d64_0x1F);                                    \
2224     shr_8x8b(texels_b, texels_b, 3);                                           \
2225                                                                                \
2226     shade_blocks_textured_modulate_##dithering(r);                             \
2227     shade_blocks_textured_modulate_##dithering(g);                             \
2228     shade_blocks_textured_modulate_##dithering(b);                             \
2229                                                                                \
2230     cmpeqz_8x16b(zero_mask, texels);                                           \
2231     and_8x16b(pixels, texels, d128_0x8000);                                    \
2232                                                                                \
2233     shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4);                       \
2234     shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4);                       \
2235     shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4);                       \
2236                                                                                \
2237     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2238                                                                                \
2239     shr_8x8b(pixels_r_low, pixels_r_low, 3);                                   \
2240     bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07);                            \
2241     bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07);                            \
2242                                                                                \
2243     mla_long_8x8b(pixels, pixels_r_low, d64_1);                                \
2244     mla_long_8x8b(pixels, pixels_g_low, d64_4);                                \
2245     mla_long_8x8b(pixels, pixels_b_low, d64_128);                              \
2246                                                                                \
2247     shade_blocks_store_##target(zero_mask, pixels);                            \
2248                                                                                \
2249     num_blocks--;                                                              \
2250     block++;                                                                   \
2251   }                                                                            \
2252 }                                                                              \
2253
2254 void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2255  *psx_gpu);
2256 void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2257  *psx_gpu);
2258 void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2259  *psx_gpu);
2260 void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2261  *psx_gpu);
2262
2263 void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2264  *psx_gpu);
2265 void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2266  *psx_gpu);
2267 void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2268  *psx_gpu);
2269 void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2270  *psx_gpu);
2271
2272 void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu);
2273 void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu);
2274
2275 #ifndef NEON_BUILD
2276
2277 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2278 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2279 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2280 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2281
2282 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2283 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2284 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2285 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2286
2287 #endif
2288
2289
2290 #define shade_blocks_textured_unmodulated_builder(target)                      \
2291 void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu)       \
2292 {                                                                              \
2293   block_struct *block = psx_gpu->blocks;                                       \
2294   u32 num_blocks = psx_gpu->num_blocks;                                        \
2295   vec_8x16u draw_mask;                                                         \
2296   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2297   u32 draw_mask_bits;                                                          \
2298                                                                                \
2299   vec_8x16u pixels;                                                            \
2300   shade_blocks_load_msb_mask_##target();                                       \
2301                                                                                \
2302   while(num_blocks)                                                            \
2303   {                                                                            \
2304     vec_8x16u zero_mask;                                                       \
2305                                                                                \
2306     draw_mask_bits = block->draw_mask_bits;                                    \
2307     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2308     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2309                                                                                \
2310     pixels = block->texels;                                                    \
2311                                                                                \
2312     cmpeqz_8x16b(zero_mask, pixels);                                           \
2313     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2314                                                                                \
2315     shade_blocks_store_##target(zero_mask, pixels);                            \
2316                                                                                \
2317     num_blocks--;                                                              \
2318     block++;                                                                   \
2319   }                                                                            \
2320 }                                                                              \
2321
2322 #define shade_blocks_textured_unmodulated_dithered_builder(target)             \
2323 void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct        \
2324  *psx_gpu)                                                                     \
2325 {                                                                              \
2326   block_struct *block = psx_gpu->blocks;                                       \
2327   u32 num_blocks = psx_gpu->num_blocks;                                        \
2328   vec_8x16u draw_mask;                                                         \
2329   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2330   u32 draw_mask_bits;                                                          \
2331                                                                                \
2332   vec_8x16u pixels;                                                            \
2333   shade_blocks_load_msb_mask_##target();                                       \
2334                                                                                \
2335   while(num_blocks)                                                            \
2336   {                                                                            \
2337     vec_8x16u zero_mask;                                                       \
2338                                                                                \
2339     draw_mask_bits = block->draw_mask_bits;                                    \
2340     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2341     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2342                                                                                \
2343     pixels = block->texels;                                                    \
2344                                                                                \
2345     cmpeqz_8x16b(zero_mask, pixels);                                           \
2346     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2347                                                                                \
2348     shade_blocks_store_##target(zero_mask, pixels);                            \
2349                                                                                \
2350     num_blocks--;                                                              \
2351     block++;                                                                   \
2352   }                                                                            \
2353 }                                                                              \
2354
2355 #ifndef NEON_BUILD
2356
2357 shade_blocks_textured_unmodulated_builder(indirect)
2358 shade_blocks_textured_unmodulated_builder(direct)
2359
2360 #endif
2361
2362
2363 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu);
2364 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu);
2365
2366 #ifndef NEON_BUILD
2367                                                                                
2368 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2369 {
2370 }
2371
2372 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2373 {
2374   block_struct *block = psx_gpu->blocks;
2375   u32 num_blocks = psx_gpu->num_blocks;
2376
2377   vec_8x16u pixels = block->pixels;
2378   shade_blocks_load_msb_mask_direct();
2379
2380   while(num_blocks)
2381   {
2382     shade_blocks_store_direct(block->draw_mask, pixels);
2383
2384     num_blocks--;
2385     block++;
2386   }
2387 }
2388
2389 #endif
2390
2391 void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2392 {
2393 }
2394
2395
2396 #define blend_blocks_mask_evaluate_on()                                        \
2397   vec_8x16u mask_pixels;                                                       \
2398   cmpltz_8x16b(mask_pixels, framebuffer_pixels);                               \
2399   or_8x16b(draw_mask, draw_mask, mask_pixels)                                  \
2400
2401 #define blend_blocks_mask_evaluate_off()                                       \
2402
2403 #define blend_blocks_average()                                                 \
2404 {                                                                              \
2405   vec_8x16u pixels_no_msb;                                                     \
2406   vec_8x16u fb_pixels_no_msb;                                                  \
2407                                                                                \
2408   vec_8x16u d128_0x0421;                                                       \
2409   vec_8x16u d128_0x8000;                                                       \
2410                                                                                \
2411   dup_8x16b(d128_0x0421, 0x0421);                                              \
2412   dup_8x16b(d128_0x8000, 0x8000);                                              \
2413                                                                                \
2414   eor_8x16b(blend_pixels, pixels, framebuffer_pixels);                         \
2415   bic_8x16b(pixels_no_msb, pixels, d128_0x8000);                               \
2416   and_8x16b(blend_pixels, blend_pixels, d128_0x0421);                          \
2417   sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels);                        \
2418   bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000);                \
2419   average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels);                 \
2420 }                                                                              \
2421
2422 #define blend_blocks_add()                                                     \
2423 {                                                                              \
2424   vec_8x16u pixels_rb, pixels_g;                                               \
2425   vec_8x16u fb_rb, fb_g;                                                       \
2426                                                                                \
2427   vec_8x16u d128_0x7C1F;                                                       \
2428   vec_8x16u d128_0x03E0;                                                       \
2429                                                                                \
2430   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2431   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2432                                                                                \
2433   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2434   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2435                                                                                \
2436   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2437   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2438                                                                                \
2439   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2440   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2441                                                                                \
2442   min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb),      \
2443    vector_cast(vec_16x8u, d128_0x7C1F));                                       \
2444   min_8x16b(fb_g, fb_g, d128_0x03E0);                                          \
2445                                                                                \
2446   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2447 }                                                                              \
2448
2449 #define blend_blocks_subtract()                                                \
2450 {                                                                              \
2451   vec_8x16u pixels_rb, pixels_g;                                               \
2452   vec_8x16u fb_rb, fb_g;                                                       \
2453                                                                                \
2454   vec_8x16u d128_0x7C1F;                                                       \
2455   vec_8x16u d128_0x03E0;                                                       \
2456                                                                                \
2457   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2458   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2459                                                                                \
2460   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2461   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2462                                                                                \
2463   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2464   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2465                                                                                \
2466   subs_16x8b(vector_cast(vec_16x8u, fb_rb),                                    \
2467    vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb));          \
2468   subs_8x16b(fb_g, fb_g, pixels_g);                                            \
2469                                                                                \
2470   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2471 }                                                                              \
2472
2473 #define blend_blocks_add_fourth()                                              \
2474 {                                                                              \
2475   vec_8x16u pixels_rb, pixels_g;                                               \
2476   vec_8x16u pixels_fourth;                                                     \
2477   vec_8x16u fb_rb, fb_g;                                                       \
2478                                                                                \
2479   vec_8x16u d128_0x7C1F;                                                       \
2480   vec_8x16u d128_0x1C07;                                                       \
2481   vec_8x16u d128_0x03E0;                                                       \
2482   vec_8x16u d128_0x00E0;                                                       \
2483                                                                                \
2484   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2485   dup_8x16b(d128_0x1C07, 0x1C07);                                              \
2486   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2487   dup_8x16b(d128_0x00E0, 0x00E0);                                              \
2488                                                                                \
2489   shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2);                 \
2490                                                                                \
2491   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2492   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2493                                                                                \
2494   and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07);                            \
2495   and_8x16b(pixels_g, pixels_fourth, d128_0x00E0);                             \
2496                                                                                \
2497   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2498   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2499                                                                                \
2500   min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb),      \
2501    vector_cast(vec_16x8u, d128_0x7C1F));                                       \
2502   min_8x16b(fb_g, fb_g, d128_0x03E0);                                          \
2503                                                                                \
2504   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2505 }                                                                              \
2506
2507 #define blend_blocks_blended_combine_textured()                                \
2508 {                                                                              \
2509   vec_8x16u blend_mask;                                                        \
2510   cmpltz_8x16b(blend_mask, pixels);                                            \
2511                                                                                \
2512   or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000);                      \
2513   bif_8x16b(blend_pixels, pixels, blend_mask);                                 \
2514 }                                                                              \
2515
2516 #define blend_blocks_blended_combine_untextured()                              \
2517
2518
2519 #define blend_blocks_body_blend(blend_mode, texturing)                         \
2520 {                                                                              \
2521   blend_blocks_##blend_mode();                                                 \
2522   blend_blocks_blended_combine_##texturing();                                  \
2523 }                                                                              \
2524
2525 #define blend_blocks_body_average(texturing)                                   \
2526   blend_blocks_body_blend(average, texturing)                                  \
2527
2528 #define blend_blocks_body_add(texturing)                                       \
2529   blend_blocks_body_blend(add, texturing)                                      \
2530
2531 #define blend_blocks_body_subtract(texturing)                                  \
2532   blend_blocks_body_blend(subtract, texturing)                                 \
2533
2534 #define blend_blocks_body_add_fourth(texturing)                                \
2535   blend_blocks_body_blend(add_fourth, texturing)                               \
2536
2537 #define blend_blocks_body_unblended(texturing)                                 \
2538   blend_pixels = pixels                                                        \
2539
2540
2541 #define blend_blocks_builder(texturing, blend_mode, mask_evaluate)             \
2542 void                                                                           \
2543  blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct      \
2544  *psx_gpu)                                                                     \
2545 {                                                                              \
2546   block_struct *block = psx_gpu->blocks;                                       \
2547   u32 num_blocks = psx_gpu->num_blocks;                                        \
2548   vec_8x16u draw_mask;                                                         \
2549   vec_8x16u pixels;                                                            \
2550   vec_8x16u blend_pixels;                                                      \
2551   vec_8x16u framebuffer_pixels;                                                \
2552   vec_8x16u msb_mask;                                                          \
2553                                                                                \
2554   u16 *fb_ptr;                                                                 \
2555                                                                                \
2556   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2557                                                                                \
2558   while(num_blocks)                                                            \
2559   {                                                                            \
2560     pixels = block->pixels;                                                    \
2561     draw_mask = block->draw_mask;                                              \
2562     fb_ptr = block->fb_ptr;                                                    \
2563                                                                                \
2564     load_8x16b(framebuffer_pixels, fb_ptr);                                    \
2565                                                                                \
2566     blend_blocks_mask_evaluate_##mask_evaluate();                              \
2567     blend_blocks_body_##blend_mode(texturing);                                 \
2568                                                                                \
2569     or_8x16b(blend_pixels, blend_pixels, msb_mask);                            \
2570     bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask);                    \
2571     store_8x16b(framebuffer_pixels, fb_ptr);                                   \
2572                                                                                \
2573     blend_blocks++;                                                            \
2574     num_blocks--;                                                              \
2575     block++;                                                                   \
2576   }                                                                            \
2577 }                                                                              \
2578
2579 void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu);
2580 void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu);
2581 void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu);
2582 void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu);
2583 void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu);
2584 void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu);
2585 void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu);
2586 void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu);
2587
2588 void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu);
2589 void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu);
2590 void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu);
2591 void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu);
2592 void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu);
2593 void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu);
2594 void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu);
2595 void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu);
2596
2597 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu);
2598 void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu);
2599
2600 #ifndef NEON_BUILD
2601
2602 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2603 {
2604 }
2605
2606 blend_blocks_builder(textured, average, off);
2607 blend_blocks_builder(textured, average, on);
2608 blend_blocks_builder(textured, add, off);
2609 blend_blocks_builder(textured, add, on);
2610 blend_blocks_builder(textured, subtract, off);
2611 blend_blocks_builder(textured, subtract, on);
2612 blend_blocks_builder(textured, add_fourth, off);
2613 blend_blocks_builder(textured, add_fourth, on);
2614
2615 blend_blocks_builder(untextured, average, off);
2616 blend_blocks_builder(untextured, average, on);
2617 blend_blocks_builder(untextured, add, off);
2618 blend_blocks_builder(untextured, add, on);
2619 blend_blocks_builder(untextured, subtract, off);
2620 blend_blocks_builder(untextured, subtract, on);
2621 blend_blocks_builder(untextured, add_fourth, off);
2622 blend_blocks_builder(untextured, add_fourth, on);
2623
2624 blend_blocks_builder(textured, unblended, on);
2625
2626 #endif
2627
2628                                                                                
2629 #define vertex_swap(_a, _b)                                                    \
2630 {                                                                              \
2631   vertex_struct *temp_vertex = _a;                                             \
2632   _a = _b;                                                                     \
2633   _b = temp_vertex;                                                            \
2634   triangle_winding ^= 1;                                                       \
2635 }                                                                              \
2636
2637
2638 // Setup blocks parametric-variables:
2639 // SHADE  TEXTURE_MAP SWIZZLING
2640 // 0      0           x          
2641 // 0      1           0
2642 // 0      1           1
2643 // 1      0           x
2644 // 1      1           0
2645 // 1      1           1
2646 // 8 inputs, 6 combinations
2647
2648 #define setup_blocks_switch_untextured_unshaded(dithering, target)             \
2649   setup_blocks_unshaded_untextured_undithered_unswizzled_##target              \
2650
2651 #define setup_blocks_switch_untextured_shaded(dithering, target)               \
2652   setup_blocks_shaded_untextured_##dithering##_unswizzled_##target             \
2653
2654 #define setup_blocks_switch_untextured(shading, texture_mode, dithering,       \
2655  target)                                                                       \
2656   setup_blocks_switch_untextured_##shading(dithering, target)                  \
2657
2658 #define setup_blocks_switch_texture_mode_4bpp(shading)                         \
2659   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2660
2661 #define setup_blocks_switch_texture_mode_8bpp(shading)                         \
2662   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2663
2664 #define setup_blocks_switch_texture_mode_16bpp(shading)                        \
2665   setup_blocks_##shading##_textured_dithered_unswizzled_indirect               \
2666
2667 #define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2668   setup_blocks_switch_texture_mode_##texture_mode(shading)                     \
2669
2670 #define setup_blocks_switch_blended(shading, texturing, texture_mode,          \
2671  dithering, mask_evaluate)                                                     \
2672   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2673
2674 #define setup_blocks_switch_unblended_on(shading, texturing, texture_mode,     \
2675  dithering)                                                                    \
2676   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2677
2678 #define setup_blocks_switch_unblended_off(shading, texturing, texture_mode,    \
2679  dithering)                                                                    \
2680   setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct)    \
2681
2682 #define setup_blocks_switch_unblended(shading, texturing, texture_mode,        \
2683  dithering, mask_evaluate)                                                     \
2684   setup_blocks_switch_unblended_##mask_evaluate(shading, texturing,            \
2685    texture_mode, dithering)                                                    \
2686
2687 #define setup_blocks_switch(shading, texturing, texture_mode, dithering,       \
2688  blending, mask_evaluate)                                                      \
2689   setup_blocks_switch_##blending(shading, texturing, texture_mode,             \
2690    dithering, mask_evaluate)                                                   \
2691
2692
2693 // Texture blocks:
2694
2695 #define texture_blocks_switch_untextured(texture_mode)                         \
2696   texture_blocks_untextured                                                    \
2697
2698 #define texture_blocks_switch_textured(texture_mode)                           \
2699   texture_blocks_##texture_mode                                                \
2700
2701 #define texture_blocks_switch(texturing, texture_mode)                         \
2702   texture_blocks_switch_##texturing(texture_mode)                              \
2703
2704
2705 // Shade blocks parametric-variables:
2706 // SHADE  TEXTURE_MAP  MODULATE_TEXELS  dither_mode
2707 // 0      0            x                x
2708 // 0      1            0                0
2709 // 0      1            0                1
2710 // x      1            1                x
2711 // 1      0            x                0
2712 // 1      0            x                1
2713 // 1      1            0                0
2714 // 1      1            0                1
2715 // 16 inputs, 8 combinations
2716
2717 #define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2718   shade_blocks_unshaded_untextured_##target                                    \
2719
2720 #define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target)   \
2721   shade_blocks_textured_unmodulated_##target                                   \
2722
2723 #define shade_blocks_switch_unshaded_textured_modulated(dithering, target)     \
2724   shade_blocks_unshaded_textured_modulated_##dithering##_##target              \
2725
2726 #define shade_blocks_switch_unshaded_textured(modulation, dithering, target)   \
2727   shade_blocks_switch_unshaded_textured_##modulation(dithering, target)        \
2728
2729 #define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2730   shade_blocks_switch_unshaded_##texturing(modulation, dithering, target)      \
2731
2732 #define shade_blocks_switch_shaded_untextured(modulation, dithering, target)   \
2733   shade_blocks_shaded_untextured                                               \
2734
2735 #define shade_blocks_switch_shaded_textured_unmodulated(dithering, target)     \
2736   shade_blocks_textured_unmodulated_##target                                   \
2737
2738 #define shade_blocks_switch_shaded_textured_modulated(dithering, target)       \
2739   shade_blocks_shaded_textured_modulated_##dithering##_##target                \
2740
2741 #define shade_blocks_switch_shaded_textured(modulation, dithering, target)     \
2742   shade_blocks_switch_shaded_textured_##modulation(dithering, target)          \
2743
2744 #define shade_blocks_switch_shaded(texturing, modulation, dithering, target)   \
2745   shade_blocks_switch_shaded_##texturing(modulation, dithering, target)        \
2746
2747 #define shade_blocks_switch_mask_off(shading, texturing, modulation,           \
2748  dithering)                                                                    \
2749   shade_blocks_switch_##shading(texturing, modulation, dithering, direct)      \
2750
2751 #define shade_blocks_switch_mask_on(shading, texturing, modulation,            \
2752  dithering)                                                                    \
2753   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2754
2755 #define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2756  mask_evaluate)                                                                \
2757   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2758
2759 #define shade_blocks_switch_unblended(shading, texturing, modulation,          \
2760  dithering, mask_evaluate)                                                     \
2761   shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation,     \
2762    dithering)                                                                  \
2763
2764 #define shade_blocks_switch(shading, texturing, modulation, dithering,         \
2765  blending, mask_evaluate)                                                      \
2766   shade_blocks_switch_##blending(shading, texturing, modulation, dithering,    \
2767    mask_evaluate)                                                              \
2768
2769
2770 // Blend blocks parametric-variables:
2771 // TEXTURE_MAP BLEND  BM_A BM_B mask_evaluate
2772 // x           0      x    x    0
2773 // x           0      x    x    1
2774 // 0           1      0    0    0
2775 // 0           1      0    0    1
2776 // 0           1      0    1    0
2777 // 0           1      0    1    1
2778 // 0           1      1    0    0
2779 // 0           1      1    0    1
2780 // 0           1      1    1    0
2781 // 0           1      1    1    1
2782 // 1           1      0    0    0
2783 // 1           1      0    0    1
2784 // 1           1      0    1    0
2785 // 1           1      0    1    1
2786 // 1           1      1    0    0
2787 // 1           1      1    0    1
2788 // 1           1      1    1    0
2789 // 1           1      1    1    1
2790 // 32 inputs, 18 combinations
2791
2792 #define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate)    \
2793   blend_blocks_textured_unblended_##mask_evaluate                              \
2794
2795 #define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate)      \
2796   blend_blocks_##texturing##_##blend_mode##_##mask_evaluate                    \
2797
2798 #define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)    \
2799   blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate)         \
2800
2801
2802 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2803  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2804 {                                                                              \
2805   setup_blocks_switch(shading, texturing, texture_mode, dithering, blending,   \
2806    mask_evaluate),                                                             \
2807   texture_blocks_switch(texturing, texture_mode),                              \
2808   shade_blocks_switch(shading, texturing, modulation, dithering, blending,     \
2809    mask_evaluate),                                                             \
2810   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
2811 }                                                                              \
2812
2813 #define render_blocks_switch_block_blending(texture_mode, blend_mode,          \
2814  mask_evaluate, shading, dithering, texturing, blending)                       \
2815   render_blocks_switch_block_modulation(texture_mode, blend_mode,              \
2816    mask_evaluate, shading, dithering, texturing, blending, modulated),         \
2817   render_blocks_switch_block_modulation(texture_mode, blend_mode,              \
2818    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \
2819
2820 #define render_blocks_switch_block_texturing(texture_mode, blend_mode,         \
2821  mask_evaluate, shading, dithering, texturing)                                 \
2822   render_blocks_switch_block_blending(texture_mode, blend_mode,                \
2823    mask_evaluate, shading, dithering, texturing, unblended),                   \
2824   render_blocks_switch_block_blending(texture_mode, blend_mode,                \
2825    mask_evaluate, shading, dithering, texturing, blended)                      \
2826
2827 #define render_blocks_switch_block_dithering(texture_mode, blend_mode,         \
2828  mask_evaluate, shading, dithering)                                            \
2829   render_blocks_switch_block_texturing(texture_mode, blend_mode,               \
2830    mask_evaluate, shading, dithering, untextured),                             \
2831   render_blocks_switch_block_texturing(texture_mode, blend_mode,               \
2832    mask_evaluate, shading, dithering, textured)                                \
2833
2834 #define render_blocks_switch_block_shading(texture_mode, blend_mode,           \
2835  mask_evaluate, shading)                                                       \
2836   render_blocks_switch_block_dithering(texture_mode, blend_mode,               \
2837    mask_evaluate, shading, undithered),                                        \
2838   render_blocks_switch_block_dithering(texture_mode, blend_mode,               \
2839    mask_evaluate, shading, dithered)                                           \
2840
2841 #define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,     \
2842  mask_evaluate)                                                                \
2843   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2844    unshaded),                                                                  \
2845   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2846    shaded)                                                                     \
2847
2848 #define render_blocks_switch_block_blend_mode(texture_mode, blend_mode)        \
2849   render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off),     \
2850   render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on)       \
2851
2852 #define render_blocks_switch_block_texture_mode(texture_mode)                  \
2853   render_blocks_switch_block_blend_mode(texture_mode, average),                \
2854   render_blocks_switch_block_blend_mode(texture_mode, add),                    \
2855   render_blocks_switch_block_blend_mode(texture_mode, subtract),               \
2856   render_blocks_switch_block_blend_mode(texture_mode, add_fourth)              \
2857
2858 #define render_blocks_switch_block()                                           \
2859   render_blocks_switch_block_texture_mode(4bpp),                               \
2860   render_blocks_switch_block_texture_mode(8bpp),                               \
2861   render_blocks_switch_block_texture_mode(16bpp),                              \
2862   render_blocks_switch_block_texture_mode(4bpp)                                \
2863
2864
2865 render_block_handler_struct render_triangle_block_handlers[] =
2866 {
2867   render_blocks_switch_block()
2868 };
2869
2870 #undef render_blocks_switch_block_modulation
2871
2872 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2873  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2874   "render flags:\n"                                                            \
2875   "texture mode:     " #texture_mode "\n"                                      \
2876   "blend mode:       " #blend_mode "\n"                                        \
2877   "mask evaluation:  " #mask_evaluate "\n"                                     \
2878   #shading "\n"                                                                \
2879   #dithering "\n"                                                              \
2880   #texturing "\n"                                                              \
2881   #blending "\n"                                                               \
2882   #modulation "\n"                                                             \
2883
2884 char *render_block_flag_strings[] =
2885 {                                                                               
2886   render_blocks_switch_block()
2887 };
2888
2889
2890 #define triangle_y_direction_up   1
2891 #define triangle_y_direction_flat 2
2892 #define triangle_y_direction_down 0
2893
2894 #define triangle_winding_positive 0
2895 #define triangle_winding_negative 1
2896
2897 #define triangle_set_direction(direction_variable, value)                      \
2898   u32 direction_variable = (u32)(value) >> 31;                                 \
2899   if(value == 0)                                                               \
2900     direction_variable = 2                                                     \
2901
2902 #define triangle_case(direction_a, direction_b, direction_c, winding)          \
2903   case (triangle_y_direction_##direction_a |                                   \
2904    (triangle_y_direction_##direction_b << 2) |                                 \
2905    (triangle_y_direction_##direction_c << 4) |                                 \
2906    (triangle_winding_##winding << 6))                                          \
2907
2908 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2909  u32 flags)
2910 {
2911   s32 y_top, y_bottom;
2912   s32 triangle_area;
2913   u32 triangle_winding = 0;
2914
2915   vertex_struct *a = &(vertexes[0]);
2916   vertex_struct *b = &(vertexes[1]);
2917   vertex_struct *c = &(vertexes[2]);
2918
2919   triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2920
2921 #ifdef PROFILE
2922   triangles++;
2923 #endif
2924
2925   if(triangle_area == 0)
2926   {
2927 #ifdef PROFILE
2928     trivial_rejects++;
2929 #endif
2930     return;
2931   }
2932
2933   if(b->y < a->y)
2934     vertex_swap(a, b);
2935
2936   if(c->y < b->y)
2937   {
2938     vertex_swap(b, c);
2939
2940     if(b->y < a->y)
2941       vertex_swap(a, b);
2942   }
2943
2944   y_bottom = c->y;
2945   y_top = a->y;
2946
2947   if((y_bottom - y_top) >= 512)
2948   {
2949 #ifdef PROFILE
2950     trivial_rejects++;
2951 #endif
2952     return;
2953   }
2954
2955   if(triangle_area < 0)
2956   {
2957     triangle_area = -triangle_area;
2958     triangle_winding ^= 1;
2959     vertex_swap(a, c);
2960   }
2961
2962   if(b->x < a->x)
2963     vertex_swap(a, b);
2964
2965   if(c->x < b->x) 
2966   {
2967     vertex_swap(b, c);
2968
2969     if(b->x < a->x)
2970       vertex_swap(a, b);
2971   }
2972
2973   if((c->x - a->x) >= 1024)
2974   {
2975 #ifdef PROFILE
2976     trivial_rejects++;
2977 #endif
2978     return;
2979   }
2980
2981   if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2982    y_bottom) == 0)
2983   {
2984 #ifdef PROFILE
2985     trivial_rejects++;
2986 #endif
2987     return;
2988   }
2989
2990   psx_gpu->num_spans = 0;
2991   psx_gpu->triangle_area = triangle_area;
2992   psx_gpu->triangle_winding = triangle_winding;
2993
2994   s32 y_delta_a = b->y - a->y;
2995   s32 y_delta_b = c->y - b->y;
2996   s32 y_delta_c = c->y - a->y;
2997
2998   triangle_set_direction(y_direction_a, y_delta_a);
2999   triangle_set_direction(y_direction_b, y_delta_b);
3000   triangle_set_direction(y_direction_c, y_delta_c);
3001
3002   compute_all_gradients(psx_gpu, a, b, c);
3003
3004   switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
3005    (triangle_winding << 6))
3006   {
3007     triangle_case(up, up, up, negative):
3008     triangle_case(up, up, flat, negative):
3009     triangle_case(up, up, down, negative):
3010       setup_spans_up_right(psx_gpu, a, b, c);
3011       break;
3012
3013     triangle_case(flat, up, up, negative):
3014     triangle_case(flat, up, flat, negative):
3015     triangle_case(flat, up, down, negative):
3016       setup_spans_up_a(psx_gpu, a, b, c);
3017       break;
3018
3019     triangle_case(down, up, up, negative):
3020       setup_spans_up_down(psx_gpu, a, c, b);
3021       break;
3022
3023     triangle_case(down, up, flat, negative):
3024       setup_spans_down_a(psx_gpu, a, c, b);
3025       break;
3026
3027     triangle_case(down, up, down, negative):
3028       setup_spans_down_right(psx_gpu, a, c, b);
3029       break;
3030
3031     triangle_case(down, flat, up, negative):
3032     triangle_case(down, flat, flat, negative):
3033     triangle_case(down, flat, down, negative):
3034       setup_spans_down_b(psx_gpu, a, b, c);
3035       break;
3036
3037     triangle_case(down, down, up, negative):
3038     triangle_case(down, down, flat, negative):
3039     triangle_case(down, down, down, negative):
3040       setup_spans_down_left(psx_gpu, a, b, c);
3041       break;
3042
3043     triangle_case(up, up, up, positive):
3044     triangle_case(up, up, flat, positive):
3045     triangle_case(up, up, down, positive):
3046       setup_spans_up_left(psx_gpu, a, b, c);
3047       break;
3048
3049     triangle_case(up, flat, up, positive):
3050     triangle_case(up, flat, flat, positive):
3051     triangle_case(up, flat, down, positive):
3052       setup_spans_up_b(psx_gpu, a, b, c);
3053       break;
3054
3055     triangle_case(up, down, up, positive):
3056       setup_spans_up_right(psx_gpu, a, c, b);
3057       break;
3058
3059     triangle_case(up, down, flat, positive):
3060       setup_spans_up_a(psx_gpu, a, c, b);
3061       break;
3062
3063     triangle_case(up, down, down, positive):
3064       setup_spans_up_down(psx_gpu, a, b, c);
3065       break;
3066
3067     triangle_case(flat, down, up, positive):
3068     triangle_case(flat, down, flat, positive):
3069     triangle_case(flat, down, down, positive):
3070       setup_spans_down_a(psx_gpu, a, b, c);
3071       break;
3072
3073     triangle_case(down, down, up, positive):
3074     triangle_case(down, down, flat, positive):
3075     triangle_case(down, down, down, positive):
3076       setup_spans_down_right(psx_gpu, a, b, c);
3077       break;
3078   }
3079
3080 #ifdef PROFILE
3081   spans += psx_gpu->num_spans;
3082 #endif
3083
3084   if(psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED)
3085   {
3086     u32 i;
3087
3088     if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
3089     {
3090       for(i = 0; i < psx_gpu->num_spans; i++)
3091       {
3092         if((psx_gpu->span_edge_data[i].y & 1) == 0)
3093           psx_gpu->span_edge_data[i].num_blocks = 0;
3094       }
3095     }
3096     else
3097     {
3098       for(i = 0; i < psx_gpu->num_spans; i++)
3099       {
3100         if(psx_gpu->span_edge_data[i].y & 1)
3101           psx_gpu->span_edge_data[i].num_blocks = 0;
3102       }
3103     }
3104   }
3105
3106   u32 render_state = flags &
3107    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND | 
3108    RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3109   render_state |= psx_gpu->render_state_base;
3110   
3111   if((psx_gpu->render_state != render_state) ||
3112    (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3113   {
3114     psx_gpu->render_state = render_state;
3115     flush_render_block_buffer(psx_gpu);
3116 #ifdef PROFILE
3117     state_changes++;
3118 #endif
3119   }
3120
3121   psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3122
3123   psx_gpu->render_block_handler =
3124    &(render_triangle_block_handlers[render_state]);
3125   ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3126    (psx_gpu);
3127 }
3128
3129
3130 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu);
3131
3132 #ifndef NEON_BUILD
3133
3134 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3135 {
3136   block_struct *block = psx_gpu->blocks;
3137   u32 num_blocks = psx_gpu->num_blocks;
3138
3139   vec_8x16u texels;
3140   vec_8x8u texel_indexes;
3141
3142   u16 *clut_ptr = psx_gpu->clut_ptr;
3143   u32 i;
3144
3145   while(num_blocks)
3146   {
3147     texel_indexes = block->r;
3148
3149     for(i = 0; i < 8; i++)
3150     {
3151       texels.e[i] = clut_ptr[texel_indexes.e[i]];
3152     }
3153
3154     block->texels = texels;
3155
3156     num_blocks--;
3157     block++;
3158   }
3159 }
3160
3161 #endif
3162
3163
3164 #define setup_sprite_tiled_initialize_4bpp()                                   \
3165   u16 *clut_ptr = psx_gpu->clut_ptr;                                           \
3166   vec_8x16u clut_a, clut_b;                                                    \
3167   vec_16x8u clut_low, clut_high;                                               \
3168                                                                                \
3169   load_8x16b(clut_a, clut_ptr);                                                \
3170   load_8x16b(clut_b, clut_ptr + 8);                                            \
3171   unzip_16x8b(clut_low, clut_high, clut_a, clut_b);                            \
3172                                                                                \
3173   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)        \
3174     update_texture_4bpp_cache(psx_gpu)                                         \
3175
3176 #define setup_sprite_tiled_initialize_8bpp()                                   \
3177   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)        \
3178     update_texture_8bpp_cache(psx_gpu)                                         \
3179
3180
3181 #define setup_sprite_tile_fetch_texel_block_8bpp(offset)                       \
3182   texture_block_ptr = psx_gpu->texture_page_ptr +                              \
3183    ((texture_offset + offset) & texture_mask);                                 \
3184                                                                                \
3185   load_64b(texels, texture_block_ptr)                                          \
3186
3187
3188 #define setup_sprite_tile_setup_block_yes(side, offset, texture_mode)          \
3189
3190 #define setup_sprite_tile_setup_block_no(side, offset, texture_mode)           \
3191
3192 #define setup_sprite_tile_add_blocks(tile_num_blocks)                          \
3193   num_blocks += tile_num_blocks;                                               \
3194   sprite_blocks += tile_num_blocks;                                            \
3195                                                                                \
3196   if(num_blocks > MAX_BLOCKS)                                                  \
3197   {                                                                            \
3198     flush_render_block_buffer(psx_gpu);                                        \
3199     num_blocks = tile_num_blocks;                                              \
3200     block = psx_gpu->blocks;                                                   \
3201   }                                                                            \
3202
3203 #define setup_sprite_tile_full_4bpp(edge)                                      \
3204 {                                                                              \
3205   vec_8x8u texels_low, texels_high;                                            \
3206   vec_8x16u pixels;                                                            \
3207   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3208                                                                                \
3209   while(sub_tile_height)                                                       \
3210   {                                                                            \
3211     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3212     tbl_16(texels_low, texels, clut_low);                                      \
3213     tbl_16(texels_high, texels, clut_high);                                    \
3214     zip_8x16b(pixels, texels_low, texels_high);                                \
3215                                                                                \
3216     block->texels = pixels;                                                    \
3217     block->draw_mask_bits = left_mask_bits;                                    \
3218     block->fb_ptr = fb_ptr;                                                    \
3219     block++;                                                                   \
3220                                                                                \
3221     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3222     tbl_16(texels_low, texels, clut_low);                                      \
3223     tbl_16(texels_high, texels, clut_high);                                    \
3224     zip_8x16b(pixels, texels_low, texels_high);                                \
3225                                                                                \
3226     block->texels = pixels;                                                    \
3227     block->draw_mask_bits = right_mask_bits;                                   \
3228     block->fb_ptr = fb_ptr + 8;                                                \
3229     block++;                                                                   \
3230                                                                                \
3231     fb_ptr += 1024;                                                            \
3232     texture_offset += 0x10;                                                    \
3233     sub_tile_height--;                                                         \
3234   }                                                                            \
3235   texture_offset += 0xF00;                                                     \
3236   psx_gpu->num_blocks = num_blocks;                                            \
3237 }                                                                              \
3238
3239 #define setup_sprite_tile_half_4bpp(edge)                                      \
3240 {                                                                              \
3241   vec_8x8u texels_low, texels_high;                                            \
3242   vec_8x16u pixels;                                                            \
3243   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3244                                                                                \
3245   while(sub_tile_height)                                                       \
3246   {                                                                            \
3247     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3248     tbl_16(texels_low, texels, clut_low);                                      \
3249     tbl_16(texels_high, texels, clut_high);                                    \
3250     zip_8x16b(pixels, texels_low, texels_high);                                \
3251                                                                                \
3252     block->texels = pixels;                                                    \
3253     block->draw_mask_bits = edge##_mask_bits;                                  \
3254     block->fb_ptr = fb_ptr;                                                    \
3255     block++;                                                                   \
3256                                                                                \
3257     fb_ptr += 1024;                                                            \
3258     texture_offset += 0x10;                                                    \
3259     sub_tile_height--;                                                         \
3260   }                                                                            \
3261   texture_offset += 0xF00;                                                     \
3262   psx_gpu->num_blocks = num_blocks;                                            \
3263 }                                                                              \
3264
3265   
3266 #define setup_sprite_tile_full_8bpp(edge)                                      \
3267 {                                                                              \
3268   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3269                                                                                \
3270   while(sub_tile_height)                                                       \
3271   {                                                                            \
3272     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3273     block->r = texels;                                                         \
3274     block->draw_mask_bits = left_mask_bits;                                    \
3275     block->fb_ptr = fb_ptr;                                                    \
3276     block++;                                                                   \
3277                                                                                \
3278     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3279     block->r = texels;                                                         \
3280     block->draw_mask_bits = right_mask_bits;                                   \
3281     block->fb_ptr = fb_ptr + 8;                                                \
3282     block++;                                                                   \
3283                                                                                \
3284     fb_ptr += 1024;                                                            \
3285     texture_offset += 0x10;                                                    \
3286     sub_tile_height--;                                                         \
3287   }                                                                            \
3288   texture_offset += 0xF00;                                                     \
3289   psx_gpu->num_blocks = num_blocks;                                            \
3290 }                                                                              \
3291
3292 #define setup_sprite_tile_half_8bpp(edge)                                      \
3293 {                                                                              \
3294   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3295                                                                                \
3296   while(sub_tile_height)                                                       \
3297   {                                                                            \
3298     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3299     block->r = texels;                                                         \
3300     block->draw_mask_bits = edge##_mask_bits;                                  \
3301     block->fb_ptr = fb_ptr;                                                    \
3302     block++;                                                                   \
3303                                                                                \
3304     fb_ptr += 1024;                                                            \
3305     texture_offset += 0x10;                                                    \
3306     sub_tile_height--;                                                         \
3307   }                                                                            \
3308   texture_offset += 0xF00;                                                     \
3309   psx_gpu->num_blocks = num_blocks;                                            \
3310 }                                                                              \
3311
3312   
3313 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
3314   texture_offset = texture_offset_base + 8;                                    \
3315   fb_ptr += 8                                                                  \
3316
3317 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
3318   texture_offset = texture_offset_base                                         \
3319
3320 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
3321   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
3322
3323 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
3324   texture_offset = texture_offset_base                                         \
3325
3326 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
3327   fb_ptr -= 8                                                                  \
3328
3329 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
3330
3331 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
3332   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
3333
3334 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
3335
3336
3337 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode)  \
3338 do                                                                             \
3339 {                                                                              \
3340   sub_tile_height = column_data;                                               \
3341   setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge);                  \
3342   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
3343   setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge);                 \
3344 } while(0)                                                                     \
3345
3346 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode)   \
3347 do                                                                             \
3348 {                                                                              \
3349   u32 tiles_remaining = column_data >> 16;                                     \
3350   sub_tile_height = column_data & 0xFF;                                        \
3351   setup_sprite_tile_column_edge_pre_adjust_##edge_mode(edge);                  \
3352   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
3353   tiles_remaining -= 1;                                                        \
3354                                                                                \
3355   while(tiles_remaining)                                                       \
3356   {                                                                            \
3357     sub_tile_height = 16;                                                      \
3358     setup_sprite_tile_##edge_mode##_##texture_mode(edge);                      \
3359     tiles_remaining--;                                                         \
3360   }                                                                            \
3361                                                                                \
3362   sub_tile_height = (column_data >> 8) & 0xFF;                                 \
3363   setup_sprite_tile_##edge_mode##_##texture_mode(edge);                        \
3364   setup_sprite_tile_column_edge_post_adjust_##edge_mode(edge);                 \
3365 } while(0)                                                                     \
3366
3367
3368 #define setup_sprite_column_data_single()                                      \
3369   column_data = height                                                         \
3370
3371 #define setup_sprite_column_data_multi()                                       \
3372   column_data = 16 - offset_v;                                                 \
3373   column_data |= ((height_rounded & 0xF) + 1) << 8;                            \
3374   column_data |= (tile_height - 1) << 16                                       \
3375
3376
3377 #define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
3378  edge_mode, edge)                                                              \
3379 {                                                                              \
3380   setup_sprite_column_data_##multi_height();                                   \
3381   left_mask_bits = left_block_mask | right_block_mask;                         \
3382   right_mask_bits = left_mask_bits >> 8;                                       \
3383                                                                                \
3384   setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
3385    texture_mode);                                                              \
3386 }                                                                              \
3387
3388 #define setup_sprite_tiled_advance_column()                                    \
3389   texture_offset_base += 0x100;                                                \
3390   if((texture_offset_base & 0xF00) == 0)                                       \
3391     texture_offset_base -= (0x100 + 0xF00)                                     \
3392
3393 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height,       \
3394  left_mode, right_mode)                                                        \
3395 {                                                                              \
3396   setup_sprite_column_data_##multi_height();                                   \
3397   s32 fb_ptr_advance_column = 16 - (1024 * height);                            \
3398                                                                                \
3399   tile_width -= 2;                                                             \
3400   left_mask_bits = left_block_mask;                                            \
3401   right_mask_bits = left_mask_bits >> 8;                                       \
3402                                                                                \
3403   setup_sprite_tile_column_height_##multi_height(left_mode, right,             \
3404    texture_mode);                                                              \
3405   fb_ptr += fb_ptr_advance_column;                                             \
3406                                                                                \
3407   left_mask_bits = 0x00;                                                       \
3408   right_mask_bits = 0x00;                                                      \
3409                                                                                \
3410   while(tile_width)                                                            \
3411   {                                                                            \
3412     setup_sprite_tiled_advance_column();                                       \
3413     setup_sprite_tile_column_height_##multi_height(full, none, texture_mode);  \
3414     fb_ptr += fb_ptr_advance_column;                                           \
3415     tile_width--;                                                              \
3416   }                                                                            \
3417                                                                                \
3418   left_mask_bits = right_block_mask;                                           \
3419   right_mask_bits = left_mask_bits >> 8;                                       \
3420                                                                                \
3421   setup_sprite_tiled_advance_column();                                         \
3422   setup_sprite_tile_column_height_##multi_height(right_mode, left,             \
3423    texture_mode);                                                              \
3424 }                                                                              \
3425
3426
3427 #define setup_sprite_tiled_builder(texture_mode)                               \
3428 void setup_sprite_##texture_mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,        \
3429  s32 u, s32 v, s32 width, s32 height, u32 color)                               \
3430 {                                                                              \
3431   s32 offset_u = u & 0xF;                                                      \
3432   s32 offset_v = v & 0xF;                                                      \
3433                                                                                \
3434   s32 width_rounded = offset_u + width + 15;                                   \
3435   s32 height_rounded = offset_v + height + 15;                                 \
3436   s32 tile_height = height_rounded / 16;                                       \
3437   s32 tile_width = width_rounded / 16;                                         \
3438   u32 offset_u_right = width_rounded & 0xF;                                    \
3439                                                                                \
3440   u32 left_block_mask = ~(0xFFFF << offset_u);                                 \
3441   u32 right_block_mask = 0xFFFE << offset_u_right;                             \
3442                                                                                \
3443   u32 left_mask_bits;                                                          \
3444   u32 right_mask_bits;                                                         \
3445                                                                                \
3446   u32 sub_tile_height;                                                         \
3447   u32 column_data;                                                             \
3448                                                                                \
3449   u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \
3450    ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \
3451    ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \
3452    ((psx_gpu->texture_mask_height >> 4) << 12);                                \
3453   u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \
3454    ((v & 0xF0) << 8);                                                          \
3455   u32 texture_offset_base = texture_offset;                                    \
3456   u32 control_mask;                                                            \
3457                                                                                \
3458   u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (x - offset_u);               \
3459   u32 num_blocks = psx_gpu->num_blocks;                                        \
3460   block_struct *block = psx_gpu->blocks + num_blocks;                          \
3461                                                                                \
3462   u16 *texture_block_ptr;                                                      \
3463   vec_8x8u texels;                                                             \
3464                                                                                \
3465   setup_sprite_tiled_initialize_##texture_mode();                              \
3466                                                                                \
3467   control_mask = tile_width == 1;                                              \
3468   control_mask |= (tile_height == 1) << 1;                                     \
3469   control_mask |= ((left_block_mask & 0xFF) == 0xFF) << 2;                     \
3470   control_mask |= (((right_block_mask >> 8) & 0xFF) == 0xFF) << 3;             \
3471                                                                                \
3472   sprites_##texture_mode++;                                                    \
3473                                                                                \
3474   switch(control_mask)                                                         \
3475   {                                                                            \
3476     default:                                                                   \
3477     case 0x0:                                                                  \
3478       setup_sprite_tile_column_width_multi(texture_mode, multi, full, full);   \
3479       break;                                                                   \
3480                                                                                \
3481     case 0x1:                                                                  \
3482       setup_sprite_tile_column_width_single(texture_mode, multi, full, none);  \
3483       break;                                                                   \
3484                                                                                \
3485     case 0x2:                                                                  \
3486       setup_sprite_tile_column_width_multi(texture_mode, single, full, full);  \
3487       break;                                                                   \
3488                                                                                \
3489     case 0x3:                                                                  \
3490       setup_sprite_tile_column_width_single(texture_mode, single, full, none); \
3491       break;                                                                   \
3492                                                                                \
3493     case 0x4:                                                                  \
3494       setup_sprite_tile_column_width_multi(texture_mode, multi, half, full);   \
3495       break;                                                                   \
3496                                                                                \
3497     case 0x5:                                                                  \
3498       setup_sprite_tile_column_width_single(texture_mode, multi, half, right); \
3499       break;                                                                   \
3500                                                                                \
3501     case 0x6:                                                                  \
3502       setup_sprite_tile_column_width_multi(texture_mode, single, half, full);  \
3503       break;                                                                   \
3504                                                                                \
3505     case 0x7:                                                                  \
3506       setup_sprite_tile_column_width_single(texture_mode, single, half, right);\
3507       break;                                                                   \
3508                                                                                \
3509     case 0x8:                                                                  \
3510       setup_sprite_tile_column_width_multi(texture_mode, multi, full, half);   \
3511       break;                                                                   \
3512                                                                                \
3513     case 0x9:                                                                  \
3514       setup_sprite_tile_column_width_single(texture_mode, multi, half, left);  \
3515       break;                                                                   \
3516                                                                                \
3517     case 0xA:                                                                  \
3518       setup_sprite_tile_column_width_multi(texture_mode, single, full, half);  \
3519       break;                                                                   \
3520                                                                                \
3521     case 0xB:                                                                  \
3522       setup_sprite_tile_column_width_single(texture_mode, single, half, left); \
3523       break;                                                                   \
3524                                                                                \
3525     case 0xC:                                                                  \
3526       setup_sprite_tile_column_width_multi(texture_mode, multi, half, half);   \
3527       break;                                                                   \
3528                                                                                \
3529     case 0xE:                                                                  \
3530       setup_sprite_tile_column_width_multi(texture_mode, single, half, half);  \
3531       break;                                                                   \
3532   }                                                                            \
3533 }                                                                              \
3534
3535
3536 void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3537  s32 width, s32 height, u32 color);
3538 void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3539  s32 width, s32 height, u32 color);
3540 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3541  s32 width, s32 height, u32 color);
3542
3543 #ifndef NEON_BUILD
3544 setup_sprite_tiled_builder(4bpp);
3545 setup_sprite_tiled_builder(8bpp);
3546
3547 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3548  s32 v, s32 width, s32 height, u32 color)
3549 {
3550   u32 left_offset = u & 0x7;
3551   u32 width_rounded = width + left_offset + 7;
3552
3553   u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + (s32)(x - left_offset);
3554   u32 right_width = width_rounded & 0x7;
3555   u32 block_width = width_rounded / 8;
3556   u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3557
3558   u32 left_mask_bits = ~(0xFF << left_offset);
3559   u32 right_mask_bits = 0xFE << right_width;
3560
3561   u32 texture_offset_base = u + (v * 1024);
3562   u32 texture_mask =
3563    psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3564
3565   u32 blocks_remaining;
3566   u32 num_blocks = psx_gpu->num_blocks;
3567   block_struct *block = psx_gpu->blocks + num_blocks;
3568
3569   u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3570   u16 *texture_block_ptr;
3571
3572   texture_offset_base &= ~0x7;
3573
3574   sprites_16bpp++;
3575
3576   if(block_width == 1)
3577   {
3578     u32 mask_bits = left_mask_bits | right_mask_bits;
3579
3580     while(height)
3581     {
3582       num_blocks++;
3583       sprite_blocks++;
3584
3585       if(num_blocks > MAX_BLOCKS)
3586       {
3587         flush_render_block_buffer(psx_gpu);
3588         num_blocks = 1;
3589         block = psx_gpu->blocks;
3590       }
3591       
3592       texture_block_ptr =
3593        texture_page_ptr + (texture_offset_base & texture_mask);
3594
3595       load_128b(block->texels, texture_block_ptr);
3596       block->draw_mask_bits = mask_bits;
3597       block->fb_ptr = fb_ptr;
3598
3599       block++;
3600
3601       texture_offset_base += 1024;
3602       fb_ptr += 1024;
3603
3604       height--;
3605       psx_gpu->num_blocks = num_blocks;
3606     }
3607   }
3608   else
3609   {
3610     u32 texture_offset;
3611
3612     while(height)
3613     {
3614       blocks_remaining = block_width - 2;
3615       num_blocks += block_width;
3616       sprite_blocks += block_width;
3617
3618       if(num_blocks > MAX_BLOCKS)
3619       {
3620         flush_render_block_buffer(psx_gpu);
3621         num_blocks = block_width;
3622         block = psx_gpu->blocks;
3623       }
3624
3625       texture_offset = texture_offset_base;
3626       texture_offset_base += 1024;
3627
3628       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3629       load_128b(block->texels, texture_block_ptr);
3630
3631       block->draw_mask_bits = left_mask_bits;
3632       block->fb_ptr = fb_ptr;
3633
3634       texture_offset += 8;
3635       fb_ptr += 8;
3636       block++;
3637
3638       while(blocks_remaining)
3639       {
3640         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3641         load_128b(block->texels, texture_block_ptr);
3642
3643         block->draw_mask_bits = 0;
3644         block->fb_ptr = fb_ptr;
3645
3646         texture_offset += 8;
3647         fb_ptr += 8;
3648         block++;
3649
3650         blocks_remaining--;
3651       }
3652
3653       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3654       load_128b(block->texels, texture_block_ptr);
3655
3656       block->draw_mask_bits = right_mask_bits;
3657       block->fb_ptr = fb_ptr;
3658
3659       fb_ptr += fb_ptr_pitch;
3660       block++;
3661
3662       height--;
3663       psx_gpu->num_blocks = num_blocks;
3664     }
3665   }
3666 }
3667
3668 #endif
3669
3670 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3671  s32 v, s32 width, s32 height, u32 color)
3672 {
3673   u32 right_width = ((width - 1) & 0x7) + 1;
3674   u32 right_mask_bits = (0xFF << right_width);
3675   u16 *fb_ptr = psx_gpu->vram_ptr + (y * 1024) + x;
3676   u32 block_width = (width + 7) / 8;
3677   u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3678   u32 blocks_remaining;
3679   u32 num_blocks = psx_gpu->num_blocks;
3680   block_struct *block = psx_gpu->blocks + num_blocks;
3681
3682   u32 color_r = color & 0xFF;
3683   u32 color_g = (color >> 8) & 0xFF;
3684   u32 color_b = (color >> 16) & 0xFF;
3685   vec_8x16u colors;
3686   vec_8x16u right_mask;
3687   vec_8x16u test_mask = psx_gpu->test_mask;
3688   vec_8x16u zero_mask;
3689
3690   sprites_untextured++;
3691
3692   color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3693
3694   dup_8x16b(colors, color);
3695   dup_8x16b(zero_mask, 0x00);
3696   dup_8x16b(right_mask, right_mask_bits);
3697   tst_8x16b(right_mask, right_mask, test_mask);
3698
3699   while(height)
3700   {
3701     blocks_remaining = block_width - 1;
3702     num_blocks += block_width;
3703
3704 #ifdef PROFILE
3705     sprite_blocks += block_width;
3706 #endif
3707
3708     if(num_blocks > MAX_BLOCKS)
3709     {
3710       flush_render_block_buffer(psx_gpu);
3711       num_blocks = block_width;
3712       block = psx_gpu->blocks;
3713     }
3714
3715     while(blocks_remaining)
3716     {
3717       block->pixels = colors;
3718       block->draw_mask = zero_mask;
3719       block->fb_ptr = fb_ptr;
3720
3721       fb_ptr += 8;
3722       block++;
3723       blocks_remaining--;
3724     }
3725
3726     block->pixels = colors;
3727     block->draw_mask = right_mask;
3728     block->fb_ptr = fb_ptr;
3729
3730     block++;
3731     fb_ptr += fb_ptr_pitch;
3732
3733     height--;
3734     psx_gpu->num_blocks = num_blocks;
3735   }
3736 }
3737
3738
3739
3740 #define setup_sprite_blocks_switch_textured(texture_mode)                      \
3741   setup_sprite_##texture_mode                                                  \
3742
3743 #define setup_sprite_blocks_switch_untextured(texture_mode)                    \
3744   setup_sprite_untextured                                                      \
3745
3746 #define setup_sprite_blocks_switch(texturing, texture_mode)                    \
3747   setup_sprite_blocks_switch_##texturing(texture_mode)                         \
3748
3749
3750 #define texture_sprite_blocks_switch_4bpp()                                    \
3751   texture_blocks_untextured                                                    \
3752
3753 #define texture_sprite_blocks_switch_8bpp()                                    \
3754   texture_sprite_blocks_8bpp                                                   \
3755
3756 #define texture_sprite_blocks_switch_16bpp()                                   \
3757   texture_blocks_untextured                                                    \
3758
3759 #define texture_sprite_blocks_switch_untextured(texture_mode)                  \
3760   texture_blocks_untextured                                                    \
3761
3762 #define texture_sprite_blocks_switch_textured(texture_mode)                    \
3763   texture_sprite_blocks_switch_##texture_mode()                                \
3764
3765 #define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
3766  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
3767 {                                                                              \
3768   setup_sprite_blocks_switch(texturing, texture_mode),                         \
3769   texture_sprite_blocks_switch_##texturing(texture_mode),                      \
3770   shade_blocks_switch(unshaded, texturing, modulation, undithered, blending,   \
3771    mask_evaluate),                                                             \
3772   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
3773 }                                                                              \
3774
3775 #define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,   \
3776  mask_evaluate, shading, dithering, texturing, blending)                       \
3777   render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode,       \
3778    mask_evaluate, shading, dithering, texturing, blending, modulated),         \
3779   render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode,       \
3780    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \
3781
3782 #define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,  \
3783  mask_evaluate, shading, dithering, texturing)                                 \
3784   render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,         \
3785    mask_evaluate, shading, dithering, texturing, unblended),                   \
3786   render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,         \
3787    mask_evaluate, shading, dithering, texturing, blended)                      \
3788
3789 #define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,  \
3790  mask_evaluate, shading, dithering)                                            \
3791   render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,        \
3792    mask_evaluate, shading, dithering, untextured),                             \
3793   render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,        \
3794    mask_evaluate, shading, dithering, textured)                                \
3795
3796 #define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,    \
3797  mask_evaluate, shading)                                                       \
3798   render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,        \
3799    mask_evaluate, shading, undithered),                                        \
3800   render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,        \
3801    mask_evaluate, shading, dithered)                                           \
3802
3803 #define render_sprite_blocks_switch_block_mask_evaluate(texture_mode,          \
3804  blend_mode, mask_evaluate)                                                    \
3805   render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,          \
3806    mask_evaluate, unshaded),                                                   \
3807   render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,          \
3808    mask_evaluate, shaded)                                                      \
3809
3810 #define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
3811   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
3812    off),                                                                       \
3813   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
3814    on)                                                                         \
3815
3816 #define render_sprite_blocks_switch_block_texture_mode(texture_mode)           \
3817   render_sprite_blocks_switch_block_blend_mode(texture_mode, average),         \
3818   render_sprite_blocks_switch_block_blend_mode(texture_mode, add),             \
3819   render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract),        \
3820   render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth)       \
3821
3822 #define render_sprite_blocks_switch_block()                                    \
3823   render_sprite_blocks_switch_block_texture_mode(4bpp),                        \
3824   render_sprite_blocks_switch_block_texture_mode(8bpp),                        \
3825   render_sprite_blocks_switch_block_texture_mode(16bpp),                       \
3826   render_sprite_blocks_switch_block_texture_mode(4bpp)                         \
3827
3828
3829 render_block_handler_struct render_sprite_block_handlers[] =
3830 {
3831   render_sprite_blocks_switch_block()
3832 };
3833
3834
3835 void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
3836  s32 width, s32 height, u32 flags, u32 color)
3837 {
3838   s32 x_right = x + width - 1;
3839   s32 y_bottom = y + height - 1;
3840
3841 #ifdef PROFILE
3842   sprites++;
3843 #endif
3844
3845   if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
3846    y_bottom) == 0)
3847   {
3848     return;
3849   }
3850
3851   if(x < psx_gpu->viewport_start_x)
3852   {
3853     u32 clip = psx_gpu->viewport_start_x - x;
3854     x += clip;
3855     u += clip;
3856     width -= clip;
3857   }
3858
3859   if(y < psx_gpu->viewport_start_y)
3860   {
3861     s32 clip = psx_gpu->viewport_start_y - y;
3862     y += clip;
3863     v += clip;
3864     height -= clip;
3865   }
3866
3867   if(x_right > psx_gpu->viewport_end_x)
3868     width -= x_right - psx_gpu->viewport_end_x;
3869
3870   if(y_bottom > psx_gpu->viewport_end_y)
3871     height -= y_bottom - psx_gpu->viewport_end_y;
3872
3873   if((width <= 0) || (height <= 0))
3874     return;
3875
3876 #ifdef PROFILE
3877   span_pixels += width * height;
3878   spans += height;
3879 #endif
3880
3881   u32 render_state = flags &
3882    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
3883    RENDER_FLAGS_TEXTURE_MAP);
3884   render_state |=
3885    (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
3886
3887   if((psx_gpu->render_state != render_state) ||
3888    (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
3889   {
3890     psx_gpu->render_state = render_state;
3891     flush_render_block_buffer(psx_gpu);
3892 #ifdef PROFILE
3893     state_changes++;
3894 #endif
3895   }
3896
3897   psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
3898
3899   color &= 0xFFFFFF;
3900
3901   if(psx_gpu->triangle_color != color)
3902   {
3903     flush_render_block_buffer(psx_gpu);
3904     psx_gpu->triangle_color = color;
3905   }
3906
3907   if(color == 0x808080)
3908     render_state |= RENDER_FLAGS_MODULATE_TEXELS;
3909
3910   render_block_handler_struct *render_block_handler =
3911    &(render_sprite_block_handlers[render_state]);
3912   psx_gpu->render_block_handler = render_block_handler;
3913
3914   ((setup_sprite_function_type *)render_block_handler->setup_blocks)
3915    (psx_gpu, x, y, u, v, width, height, color);
3916 }
3917
3918 #define draw_pixel_line_mask_evaluate_yes()                                    \
3919   if(*vram_ptr & 0x8000)                                                       \
3920
3921 #define draw_pixel_line_mask_evaluate_no()                                     \
3922     
3923
3924 #define draw_pixel_line_shaded()                                               \
3925 {                                                                              \
3926   color_r = fixed_to_int(current_r);                                           \
3927   color_g = fixed_to_int(current_g);                                           \
3928   color_b = fixed_to_int(current_b);                                           \
3929                                                                                \
3930   current_r += gradient_r;                                                     \
3931   current_g += gradient_g;                                                     \
3932   current_b += gradient_b;                                                     \
3933 }                                                                              \
3934
3935 #define draw_pixel_line_unshaded()                                             \
3936 {                                                                              \
3937   color_r = color & 0xFF;                                                      \
3938   color_g = (color >> 8) & 0xFF;                                               \
3939   color_b = (color >> 16) & 0xFF;                                              \
3940 }                                                                              \
3941
3942
3943 #define draw_pixel_line_dithered(_x, _y)                                       \
3944 {                                                                              \
3945   u32 dither_xor = _x ^ _y;                                                    \
3946   s32 dither_offset = (dither_xor >> 1) & 0x1;                                 \
3947   dither_offset |= (_y & 0x1) << 1;                                            \
3948   dither_offset |= (dither_xor & 0x1) << 2;                                    \
3949   dither_offset -= 4;                                                          \
3950                                                                                \
3951   color_r += dither_offset;                                                    \
3952   color_g += dither_offset;                                                    \
3953   color_b += dither_offset;                                                    \
3954                                                                                \
3955   if(color_r < 0)                                                              \
3956     color_r = 0;                                                               \
3957                                                                                \
3958   if(color_g < 0)                                                              \
3959     color_g = 0;                                                               \
3960                                                                                \
3961   if(color_b < 0)                                                              \
3962     color_b = 0;                                                               \
3963                                                                                \
3964   if(color_r > 255)                                                            \
3965     color_r = 255;                                                             \
3966                                                                                \
3967   if(color_g > 255)                                                            \
3968     color_g = 255;                                                             \
3969                                                                                \
3970   if(color_b > 255)                                                            \
3971     color_b = 255;                                                             \
3972 }                                                                              \
3973
3974 #define draw_pixel_line_undithered(_x, _y)                                     \
3975
3976
3977 #define draw_pixel_line_average()                                              \
3978   color_r = (color_r + fb_r) / 2;                                              \
3979   color_g = (color_g + fb_g) / 2;                                              \
3980   color_b = (color_b + fb_b) / 2                                               \
3981
3982 #define draw_pixel_line_add()                                                  \
3983   color_r += fb_r;                                                             \
3984   color_g += fb_g;                                                             \
3985   color_b += fb_b;                                                             \
3986                                                                                \
3987   if(color_r > 31)                                                             \
3988     color_r = 31;                                                              \
3989                                                                                \
3990   if(color_g > 31)                                                             \
3991     color_g = 31;                                                              \
3992                                                                                \
3993   if(color_b > 31)                                                             \
3994     color_b = 31                                                               \
3995                                                                                \
3996
3997 #define draw_pixel_line_subtract()                                             \
3998   color_r = fb_r - color_r;                                                    \
3999   color_g = fb_g - color_g;                                                    \
4000   color_b = fb_b - color_b;                                                    \
4001                                                                                \
4002   if(color_r < 0)                                                              \
4003     color_r = 0;                                                               \
4004                                                                                \
4005   if(color_g < 0)                                                              \
4006     color_g = 0;                                                               \
4007                                                                                \
4008   if(color_b < 0)                                                              \
4009     color_b = 0                                                                \
4010
4011 #define draw_pixel_line_add_fourth()                                           \
4012   color_r = fb_r + (color_r / 4);                                              \
4013   color_g = fb_g + (color_g / 4);                                              \
4014   color_b = fb_b + (color_b / 4);                                              \
4015                                                                                \
4016   if(color_r > 31)                                                             \
4017     color_r = 31;                                                              \
4018                                                                                \
4019   if(color_g > 31)                                                             \
4020     color_g = 31;                                                              \
4021                                                                                \
4022   if(color_b > 31)                                                             \
4023     color_b = 31                                                               \
4024
4025
4026 #define draw_pixel_line_blended(blend_mode)                                    \
4027   s32 fb_pixel = *vram_ptr;                                                    \
4028   s32 fb_r = fb_pixel & 0x1F;                                                  \
4029   s32 fb_g = (fb_pixel >> 5) & 0x1F;                                           \
4030   s32 fb_b = (fb_pixel >> 10) & 0x1F;                                          \
4031                                                                                \
4032   draw_pixel_line_##blend_mode()                                               \
4033
4034 #define draw_pixel_line_unblended(blend_mode)                                  \
4035
4036
4037 #define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate,   \
4038  blend_mode)                                                                   \
4039   if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4040    (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y))         \
4041   {                                                                            \
4042     draw_pixel_line_mask_evaluate_##mask_evaluate()                            \
4043     {                                                                          \
4044       draw_pixel_line_##shading();                                             \
4045       draw_pixel_line_##dithering(_x, _y);                                     \
4046                                                                                \
4047       color_r >>= 3;                                                           \
4048       color_g >>= 3;                                                           \
4049       color_b >>= 3;                                                           \
4050                                                                                \
4051       draw_pixel_line_##blending(blend_mode);                                  \
4052                                                                                \
4053       *vram_ptr = color_r | (color_g << 5) | (color_b << 10) |                 \
4054        psx_gpu->mask_msb;                                                      \
4055     }                                                                          \
4056   }                                                                            \
4057
4058 #define update_increment(value)                                                \
4059   value++                                                                      \
4060
4061 #define update_decrement(value)                                                \
4062   value--                                                                      \
4063
4064 #define update_vram_row_increment(value)                                       \
4065   vram_ptr += 1024                                                             \
4066
4067 #define update_vram_row_decrement(value)                                       \
4068   vram_ptr -= 1024                                                             \
4069
4070 #define compare_increment(a, b)                                                \
4071   (a <= b)                                                                     \
4072
4073 #define compare_decrement(a, b)                                                \
4074   (a >= b)                                                                     \
4075
4076 #define set_line_gradients(minor)                                              \
4077 {                                                                              \
4078   s32 gradient_divisor = delta_##minor;                                        \
4079   if(gradient_divisor != 0)                                                    \
4080   {                                                                            \
4081     gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor;   \
4082     gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor;   \
4083     gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor;   \
4084   }                                                                            \
4085   else                                                                         \
4086   {                                                                            \
4087     gradient_r = 0;                                                            \
4088     gradient_g = 0;                                                            \
4089     gradient_b = 0;                                                            \
4090   }                                                                            \
4091   current_r = fixed_center(vertex_a->r);                                       \
4092   current_g = fixed_center(vertex_a->g);                                       \
4093   current_b = fixed_center(vertex_a->b);                                       \
4094 }
4095
4096 #define draw_line_span_horizontal(direction, shading, blending, dithering,     \
4097  mask_evaluate, blend_mode)                                                    \
4098 do                                                                             \
4099 {                                                                              \
4100   error_step = delta_y * 2;                                                    \
4101   error_wrap = delta_x * 2;                                                    \
4102   error = delta_x;                                                             \
4103                                                                                \
4104   current_y = y_a;                                                             \
4105   set_line_gradients(x);                                                       \
4106                                                                                \
4107   for(current_x = x_a; current_x <= x_b; current_x++)                          \
4108   {                                                                            \
4109     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
4110      mask_evaluate, blend_mode);                                               \
4111     error += error_step;                                                       \
4112     vram_ptr++;                                                                \
4113                                                                                \
4114     if(error >= error_wrap)                                                    \
4115     {                                                                          \
4116       update_##direction(current_y);                                           \
4117       update_vram_row_##direction();                                           \
4118       error -= error_wrap;                                                     \
4119     }                                                                          \
4120   }                                                                            \
4121 } while(0)                                                                     \
4122
4123 #define draw_line_span_vertical(direction, shading, blending, dithering,       \
4124  mask_evaluate, blend_mode)                                                    \
4125 do                                                                             \
4126 {                                                                              \
4127   error_step = delta_x * 2;                                                    \
4128   error_wrap = delta_y * 2;                                                    \
4129   error = delta_y;                                                             \
4130                                                                                \
4131   current_x = x_a;                                                             \
4132   set_line_gradients(y);                                                       \
4133                                                                                \
4134   for(current_y = y_a; compare_##direction(current_y, y_b);                    \
4135    update_##direction(current_y))                                              \
4136   {                                                                            \
4137     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
4138      mask_evaluate, blend_mode);                                               \
4139     error += error_step;                                                       \
4140     update_vram_row_##direction();                                             \
4141                                                                                \
4142     if(error > error_wrap)                                                     \
4143     {                                                                          \
4144       vram_ptr++;                                                              \
4145       current_x++;                                                             \
4146       error -= error_wrap;                                                     \
4147     }                                                                          \
4148   }                                                                            \
4149 } while(0)                                                                     \
4150
4151
4152 #define render_line_body(shading, blending, dithering, mask_evaluate,          \
4153  blend_mode)                                                                   \
4154   if(delta_y < 0)                                                              \
4155   {                                                                            \
4156     delta_y *= -1;                                                             \
4157                                                                                \
4158     if(delta_y >= 512)                                                         \
4159       return;                                                                  \
4160                                                                                \
4161     if(delta_x > delta_y)                                                      \
4162     {                                                                          \
4163       draw_line_span_horizontal(decrement, shading, blending, dithering,       \
4164        mask_evaluate, blend_mode);                                             \
4165     }                                                                          \
4166     else                                                                       \
4167     {                                                                          \
4168       draw_line_span_vertical(decrement, shading, blending, dithering,         \
4169        mask_evaluate, blend_mode);                                             \
4170     }                                                                          \
4171   }                                                                            \
4172   else                                                                         \
4173   {                                                                            \
4174     if(delta_y >= 512)                                                         \
4175       return;                                                                  \
4176                                                                                \
4177     if(delta_x > delta_y)                                                      \
4178     {                                                                          \
4179       draw_line_span_horizontal(increment, shading, blending, dithering,       \
4180        mask_evaluate, blend_mode);                                             \
4181     }                                                                          \
4182     else                                                                       \
4183     {                                                                          \
4184       draw_line_span_vertical(increment, shading, blending, dithering,         \
4185        mask_evaluate, blend_mode);                                             \
4186     }                                                                          \
4187   }                                                                            \
4188
4189                                                                                 
4190 void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4191  u32 color)
4192 {
4193   s32 color_r, color_g, color_b;
4194   u32 triangle_winding = 0;
4195
4196   fixed_type gradient_r = 0;
4197   fixed_type gradient_g = 0;
4198   fixed_type gradient_b = 0;
4199   fixed_type current_r = 0;
4200   fixed_type current_g = 0;
4201   fixed_type current_b = 0;
4202
4203   s32 y_a, y_b;
4204   s32 x_a, x_b;
4205
4206   s32 delta_x, delta_y;
4207
4208   s32 current_x;
4209   s32 current_y;
4210
4211   u32 error_step;
4212   u32 error;
4213   u32 error_wrap;
4214
4215   u16 *vram_ptr;
4216
4217   flush_render_block_buffer(psx_gpu);
4218   psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4219
4220   vertex_struct *vertex_a = &(vertexes[0]);
4221   vertex_struct *vertex_b = &(vertexes[1]);
4222
4223   u32 control_mask;
4224
4225 #ifdef PROFILE
4226   lines++;
4227 #endif
4228
4229   if(vertex_a->x >= vertex_b->x)
4230   {
4231     vertex_swap(vertex_a, vertex_b);
4232   }
4233
4234   x_a = vertex_a->x;
4235   x_b = vertex_b->x;
4236
4237   y_a = vertex_a->y;
4238   y_b = vertex_b->y;
4239
4240   delta_x = x_b - x_a;
4241   delta_y = y_b - y_a;
4242
4243   if(delta_x >= 1024)
4244     return;
4245
4246   flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4247
4248   vram_ptr = psx_gpu->vram_ptr + (y_a * 1024) + x_a;
4249
4250   control_mask = 0x0;
4251
4252   if(flags & RENDER_FLAGS_SHADE)
4253     control_mask |= 0x1;
4254
4255   if(flags & RENDER_FLAGS_BLEND)
4256   {
4257     control_mask |= 0x2;
4258     control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4259   }
4260
4261   if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4262     control_mask |= 0x4;
4263
4264   if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4265     control_mask |= 0x8;
4266
4267   switch(control_mask)
4268   {
4269     case 0x0:
4270       render_line_body(unshaded, unblended, undithered, no, none);
4271       break;
4272
4273     case 0x1:
4274       render_line_body(shaded, unblended, undithered, no, none);
4275       break;
4276
4277     case 0x2:
4278       render_line_body(unshaded, blended, undithered, no, average);
4279       break;
4280
4281     case 0x3:
4282       render_line_body(shaded, blended, undithered, no, average);
4283       break;
4284
4285     case 0x4:
4286       render_line_body(unshaded, unblended, dithered, no, none);
4287       break;
4288
4289     case 0x5:
4290       render_line_body(shaded, unblended, dithered, no, none);
4291       break;
4292
4293     case 0x6:
4294       render_line_body(unshaded, blended, dithered, no, average);
4295       break;
4296
4297     case 0x7:
4298       render_line_body(shaded, blended, dithered, no, average);
4299       break;
4300
4301     case 0x8:
4302       render_line_body(unshaded, unblended, undithered, yes, none);
4303       break;
4304
4305     case 0x9:
4306       render_line_body(shaded, unblended, undithered, yes, none);
4307       break;
4308
4309     case 0xA:
4310       render_line_body(unshaded, blended, undithered, yes, average);
4311       break;
4312
4313     case 0xB:
4314       render_line_body(shaded, blended, undithered, yes, average);
4315       break;
4316
4317     case 0xC:
4318       render_line_body(unshaded, unblended, dithered, yes, none);
4319       break;
4320
4321     case 0xD:
4322       render_line_body(shaded, unblended, dithered, yes, none);
4323       break;
4324
4325     case 0xE:
4326       render_line_body(unshaded, blended, dithered, yes, average);
4327       break;
4328
4329     case 0xF:
4330       render_line_body(shaded, blended, dithered, yes, average);
4331       break;
4332
4333     case 0x12:
4334       render_line_body(unshaded, blended, undithered, no, add);
4335       break;
4336
4337     case 0x13:
4338       render_line_body(shaded, blended, undithered, no, add);
4339       break;
4340
4341     case 0x16:
4342       render_line_body(unshaded, blended, dithered, no, add);
4343       break;
4344
4345     case 0x17:
4346       render_line_body(shaded, blended, dithered, no, add);
4347       break;
4348
4349     case 0x1A:
4350       render_line_body(unshaded, blended, undithered, yes, add);
4351       break;
4352
4353     case 0x1B:
4354       render_line_body(shaded, blended, undithered, yes, add);
4355       break;
4356
4357     case 0x1E:
4358       render_line_body(unshaded, blended, dithered, yes, add);
4359       break;
4360
4361     case 0x1F:
4362       render_line_body(shaded, blended, dithered, yes, add);
4363       break;
4364
4365     case 0x22:
4366       render_line_body(unshaded, blended, undithered, no, subtract);
4367       break;
4368
4369     case 0x23:
4370       render_line_body(shaded, blended, undithered, no, subtract);
4371       break;
4372
4373     case 0x26:
4374       render_line_body(unshaded, blended, dithered, no, subtract);
4375       break;
4376
4377     case 0x27:
4378       render_line_body(shaded, blended, dithered, no, subtract);
4379       break;
4380
4381     case 0x2A:
4382       render_line_body(unshaded, blended, undithered, yes, subtract);
4383       break;
4384
4385     case 0x2B:
4386       render_line_body(shaded, blended, undithered, yes, subtract);
4387       break;
4388
4389     case 0x2E:
4390       render_line_body(unshaded, blended, dithered, yes, subtract);
4391       break;
4392
4393     case 0x2F:
4394       render_line_body(shaded, blended, dithered, yes, subtract);
4395       break;
4396
4397     case 0x32:
4398       render_line_body(unshaded, blended, undithered, no, add_fourth);
4399       break;
4400
4401     case 0x33:
4402       render_line_body(shaded, blended, undithered, no, add_fourth);
4403       break;
4404
4405     case 0x36:
4406       render_line_body(unshaded, blended, dithered, no, add_fourth);
4407       break;
4408
4409     case 0x37:
4410       render_line_body(shaded, blended, dithered, no, add_fourth);
4411       break;
4412
4413     case 0x3A:
4414       render_line_body(unshaded, blended, undithered, yes, add_fourth);
4415       break;
4416
4417     case 0x3B:
4418       render_line_body(shaded, blended, undithered, yes, add_fourth);
4419       break;
4420
4421     case 0x3E:
4422       render_line_body(unshaded, blended, dithered, yes, add_fourth);
4423       break;
4424
4425     case 0x3F:
4426       render_line_body(shaded, blended, dithered, yes, add_fourth);
4427       break;
4428   }
4429 }
4430
4431
4432 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4433  u32 width, u32 height)
4434 {
4435   if((width == 0) || (height == 0))
4436     return;
4437
4438   flush_render_block_buffer(psx_gpu);
4439   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4440
4441   u32 r = color & 0xFF;
4442   u32 g = (color >> 8) & 0xFF;
4443   u32 b = (color >> 16) & 0xFF;
4444   u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4445    psx_gpu->mask_msb;
4446   u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4447
4448   u32 *vram_ptr = (u32 *)(psx_gpu->vram_ptr + x + (y * 1024));
4449
4450   u32 pitch = 512 - (width / 2);
4451   u32 num_width;
4452
4453   if(psx_gpu->interlace_mode & RENDER_INTERLACE_ENABLED)
4454   {
4455     pitch += 512;
4456     height /= 2;
4457
4458     if(psx_gpu->interlace_mode & RENDER_INTERLACE_ODD)
4459       vram_ptr += 512; 
4460   }
4461
4462   while(height)
4463   {
4464     num_width = width;
4465     while(num_width)
4466     {
4467       vram_ptr[0] = color_32bpp;
4468       vram_ptr[1] = color_32bpp;
4469       vram_ptr[2] = color_32bpp;
4470       vram_ptr[3] = color_32bpp;
4471       vram_ptr[4] = color_32bpp;
4472       vram_ptr[5] = color_32bpp;
4473       vram_ptr[6] = color_32bpp;
4474       vram_ptr[7] = color_32bpp;
4475
4476       vram_ptr += 8;
4477       num_width -= 16;
4478     }
4479
4480     vram_ptr += pitch;
4481     height--;
4482   }
4483 }
4484
4485 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4486  u32 width, u32 height, u32 pitch)
4487 {
4488   u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4489   u32 draw_x, draw_y;
4490   u32 mask_msb = psx_gpu->mask_msb;
4491
4492   if((width == 0) || (height == 0))
4493     return;
4494
4495   flush_render_block_buffer(psx_gpu);
4496   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4497
4498   for(draw_y = 0; draw_y < height; draw_y++)
4499   {
4500     for(draw_x = 0; draw_x < width; draw_x++)
4501     {
4502       vram_ptr[draw_x] = source[draw_x] | mask_msb;
4503     }
4504
4505     source += pitch;
4506     vram_ptr += 1024;
4507   }
4508 }
4509
4510 void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4511  u32 dest_x, u32 dest_y, u32 width, u32 height)
4512 {
4513   render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4514    dest_x, dest_y, width, height, 1024);
4515 }
4516
4517
4518 void initialize_reciprocal_table(void)
4519 {
4520   u32 height;
4521   u32 height_normalized;
4522   u32 height_reciprocal;
4523   s32 shift;
4524
4525   for(height = 1; height < 512; height++)
4526   {
4527     shift = __builtin_clz(height);
4528     height_normalized = height << shift;
4529     height_reciprocal = ((1ULL << 50) + (height_normalized - 1)) /
4530      height_normalized;
4531
4532     shift = 32 - (50 - shift);
4533
4534     reciprocal_table[height] = (height_reciprocal << 12) | shift;
4535   }
4536 }
4537
4538
4539 #define dither_table_row(a, b, c, d)                                           \
4540  ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24))    \
4541
4542 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
4543 {
4544   vec_8x16u test_mask =
4545    { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4546
4547   psx_gpu->test_mask = test_mask;
4548
4549   psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4550   psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4551   psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4552   psx_gpu->viewport_mask = 0;
4553   psx_gpu->current_texture_page = 0;
4554   psx_gpu->current_texture_mask = 0;
4555   psx_gpu->last_8bpp_texture_page = 0;
4556
4557   psx_gpu->clut_settings = 0;
4558   psx_gpu->texture_settings = 0;
4559   psx_gpu->render_state = 0;
4560   psx_gpu->render_state_base = 0;
4561   psx_gpu->num_blocks = 0;
4562
4563   psx_gpu->vram_ptr = vram;
4564
4565   psx_gpu->texture_page_base = psx_gpu->vram_ptr;
4566   psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4567   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4568
4569   psx_gpu->mask_msb = 0;
4570
4571   psx_gpu->texture_window_x = 0;
4572   psx_gpu->texture_window_y = 0;
4573   psx_gpu->texture_mask_width = 0xFF;
4574   psx_gpu->texture_mask_height = 0xFF;
4575
4576   psx_gpu->interlace_mode = 0;
4577
4578   memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4579
4580   initialize_reciprocal_table();
4581
4582   //    00 01 10 11
4583   // 00  0  4  1  5
4584   // 01  6  2  7  3
4585   // 10  1  5  0  4
4586   // 11  7  3  6  2
4587   // (minus ones(4) * 4)
4588
4589   // d0: (1 3 5 7): x1 ^ y1
4590   // d1: (2 3 6 7): y0
4591   // d2: (4 5 6 7): x0 ^ y0
4592
4593   psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
4594   psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
4595   psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
4596   psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
4597
4598   psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
4599 }
4600
4601 u64 get_us(void)
4602 {
4603   struct timeval tv;
4604   gettimeofday(&tv, NULL);
4605   
4606   return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
4607 }
4608
4609 #ifdef NEON_BUILD
4610
4611 u32 get_counter()
4612 {
4613   u32 counter;
4614   __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
4615
4616   return counter;
4617 }
4618
4619 void init_counter(void)
4620 {
4621   u32 value;
4622   asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
4623   value |= 5; // master enable, ccnt reset
4624   value &= ~8; // ccnt divider 0
4625   asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
4626   // enable cycle counter
4627   asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
4628 }
4629
4630 void triangle_benchmark(psx_gpu_struct *psx_gpu)
4631 {
4632   u32 i;
4633
4634   u32 ticks;
4635   u32 ticks_elapsed;
4636
4637   const u32 iterations = 500000;
4638
4639   psx_gpu->num_blocks = 64;
4640   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4641
4642   for(i = 0; i < 64; i++)
4643   {
4644     memset(&(psx_gpu->blocks[i].r), 0, 16);
4645   }
4646
4647   init_counter();
4648
4649   ticks = get_counter();
4650
4651   for(i = 0; i < iterations; i++)
4652   {
4653     texture_sprite_blocks_8bpp(psx_gpu);
4654   }
4655
4656   ticks_elapsed = get_counter() - ticks;
4657
4658   printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
4659 }
4660
4661 #endif
4662