cdrom: change pause timing again
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu.c
1 /*
2  * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License as
6  * published by the Free Software Foundation; either version 2 of
7  * the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12  * General Public License for more details.
13  */
14
15 #include <stdio.h>
16 #include <stdlib.h>
17 #include <stdint.h>
18 #include <stddef.h>
19 #include <string.h>
20 #include <assert.h>
21
22 #include "common.h"
23 #ifndef NEON_BUILD
24 #include "vector_ops.h"
25 #endif
26 #include "psx_gpu_simd.h"
27 #include "psx_gpu_offsets.h"
28
29 #if 0
30 void dump_r_d(const char *name, void *dump);
31 void dump_r_q(const char *name, void *dump);
32 #define dumprd(n) dump_r_d(#n, n.e)
33 #define dumprq(n) dump_r_q(#n, n.e)
34 #endif
35
36 u32 span_pixels = 0;
37 u32 span_pixel_blocks = 0;
38 u32 spans = 0;
39 u32 triangles = 0;
40 u32 sprites = 0;
41 u32 sprites_4bpp = 0;
42 u32 sprites_8bpp = 0;
43 u32 sprites_16bpp = 0;
44 u32 sprite_blocks = 0;
45 u32 sprites_untextured = 0;
46 u32 lines = 0;
47 u32 trivial_rejects = 0;
48 u32 texels_4bpp = 0;
49 u32 texels_8bpp = 0;
50 u32 texels_16bpp = 0;
51 u32 texel_blocks_4bpp = 0;
52 u32 texel_blocks_8bpp = 0;
53 u32 texel_blocks_16bpp = 0;
54 u32 texel_blocks_untextured = 0;
55 u32 blend_blocks = 0;
56 u32 render_buffer_flushes = 0;
57 u32 state_changes = 0;
58 u32 left_split_triangles = 0;
59 u32 flat_triangles = 0;
60 u32 clipped_triangles = 0;
61 u32 zero_block_spans = 0;
62 u32 texture_cache_loads = 0;
63 u32 false_modulated_blocks = 0;
64
65 #define stats_add(stat, count) // stat += count
66
67 /* double size for enhancement */
68 u32 reciprocal_table[512 * 2];
69
70
71 typedef s32 fixed_type;
72
73 #define EDGE_STEP_BITS 32
74 #define FIXED_BITS     12
75
76 #define fixed_center(value)                                                    \
77   ((((fixed_type)(value)) << FIXED_BITS) + (1 << (FIXED_BITS - 1)))            \
78
79 #define int_to_fixed(value)                                                    \
80   (((fixed_type)(value)) << FIXED_BITS)                                        \
81
82 #define fixed_to_int(value)                                                    \
83   ((value) >> FIXED_BITS)                                                      \
84
85 #define fixed_to_double(value)                                                 \
86   ((value) / (double)(1 << FIXED_BITS))                                        \
87
88 #define double_to_fixed(value)                                                 \
89   (fixed_type)(((value) * (double)(1 << FIXED_BITS)))                          \
90
91 typedef void (setup_blocks_function_type)(psx_gpu_struct *psx_gpu);
92 typedef void (texture_blocks_function_type)(psx_gpu_struct *psx_gpu);
93 typedef void (shade_blocks_function_type)(psx_gpu_struct *psx_gpu);
94 typedef void (blend_blocks_function_type)(psx_gpu_struct *psx_gpu);
95
96 typedef void (setup_sprite_function_type)(psx_gpu_struct *psx_gpu, s32 x,
97  s32 y, s32 u, s32 v, s32 width, s32 height, u32 color);
98
99 struct render_block_handler_struct
100 {
101   void *setup_blocks;
102   texture_blocks_function_type *texture_blocks;
103   shade_blocks_function_type *shade_blocks;
104   blend_blocks_function_type *blend_blocks; 
105 };
106
107 #ifndef NEON_BUILD
108
109 u32 fixed_reciprocal(u32 denominator, u32 *_shift)
110 {
111   u32 shift = __builtin_clz(denominator);
112   u32 denominator_normalized = denominator << shift;
113
114   double numerator = (1ULL << 62) + denominator_normalized;
115   double numerator_b;
116
117   double denominator_normalized_dp_b;
118   u64 denominator_normalized_dp_u64;
119
120   u32 reciprocal;
121   double reciprocal_dp;
122
123   u64 numerator_u64 = (denominator_normalized >> 10) |
124    ((u64)(62 + 1023) << 52);
125   *((u64 *)(&numerator_b)) = numerator_u64;
126
127   denominator_normalized_dp_u64 =
128    (u64)(denominator_normalized << 21) |
129    ((u64)((denominator_normalized >> 11) + ((1022 + 31) << 20)) << 32);
130   *((u64 *)(&denominator_normalized_dp_b)) = denominator_normalized_dp_u64;
131
132   // Implement with a DP divide
133   reciprocal_dp = numerator / denominator_normalized_dp_b;
134   reciprocal = reciprocal_dp;
135
136   if(reciprocal == 0x80000001)
137     reciprocal = 0x80000000;
138
139   *_shift = 62 - shift;
140   return reciprocal;
141 }
142
143 double reciprocal_estimate(double a)
144 {
145   int q, s;
146   double r;
147
148   q = (int)(a * 512.0);
149   /* a in units of 1/512 rounded down */
150   r = 1.0 / (((double)q + 0.5) / 512.0); /* reciprocal r */
151   s = (int)(256.0 * r + 0.5);
152
153   /* r in units of 1/256 rounded to nearest */
154   
155   return (double)s / 256.0;
156 }
157
158 u32 reciprocal_estimate_u32(u32 value)
159 {
160   u64 dp_value_u64;
161   volatile double dp_value;
162   volatile u64 *dp_value_ptr = (volatile u64 *)&dp_value;
163
164   if((value >> 31) == 0)
165     return 0xFFFFFFFF;
166
167   dp_value_u64 = (0x3FEULL << (31 + 21)) | ((u64)(value & 0x7FFFFFFF) << 21);
168
169   *dp_value_ptr = dp_value_u64;
170
171   dp_value = reciprocal_estimate(dp_value);
172   dp_value_u64 = *dp_value_ptr;
173
174   return (0x80000000 | ((dp_value_u64 >> 21) & 0x7FFFFFFF));
175 }
176
177 u32 fixed_reciprocal_nr(u32 value, u32 *_shift)
178 {
179   u32 shift = __builtin_clz(value);
180   u32 value_normalized = value << shift;
181
182   *_shift = 62 - shift;
183
184   value_normalized -= 2;
185
186   u32 reciprocal_normalized = reciprocal_estimate_u32(value_normalized) >> 1;
187
188   u32 temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
189   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
190   temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
191   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
192   temp = -(((u64)value_normalized * (u32)reciprocal_normalized) >> 31);
193   reciprocal_normalized = (((u64)reciprocal_normalized * temp) >> 31);
194
195   return reciprocal_normalized;
196 }
197
198 #endif
199
200
201 s32 triangle_signed_area_x2(s32 x0, s32 y0, s32 x1, s32 y1, s32 x2, s32 y2)
202 {
203         return ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0));
204 }
205
206 u32 texture_region_mask(s32 x1, s32 y1, s32 x2, s32 y2)
207 {
208   s32 coverage_x, coverage_y;
209
210   u32 mask_up_left;
211   u32 mask_down_right;
212
213   coverage_x = x2 >> 6;
214   coverage_y = y2 >> 8;
215
216   if(coverage_x < 0)
217     coverage_x = 0;
218
219   if(coverage_x > 31)
220     coverage_x = 31;
221
222   mask_down_right = ~(0xFFFFFFFF << (coverage_x + 1)) & 0xFFFF;
223
224   if(coverage_y >= 1)
225     mask_down_right |= mask_down_right << 16;
226
227   coverage_x = x1 >> 6;
228
229   mask_up_left = 0xFFFF0000 << coverage_x;
230   if(coverage_x < 0)
231     mask_up_left = 0xFFFF0000;
232
233   coverage_y = y1 >> 8;
234   if(coverage_y <= 0)
235     mask_up_left |= mask_up_left >> 16;
236
237   return mask_up_left & mask_down_right;
238 }
239
240 u32 invalidate_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
241  u32 x2, u32 y2)
242 {
243   u32 mask = texture_region_mask(x1, y1, x2, y2);
244
245   psx_gpu->dirty_textures_4bpp_mask |= mask;
246   psx_gpu->dirty_textures_8bpp_mask |= mask;
247   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
248
249   return mask;
250 }
251
252 u32 invalidate_texture_cache_region_viewport(psx_gpu_struct *psx_gpu, u32 x1,
253  u32 y1, u32 x2, u32 y2)
254 {
255   u32 mask = texture_region_mask(x1, y1, x2, y2) &
256    psx_gpu->viewport_mask;
257
258   psx_gpu->dirty_textures_4bpp_mask |= mask;
259   psx_gpu->dirty_textures_8bpp_mask |= mask;
260   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
261
262   return mask;
263 }
264
265 static void update_texture_cache_region_(psx_gpu_struct *psx_gpu,
266  u32 x1, u32 y1, u32 x2, u32 y2)
267 {
268   u32 mask = texture_region_mask(x1, y1, x2, y2);
269   u32 texture_page;
270   u8 *texture_page_ptr;
271   u16 *vram_ptr;
272   u32 texel_block;
273   u32 sub_x, sub_y;
274
275   psx_gpu->dirty_textures_8bpp_mask |= mask;
276   psx_gpu->dirty_textures_8bpp_alternate_mask |= mask;
277
278   if ((psx_gpu->dirty_textures_4bpp_mask & mask) == 0 &&
279       (x1 & 3) == 0 && (y1 & 15) == 0 && x2 - x1 < 4 && y2 - y1 < 16)
280   {
281     texture_page = ((x1 / 64) & 15) + (y1 / 256) * 16;
282     texture_page_ptr = psx_gpu->texture_4bpp_cache[texture_page];
283     texture_page_ptr += (x1 / 4 & 15) * 16*16 + (y1 / 16 & 15) * 16*16*16;
284     vram_ptr = psx_gpu->vram_ptr + x1 + y1 * 1024;
285     sub_x = 4;
286     sub_y = 16;
287
288     while(sub_y)
289     {
290       while(sub_x)
291       {
292         texel_block = *vram_ptr;
293
294         texture_page_ptr[0] = texel_block & 0xF;
295         texture_page_ptr[1] = (texel_block >> 4) & 0xF;
296         texture_page_ptr[2] = (texel_block >> 8) & 0xF;
297         texture_page_ptr[3] = texel_block >> 12;
298         
299         vram_ptr++;
300         texture_page_ptr += 4;
301
302         sub_x--;          
303       }
304
305       vram_ptr -= 4;
306       sub_x = 4;
307
308       sub_y--;
309       vram_ptr += 1024;
310     }
311   }
312   else
313   {
314     psx_gpu->dirty_textures_4bpp_mask |= mask;
315   }
316 }
317
318 void update_texture_cache_region(psx_gpu_struct *psx_gpu, u32 x1, u32 y1,
319  u32 x2, u32 y2)
320 {
321   s32 w = x2 - x1;
322   do
323   {
324     x2 = x1 + w;
325     if (x2 > 1023)
326       x2 = 1023;
327     update_texture_cache_region_(psx_gpu, x1, y1, x2, y2);
328     w -= x2 - x1;
329     x1 = 0;
330   }
331   while (unlikely(w > 0));
332 }
333
334 #ifndef NEON_BUILD
335
336 void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
337 {
338   u32 current_texture_page = psx_gpu->current_texture_page;
339   u8 *texture_page_ptr = psx_gpu->texture_page_base;
340   u16 *vram_ptr = psx_gpu->vram_ptr;
341
342   u32 texel_block;
343   u32 tile_x, tile_y;
344   u32 sub_x, sub_y;
345
346   vram_ptr += (current_texture_page >> 4) * 256 * 1024;
347   vram_ptr += (current_texture_page & 0xF) * 64;
348
349   texture_cache_loads++;
350
351   tile_y = 16;
352   tile_x = 16;
353   sub_x = 4;
354   sub_y = 16;
355
356   psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
357
358   while(tile_y)
359   {
360     while(tile_x)
361     {
362       while(sub_y)
363       {
364         while(sub_x)
365         {
366           texel_block = *vram_ptr;
367
368           texture_page_ptr[0] = texel_block & 0xF;
369           texture_page_ptr[1] = (texel_block >> 4) & 0xF;
370           texture_page_ptr[2] = (texel_block >> 8) & 0xF;
371           texture_page_ptr[3] = texel_block >> 12;
372           
373           vram_ptr++;
374           texture_page_ptr += 4;
375
376           sub_x--;          
377         }
378
379         vram_ptr -= 4;
380         sub_x = 4;
381
382         sub_y--;
383         vram_ptr += 1024;
384       }
385
386       sub_y = 16;
387
388       vram_ptr -= (1024 * 16) - 4;
389       tile_x--;
390     }
391
392     tile_x = 16;
393
394     vram_ptr += (16 * 1024) - (4 * 16);
395     tile_y--;
396   }
397 }
398
399 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
400  u32 texture_page)
401 {
402   u16 *texture_page_ptr = psx_gpu->texture_page_base;
403   u16 *vram_ptr = psx_gpu->vram_ptr;
404
405   u32 tile_x, tile_y;
406   u32 sub_y;
407
408   vec_8x16u texels;
409
410   texture_cache_loads++;
411
412   vram_ptr += (texture_page >> 4) * 256 * 1024;
413   vram_ptr += (texture_page & 0xF) * 64;
414
415   if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
416     texture_page_ptr += (8 * 16) * 8;
417
418   tile_x = 8;
419   tile_y = 16;
420
421   sub_y = 16;
422
423   while(tile_y)
424   {
425     while(tile_x)
426     {
427       while(sub_y)
428       {
429         load_128b(texels, vram_ptr);
430         store_128b(texels, texture_page_ptr);
431
432         texture_page_ptr += 8;
433         vram_ptr += 1024;
434
435         sub_y--;
436       }
437
438       sub_y = 16;
439
440       vram_ptr -= (1024 * 16);
441       vram_ptr += 8;
442
443       tile_x--;
444     }
445
446     tile_x = 8;
447
448     vram_ptr -= (8 * 8);
449     vram_ptr += (16 * 1024);
450
451     texture_page_ptr += (8 * 16) * 8;
452     tile_y--;
453   }
454 }
455
456 #endif
457
458
459 void update_texture_8bpp_cache(psx_gpu_struct *psx_gpu)
460 {
461   u32 current_texture_page = psx_gpu->current_texture_page;
462   u32 update_textures =
463    psx_gpu->dirty_textures_8bpp_mask & psx_gpu->current_texture_mask;
464
465   psx_gpu->dirty_textures_8bpp_mask &= ~update_textures;
466
467   if(update_textures & (1 << current_texture_page))
468   {
469     update_texture_8bpp_cache_slice(psx_gpu, current_texture_page);
470     update_textures &= ~(1 << current_texture_page);
471   }
472
473   if(update_textures)
474   {
475     u32 adjacent_texture_page = ((current_texture_page + 1) & 0xF) |
476      (current_texture_page & 0x10);
477
478     update_texture_8bpp_cache_slice(psx_gpu, adjacent_texture_page);
479   }
480 }
481
482 void flush_render_block_buffer(psx_gpu_struct *psx_gpu)
483 {
484   if((psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) &&
485    (psx_gpu->primitive_type == PRIMITIVE_TYPE_SPRITE))
486   {
487     u32 num_blocks_dest = 0;
488     block_struct *block_src = psx_gpu->blocks; 
489     block_struct *block_dest = psx_gpu->blocks;
490
491     u16 *vram_ptr = psx_gpu->vram_ptr;
492     u32 i;
493
494     if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
495     {
496       for(i = 0; i < psx_gpu->num_blocks; i++)
497       {
498         u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
499         if(fb_offset & (1 << 11))
500         {
501           *block_dest = *block_src;
502           num_blocks_dest++;
503           block_dest++;
504         }
505         block_src++;
506       }
507     }
508     else
509     {
510       for(i = 0; i < psx_gpu->num_blocks; i++)
511       {
512         u32 fb_offset = (u32)((u8 *)block_src->fb_ptr - (u8 *)vram_ptr);
513         if((fb_offset & (1 << 11)) == 0)
514         {
515           *block_dest = *block_src;
516           num_blocks_dest++;
517           block_dest++;
518         }
519         block_src++;
520       }
521     }
522
523     psx_gpu->num_blocks = num_blocks_dest;
524   }
525
526   if(psx_gpu->num_blocks)
527   {
528     render_block_handler_struct *render_block_handler =
529      psx_gpu->render_block_handler;
530
531     render_block_handler->texture_blocks(psx_gpu);
532     render_block_handler->shade_blocks(psx_gpu);
533     render_block_handler->blend_blocks(psx_gpu);
534
535 #ifdef PROFILE
536     span_pixel_blocks += psx_gpu->num_blocks;
537     render_buffer_flushes++;
538 #endif
539
540     psx_gpu->num_blocks = 0;
541   }
542 }
543
544
545 #ifndef NEON_BUILD
546
547 #define setup_gradient_calculation_input(set, vertex)                          \
548   /* First type is:  uvrg bxxx xxxx                                          */\
549   /* Second type is: yyyy ybyy uvrg                                          */\
550   /* Since x_a and y_c are the same the same variable is used for both.      */\
551   x##set##_a_y##set##_c.e[0] = vertex->u;                                      \
552   x##set##_a_y##set##_c.e[1] = vertex->v;                                      \
553   x##set##_a_y##set##_c.e[2] = vertex->r;                                      \
554   x##set##_a_y##set##_c.e[3] = vertex->g;                                      \
555   dup_4x16b(x##set##_b, vertex->x);                                            \
556   dup_4x16b(x##set##_c, vertex->x);                                            \
557   dup_4x16b(y##set##_a, vertex->y);                                            \
558   dup_4x16b(y##set##_b, vertex->y);                                            \
559   x##set##_b.e[0] = vertex->b;                                                 \
560   y##set##_b.e[1] = vertex->b                                                  \
561   
562
563 void compute_all_gradients(psx_gpu_struct *psx_gpu, vertex_struct *a,
564  vertex_struct *b, vertex_struct *c)
565 {
566   u32 triangle_area = psx_gpu->triangle_area;
567   u32 winding_mask_scalar;
568
569   u32 triangle_area_shift;
570   u64 triangle_area_reciprocal =
571    fixed_reciprocal(triangle_area, &triangle_area_shift);
572   triangle_area_shift = -(triangle_area_shift - FIXED_BITS);
573
574   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
575   // ( d0       *  d1      ) - ( d2       *  d3      ) =
576   // ( m0                  ) - ( m1                  ) = gradient
577
578   // This is split to do 12 elements at a time over three sets: a, b, and c.
579   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
580   // two of the slots are unused.
581
582   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
583   // is g.
584
585   vec_4x16s x0_a_y0_c, x0_b, x0_c;
586   vec_4x16s y0_a, y0_b;
587   vec_4x16s x1_a_y1_c, x1_b, x1_c;
588   vec_4x16s y1_a, y1_b;
589   vec_4x16s x2_a_y2_c, x2_b, x2_c;
590   vec_4x16s y2_a, y2_b;
591
592   vec_4x32u uvrg_base;
593   vec_4x32u b_base;
594   vec_4x32u uvrgb_phase;
595
596   vec_4x16s d0_a_d3_c, d0_b, d0_c;
597   vec_4x16s d1_a, d1_b, d1_c_d2_a;
598   vec_4x16s d2_b, d2_c;
599   vec_4x16s d3_a, d3_b;
600
601   vec_4x32s m0_a, m0_b, m0_c;
602   vec_4x32s m1_a, m1_b, m1_c;
603
604   vec_4x32u gradient_area_a, gradient_area_c;
605   vec_2x32u gradient_area_b;  
606
607   vec_4x32u gradient_area_sign_a, gradient_area_sign_c;
608   vec_2x32u gradient_area_sign_b;
609   vec_4x32u winding_mask;
610
611   vec_2x64u gradient_wide_a0, gradient_wide_a1;
612   vec_2x64u gradient_wide_c0, gradient_wide_c1;
613   vec_2x64u gradient_wide_b;
614
615   vec_4x32u gradient_a, gradient_c;
616   vec_2x32u gradient_b;
617   vec_16x8s gradient_shift;
618
619   setup_gradient_calculation_input(0, a);
620   setup_gradient_calculation_input(1, b);
621   setup_gradient_calculation_input(2, c);
622
623   dup_4x32b(uvrgb_phase, psx_gpu->uvrgb_phase);
624   shl_long_4x16b(uvrg_base, x0_a_y0_c, 16);
625   shl_long_4x16b(b_base, x0_b, 16);
626
627   add_4x32b(uvrg_base, uvrg_base, uvrgb_phase);
628   add_4x32b(b_base, b_base, uvrgb_phase);
629
630   // Can probably pair these, but it'll require careful register allocation
631   sub_4x16b(d0_a_d3_c, x1_a_y1_c, x0_a_y0_c);
632   sub_4x16b(d1_c_d2_a, x2_a_y2_c, x1_a_y1_c);
633
634   sub_4x16b(d0_b, x1_b, x0_b);
635   sub_4x16b(d0_c, x1_c, x0_c);
636
637   sub_4x16b(d1_a, y2_a, y1_a);
638   sub_4x16b(d1_b, y2_b, y1_b);
639
640   sub_4x16b(d2_b, x2_b, x1_b);
641   sub_4x16b(d2_c, x2_c, x1_c);
642
643   sub_4x16b(d3_a, y1_a, y0_a);
644   sub_4x16b(d3_b, y1_b, y0_b);
645
646   mul_long_4x16b(m0_a, d0_a_d3_c, d1_a);
647   mul_long_4x16b(m0_b, d0_b, d1_b);
648   mul_long_4x16b(m0_c, d0_c, d1_c_d2_a);
649
650   mul_long_4x16b(m1_a, d1_c_d2_a, d3_a);
651   mul_long_4x16b(m1_b, d2_b, d3_b);
652   mul_long_4x16b(m1_c, d2_c, d0_a_d3_c);
653
654   sub_4x32b(gradient_area_a, m0_a, m1_a);
655   sub_2x32b(gradient_area_b, m0_b.low, m1_b.low);
656   sub_4x32b(gradient_area_c, m0_c, m1_c);
657
658   cmpltz_4x32b(gradient_area_sign_a, gradient_area_a);
659   cmpltz_2x32b(gradient_area_sign_b, gradient_area_b);
660   cmpltz_4x32b(gradient_area_sign_c, gradient_area_c);
661
662   abs_4x32b(gradient_area_a, gradient_area_a);
663   abs_2x32b(gradient_area_b, gradient_area_b);
664   abs_4x32b(gradient_area_c, gradient_area_c);
665
666   winding_mask_scalar = -psx_gpu->triangle_winding;
667
668   dup_4x32b(winding_mask, winding_mask_scalar);
669   eor_4x32b(gradient_area_sign_a, gradient_area_sign_a, winding_mask);
670   eor_2x32b(gradient_area_sign_b, gradient_area_sign_b, winding_mask);
671   eor_4x32b(gradient_area_sign_c, gradient_area_sign_c, winding_mask);
672
673   mul_scalar_long_2x32b(gradient_wide_a0, 
674    vector_cast(vec_2x32s, gradient_area_a.low), 
675    (s64)triangle_area_reciprocal);
676   mul_scalar_long_2x32b(gradient_wide_a1,
677    vector_cast(vec_2x32s, gradient_area_a.high),
678    (s64)triangle_area_reciprocal);
679   mul_scalar_long_2x32b(gradient_wide_b, 
680    vector_cast(vec_2x32s, gradient_area_b),
681    (s64)triangle_area_reciprocal);
682   mul_scalar_long_2x32b(gradient_wide_c0, 
683    vector_cast(vec_2x32s, gradient_area_c.low),
684    (s64)triangle_area_reciprocal);
685   mul_scalar_long_2x32b(gradient_wide_c1, 
686    vector_cast(vec_2x32s, gradient_area_c.high),
687    (s64)triangle_area_reciprocal);
688
689   dup_16x8b(gradient_shift, triangle_area_shift);
690   shl_reg_2x64b(gradient_wide_a0, gradient_wide_a0,
691    vector_cast(vec_2x64u, gradient_shift));
692   shl_reg_2x64b(gradient_wide_a1, gradient_wide_a1,
693    vector_cast(vec_2x64u, gradient_shift));
694   shl_reg_2x64b(gradient_wide_b, gradient_wide_b,
695    vector_cast(vec_2x64u, gradient_shift));
696   shl_reg_2x64b(gradient_wide_c0, gradient_wide_c0,
697    vector_cast(vec_2x64u, gradient_shift));
698   shl_reg_2x64b(gradient_wide_c1, gradient_wide_c1,
699    vector_cast(vec_2x64u, gradient_shift));
700
701   mov_narrow_2x64b(gradient_a.low, gradient_wide_a0);
702   mov_narrow_2x64b(gradient_a.high, gradient_wide_a1);
703   mov_narrow_2x64b(gradient_b, gradient_wide_b);
704   mov_narrow_2x64b(gradient_c.low, gradient_wide_c0);
705   mov_narrow_2x64b(gradient_c.high, gradient_wide_c1);
706
707   shl_4x32b(gradient_a, gradient_a, 4);
708   shl_2x32b(gradient_b, gradient_b, 4);
709   shl_4x32b(gradient_c, gradient_c, 4);
710
711   eor_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
712   eor_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
713   eor_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
714
715   sub_4x32b(gradient_a, gradient_a, gradient_area_sign_a);
716   sub_2x32b(gradient_b, gradient_b, gradient_area_sign_b);
717   sub_4x32b(gradient_c, gradient_c, gradient_area_sign_c);
718
719   u32 left_adjust = a->x;
720   mls_scalar_4x32b(uvrg_base, gradient_a, left_adjust);
721   mls_scalar_2x32b(b_base.low, gradient_b, left_adjust);
722
723   vec_4x32u uvrg_dx2;
724   vec_2x32u b_dx2;
725
726   vec_4x32u uvrg_dx3;
727   vec_2x32u b_dx3;
728
729   vec_4x32u zero;
730
731   eor_4x32b(zero, zero, zero);
732   add_4x32b(uvrg_dx2, gradient_a, gradient_a);
733   add_2x32b(b_dx2, gradient_b, gradient_b);
734   add_4x32b(uvrg_dx3, gradient_a, uvrg_dx2);
735   add_2x32b(b_dx3, gradient_b, b_dx2);
736
737   // Can be done with vst4, assuming that the zero, dx, dx2, and dx3 are
738   // lined up properly
739   psx_gpu->u_block_span.e[0] = zero.e[0];
740   psx_gpu->u_block_span.e[1] = gradient_a.e[0];
741   psx_gpu->u_block_span.e[2] = uvrg_dx2.e[0];
742   psx_gpu->u_block_span.e[3] = uvrg_dx3.e[0];
743
744   psx_gpu->v_block_span.e[0] = zero.e[1];
745   psx_gpu->v_block_span.e[1] = gradient_a.e[1];
746   psx_gpu->v_block_span.e[2] = uvrg_dx2.e[1];
747   psx_gpu->v_block_span.e[3] = uvrg_dx3.e[1];
748
749   psx_gpu->r_block_span.e[0] = zero.e[2];
750   psx_gpu->r_block_span.e[1] = gradient_a.e[2];
751   psx_gpu->r_block_span.e[2] = uvrg_dx2.e[2];
752   psx_gpu->r_block_span.e[3] = uvrg_dx3.e[2];
753
754   psx_gpu->g_block_span.e[0] = zero.e[3];
755   psx_gpu->g_block_span.e[1] = gradient_a.e[3];
756   psx_gpu->g_block_span.e[2] = uvrg_dx2.e[3];
757   psx_gpu->g_block_span.e[3] = uvrg_dx3.e[3];
758
759   psx_gpu->b_block_span.e[0] = zero.e[0];
760   psx_gpu->b_block_span.e[1] = gradient_b.e[0];
761   psx_gpu->b_block_span.e[2] = b_dx2.e[0];
762   psx_gpu->b_block_span.e[3] = b_dx3.e[0];
763
764   psx_gpu->uvrg = uvrg_base;
765   psx_gpu->b = b_base.e[0];
766
767   psx_gpu->uvrg_dx = gradient_a;
768   psx_gpu->uvrg_dy = gradient_c;
769   psx_gpu->b_dy = gradient_b.e[1];
770 }
771 #endif
772
773 #define vector_check(_a, _b)                                                   \
774   if(memcmp(&_a, &_b, sizeof(_b)))                                             \
775   {                                                                            \
776     if(sizeof(_b) == 8)                                                        \
777     {                                                                          \
778       printf("mismatch on %s vs %s: (%x %x) vs (%x %x)\n",                     \
779        #_a, #_b, _a.e[0], _a.e[1], _b.e[0], _b.e[1]);                          \
780     }                                                                          \
781     else                                                                       \
782     {                                                                          \
783       printf("mismatch on %s vs %s: (%x %x %x %x) vs (%x %x %x %x)\n",         \
784        #_a, #_b, _a.e[0], _a.e[1], _a.e[2], _a.e[3], _b.e[0], _b.e[1],         \
785        _b.e[2], _b.e[3]);                                                      \
786     }                                                                          \
787   }                                                                            \
788
789 #define scalar_check(_a, _b)                                                   \
790   if(_a != _b)                                                                 \
791     printf("mismatch on %s %s: %x vs %x\n", #_a, #_b, _a, _b)                  \
792
793
794 #if !defined(NEON_BUILD) && !defined(NDEBUG)
795 static void setup_spans_debug_check(psx_gpu_struct *psx_gpu,
796   edge_data_struct *span_edge_data_element)
797 {
798   u32 _num_spans = span_edge_data_element - psx_gpu->span_edge_data;
799   if (_num_spans > MAX_SPANS)
800     *(volatile int *)0 = 1;
801   if (_num_spans < psx_gpu->num_spans)
802   {
803     if(span_edge_data_element->num_blocks > MAX_BLOCKS_PER_ROW)
804       *(volatile int *)0 = 2;
805     if(span_edge_data_element->y >= 2048)
806       *(volatile int *)0 = 3;
807   }
808 }
809 #else
810 #define setup_spans_debug_check(psx_gpu, span_edge_data_element)
811 #endif
812
813 #define setup_spans_prologue_alternate_yes()                                   \
814   vec_2x64s alternate_x;                                                       \
815   vec_2x64s alternate_dx_dy;                                                   \
816   vec_4x32s alternate_x_32;                                                    \
817   vec_4x16u alternate_x_16;                                                    \
818                                                                                \
819   vec_4x16u alternate_select;                                                  \
820   vec_4x16s y_mid_point;                                                       \
821                                                                                \
822   s32 y_b = v_b->y;                                                            \
823   s64 edge_alt;                                                                \
824   s32 edge_dx_dy_alt;                                                          \
825   u32 edge_shift_alt                                                           \
826
827 #define setup_spans_prologue_alternate_no()                                    \
828
829 #define setup_spans_prologue(alternate_active)                                 \
830   edge_data_struct *span_edge_data;                                            \
831   vec_4x32u *span_uvrg_offset;                                                 \
832   u32 *span_b_offset;                                                          \
833                                                                                \
834   s32 clip;                                                                    \
835                                                                                \
836   vec_2x64s edges_xy;                                                          \
837   vec_2x32s edges_dx_dy;                                                       \
838   vec_2x32u edge_shifts;                                                       \
839                                                                                \
840   vec_2x64s left_x, right_x;                                                   \
841   vec_2x64s left_dx_dy, right_dx_dy;                                           \
842   vec_4x32s left_x_32, right_x_32;                                             \
843   vec_8x16s left_right_x_16;                                                   \
844   vec_4x16s y_x4;                                                              \
845   vec_8x16s left_edge;                                                         \
846   vec_8x16s right_edge;                                                        \
847   vec_4x16u span_shift;                                                        \
848                                                                                \
849   vec_2x32u c_0x01;                                                            \
850   vec_4x16u c_0x04;                                                            \
851   vec_4x16u c_0xFFFE;                                                          \
852   vec_4x16u c_0x07;                                                            \
853                                                                                \
854   vec_2x32s x_starts;                                                          \
855   vec_2x32s x_ends;                                                            \
856                                                                                \
857   s32 x_a = v_a->x;                                                            \
858   s32 x_b = v_b->x;                                                            \
859   s32 x_c = v_c->x;                                                            \
860   s32 y_a = v_a->y;                                                            \
861   s32 y_c = v_c->y;                                                            \
862                                                                                \
863   vec_4x32u uvrg = psx_gpu->uvrg;                                              \
864   vec_4x32u uvrg_dy = psx_gpu->uvrg_dy;                                        \
865   u32 b = psx_gpu->b;                                                          \
866   u32 b_dy = psx_gpu->b_dy;                                                    \
867                                                                                \
868   dup_2x32b(c_0x01, 0x01);                                                     \
869   setup_spans_prologue_alternate_##alternate_active()                          \
870
871 #define setup_spans_prologue_b()                                               \
872   span_edge_data = psx_gpu->span_edge_data;                                    \
873   span_uvrg_offset = psx_gpu->span_uvrg_offset;                                \
874   span_b_offset = psx_gpu->span_b_offset;                                      \
875                                                                                \
876   vec_8x16u c_0x0001;                                                          \
877   vec_4x16u c_max_blocks_per_row;                                              \
878                                                                                \
879   dup_8x16b(c_0x0001, 0x0001);                                                 \
880   dup_8x16b(left_edge, psx_gpu->viewport_start_x);                             \
881   dup_8x16b(right_edge, psx_gpu->viewport_end_x);                              \
882   add_8x16b(right_edge, right_edge, c_0x0001);                                 \
883   dup_4x16b(c_0x04, 0x04);                                                     \
884   dup_4x16b(c_0x07, 0x07);                                                     \
885   dup_4x16b(c_0xFFFE, 0xFFFE);                                                 \
886   dup_4x16b(c_max_blocks_per_row, MAX_BLOCKS_PER_ROW);                         \
887
888
889 #define compute_edge_delta_x2()                                                \
890 {                                                                              \
891   vec_2x32s heights;                                                           \
892   vec_2x32s height_reciprocals;                                                \
893   vec_2x32s heights_b;                                                         \
894   vec_4x32u widths;                                                            \
895                                                                                \
896   u32 edge_shift = reciprocal_table[height];                                   \
897                                                                                \
898   dup_2x32b(heights, height);                                                  \
899   sub_2x32b(widths, x_ends, x_starts);                                         \
900                                                                                \
901   dup_2x32b(edge_shifts, edge_shift);                                          \
902   sub_2x32b(heights_b, heights, c_0x01);                                       \
903   shr_2x32b(height_reciprocals, edge_shifts, 10);                              \
904                                                                                \
905   mla_2x32b(heights_b, x_starts, heights);                                     \
906   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
907   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
908   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
909 }                                                                              \
910
911 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
912 {                                                                              \
913   vec_2x32s heights;                                                           \
914   vec_2x32s height_reciprocals;                                                \
915   vec_2x32s heights_b;                                                         \
916   vec_2x32u widths;                                                            \
917                                                                                \
918   u32 width_alt;                                                               \
919   s32 height_b_alt;                                                            \
920   u32 height_reciprocal_alt;                                                   \
921                                                                                \
922   heights.e[0] = height_a;                                                     \
923   heights.e[1] = height_b;                                                     \
924                                                                                \
925   edge_shifts.e[0] = reciprocal_table[height_a];                               \
926   edge_shifts.e[1] = reciprocal_table[height_b];                               \
927   edge_shift_alt = reciprocal_table[height_minor_b];                           \
928                                                                                \
929   sub_2x32b(widths, x_ends, x_starts);                                         \
930   width_alt = x_c - start_c;                                                   \
931                                                                                \
932   shr_2x32b(height_reciprocals, edge_shifts, 10);                              \
933   height_reciprocal_alt = edge_shift_alt >> 10;                                \
934                                                                                \
935   bic_immediate_4x16b(vector_cast(vec_4x16u, edge_shifts), 0xE0);              \
936   edge_shift_alt &= 0x1F;                                                      \
937                                                                                \
938   sub_2x32b(heights_b, heights, c_0x01);                                       \
939   height_b_alt = height_minor_b - 1;                                           \
940                                                                                \
941   mla_2x32b(heights_b, x_starts, heights);                                     \
942   height_b_alt += height_minor_b * start_c;                                    \
943                                                                                \
944   mul_long_2x32b(edges_xy, heights_b, height_reciprocals);                     \
945   edge_alt = (s64)height_b_alt * height_reciprocal_alt;                        \
946                                                                                \
947   mul_2x32b(edges_dx_dy, widths, height_reciprocals);                          \
948   edge_dx_dy_alt = width_alt * height_reciprocal_alt;                          \
949 }                                                                              \
950
951
952 #define setup_spans_adjust_y_up()                                              \
953   sub_4x32b(y_x4, y_x4, c_0x04)                                                \
954
955 #define setup_spans_adjust_y_down()                                            \
956   add_4x32b(y_x4, y_x4, c_0x04)                                                \
957
958 #define setup_spans_adjust_interpolants_up()                                   \
959   sub_4x32b(uvrg, uvrg, uvrg_dy);                                              \
960   b -= b_dy                                                                    \
961
962 #define setup_spans_adjust_interpolants_down()                                 \
963   add_4x32b(uvrg, uvrg, uvrg_dy);                                              \
964   b += b_dy                                                                    \
965
966
967 #define setup_spans_clip_interpolants_increment()                              \
968   mla_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
969   b += b_dy * clip                                                             \
970
971 #define setup_spans_clip_interpolants_decrement()                              \
972   mls_scalar_4x32b(uvrg, uvrg_dy, clip);                                       \
973   b -= b_dy * clip                                                             \
974
975 #define setup_spans_clip_alternate_yes()                                       \
976   edge_alt += edge_dx_dy_alt * (s64)(clip)                                     \
977
978 #define setup_spans_clip_alternate_no()                                        \
979
980 #define setup_spans_clip(direction, alternate_active)                          \
981 {                                                                              \
982   clipped_triangles++;                                                         \
983   mla_scalar_long_2x32b(edges_xy, edges_dx_dy, (s64)clip);                     \
984   setup_spans_clip_alternate_##alternate_active();                             \
985   setup_spans_clip_interpolants_##direction();                                 \
986 }                                                                              \
987
988
989 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
990 {                                                                              \
991   vec_2x64u edge_shifts_64;                                                    \
992   vec_2x64s edges_dx_dy_64;                                                    \
993                                                                                \
994   mov_wide_2x32b(edge_shifts_64, edge_shifts);                                 \
995   shl_variable_2x64b(edges_xy, edges_xy, edge_shifts_64);                      \
996                                                                                \
997   mov_wide_2x32b(edges_dx_dy_64, edges_dx_dy);                                 \
998   shl_variable_2x64b(edges_dx_dy_64, edges_dx_dy_64, edge_shifts_64);          \
999                                                                                \
1000   left_x.e[0] = edges_xy.e[left_index];                                        \
1001   right_x.e[0] = edges_xy.e[right_index];                                      \
1002                                                                                \
1003   left_dx_dy.e[0] = edges_dx_dy_64.e[left_index];                              \
1004   left_dx_dy.e[1] = edges_dx_dy_64.e[left_index];                              \
1005   right_dx_dy.e[0] = edges_dx_dy_64.e[right_index];                            \
1006   right_dx_dy.e[1] = edges_dx_dy_64.e[right_index];                            \
1007                                                                                \
1008   add_1x64b(left_x.high, left_x.low, left_dx_dy.low);                          \
1009   add_1x64b(right_x.high, right_x.low, right_dx_dy.low);                       \
1010                                                                                \
1011   add_2x64b(left_dx_dy, left_dx_dy, left_dx_dy);                               \
1012   add_2x64b(right_dx_dy, right_dx_dy, right_dx_dy);                            \
1013 }                                                                              \
1014
1015 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
1016 {                                                                              \
1017   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
1018   s64 edge_dx_dy_alt_64;                                                       \
1019                                                                                \
1020   dup_4x16b(y_mid_point, y_b);                                                 \
1021                                                                                \
1022   edge_alt <<= edge_shift_alt;                                                 \
1023   edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt;                   \
1024                                                                                \
1025   alternate_x.e[0] = edge_alt;                                                 \
1026   alternate_dx_dy.e[0] = edge_dx_dy_alt_64;                                    \
1027   alternate_dx_dy.e[1] = edge_dx_dy_alt_64;                                    \
1028                                                                                \
1029   add_1x64b(alternate_x.high, alternate_x.low, alternate_dx_dy.low);           \
1030   add_2x64b(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy);                \
1031 }                                                                              \
1032
1033
1034 #define setup_spans_y_select_up()                                              \
1035   cmplt_4x16b(alternate_select, y_x4, y_mid_point)                             \
1036
1037 #define setup_spans_y_select_down()                                            \
1038   cmpgt_4x16b(alternate_select, y_x4, y_mid_point)                             \
1039
1040 #define setup_spans_y_select_alternate_yes(direction)                          \
1041   setup_spans_y_select_##direction()                                           \
1042
1043 #define setup_spans_y_select_alternate_no(direction)                           \
1044
1045 #define setup_spans_alternate_select_left()                                    \
1046   bit_4x16b(left_right_x_16.low, alternate_x_16, alternate_select)             \
1047
1048 #define setup_spans_alternate_select_right()                                   \
1049   bit_4x16b(left_right_x_16.high, alternate_x_16, alternate_select)            \
1050
1051 #define setup_spans_alternate_select_none()                                    \
1052
1053 #define setup_spans_increment_alternate_yes()                                  \
1054   shr_narrow_2x64b(alternate_x_32.low, alternate_x, 32);                       \
1055   add_2x64b(alternate_x, alternate_x, alternate_dx_dy);                        \
1056   shr_narrow_2x64b(alternate_x_32.high, alternate_x, 32);                      \
1057   add_2x64b(alternate_x, alternate_x, alternate_dx_dy);                        \
1058   mov_narrow_4x32b(alternate_x_16, alternate_x_32)                             \
1059
1060 #define setup_spans_increment_alternate_no()                                   \
1061
1062 #define setup_spans_set_x4(alternate, direction, alternate_active)             \
1063 {                                                                              \
1064   span_uvrg_offset[0] = uvrg;                                                  \
1065   span_b_offset[0] = b;                                                        \
1066   setup_spans_adjust_interpolants_##direction();                               \
1067                                                                                \
1068   span_uvrg_offset[1] = uvrg;                                                  \
1069   span_b_offset[1] = b;                                                        \
1070   setup_spans_adjust_interpolants_##direction();                               \
1071                                                                                \
1072   span_uvrg_offset[2] = uvrg;                                                  \
1073   span_b_offset[2] = b;                                                        \
1074   setup_spans_adjust_interpolants_##direction();                               \
1075                                                                                \
1076   span_uvrg_offset[3] = uvrg;                                                  \
1077   span_b_offset[3] = b;                                                        \
1078   setup_spans_adjust_interpolants_##direction();                               \
1079                                                                                \
1080   span_uvrg_offset += 4;                                                       \
1081   span_b_offset += 4;                                                          \
1082                                                                                \
1083   shr_narrow_2x64b(left_x_32.low, left_x, 32);                                 \
1084   shr_narrow_2x64b(right_x_32.low, right_x, 32);                               \
1085                                                                                \
1086   add_2x64b(left_x, left_x, left_dx_dy);                                       \
1087   add_2x64b(right_x, right_x, right_dx_dy);                                    \
1088                                                                                \
1089   shr_narrow_2x64b(left_x_32.high, left_x, 32);                                \
1090   shr_narrow_2x64b(right_x_32.high, right_x, 32);                              \
1091                                                                                \
1092   add_2x64b(left_x, left_x, left_dx_dy);                                       \
1093   add_2x64b(right_x, right_x, right_dx_dy);                                    \
1094                                                                                \
1095   mov_narrow_4x32b(left_right_x_16.low, left_x_32);                            \
1096   mov_narrow_4x32b(left_right_x_16.high, right_x_32);                          \
1097                                                                                \
1098   setup_spans_increment_alternate_##alternate_active();                        \
1099   setup_spans_y_select_alternate_##alternate_active(direction);                \
1100   setup_spans_alternate_select_##alternate();                                  \
1101                                                                                \
1102   max_8x16b(left_right_x_16, left_right_x_16, left_edge);                      \
1103   min_8x16b(left_right_x_16, left_right_x_16, right_edge);                     \
1104                                                                                \
1105   sub_4x16b(left_right_x_16.high, left_right_x_16.high, left_right_x_16.low);  \
1106   add_4x16b(left_right_x_16.high, left_right_x_16.high, c_0x07);               \
1107   and_4x16b(span_shift, left_right_x_16.high, c_0x07);                         \
1108   shl_variable_4x16b(span_shift, c_0xFFFE, span_shift);                        \
1109   shr_4x16b(left_right_x_16.high, left_right_x_16.high, 3);                    \
1110   min_4x16b(left_right_x_16.high, left_right_x_16.high, c_max_blocks_per_row); \
1111                                                                                \
1112   u32 i;                                                                       \
1113   for(i = 0; i < 4; i++)                                                       \
1114   {                                                                            \
1115     span_edge_data[i].left_x = left_right_x_16.low.e[i];                       \
1116     span_edge_data[i].num_blocks = left_right_x_16.high.e[i];                  \
1117     span_edge_data[i].right_mask = span_shift.e[i];                            \
1118     span_edge_data[i].y = y_x4.e[i];                                           \
1119     setup_spans_debug_check(psx_gpu, &span_edge_data[i]);                      \
1120   }                                                                            \
1121                                                                                \
1122   span_edge_data += 4;                                                         \
1123                                                                                \
1124   setup_spans_adjust_y_##direction();                                          \
1125 }                                                                              \
1126
1127
1128 #define setup_spans_alternate_adjust_yes()                                     \
1129   edge_alt -= edge_dx_dy_alt * (s64)height_minor_a                             \
1130
1131 #define setup_spans_alternate_adjust_no()                                      \
1132
1133
1134 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
1135   setup_spans_alternate_adjust_##alternate_active();                           \
1136   if(y_c > psx_gpu->viewport_end_y)                                            \
1137     height -= y_c - psx_gpu->viewport_end_y - 1;                               \
1138                                                                                \
1139   clip = psx_gpu->viewport_start_y - y_a;                                      \
1140   if(clip > 0)                                                                 \
1141   {                                                                            \
1142     height -= clip;                                                            \
1143     y_a += clip;                                                               \
1144     setup_spans_clip(increment, alternate_active);                             \
1145   }                                                                            \
1146                                                                                \
1147   setup_spans_prologue_b();                                                    \
1148                                                                                \
1149   if (height > 512)                                                            \
1150     height = 512;                                                              \
1151   if (height > 0)                                                              \
1152   {                                                                            \
1153     y_x4.e[0] = y_a;                                                           \
1154     y_x4.e[1] = y_a + 1;                                                       \
1155     y_x4.e[2] = y_a + 2;                                                       \
1156     y_x4.e[3] = y_a + 3;                                                       \
1157     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
1158      right_index);                                                             \
1159                                                                                \
1160     psx_gpu->num_spans = height;                                               \
1161     do                                                                         \
1162     {                                                                          \
1163       setup_spans_set_x4(alternate, down, alternate_active);                   \
1164       height -= 4;                                                             \
1165     } while(height > 0);                                                       \
1166   }                                                                            \
1167
1168
1169 #define setup_spans_alternate_pre_increment_yes()                              \
1170   edge_alt += edge_dx_dy_alt                                                   \
1171
1172 #define setup_spans_alternate_pre_increment_no()                               \
1173
1174 #define setup_spans_up_decrement_height_yes()                                  \
1175   height--                                                                     \
1176
1177 #define setup_spans_up_decrement_height_no()                                   \
1178   {}                                                                           \
1179
1180 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
1181   setup_spans_alternate_adjust_##alternate_active();                           \
1182   y_a--;                                                                       \
1183                                                                                \
1184   if(y_c < psx_gpu->viewport_start_y)                                          \
1185     height -= psx_gpu->viewport_start_y - y_c;                                 \
1186   else                                                                         \
1187     setup_spans_up_decrement_height_##alternate_active();                      \
1188                                                                                \
1189   clip = y_a - psx_gpu->viewport_end_y;                                        \
1190   if(clip > 0)                                                                 \
1191   {                                                                            \
1192     height -= clip;                                                            \
1193     y_a -= clip;                                                               \
1194     setup_spans_clip(decrement, alternate_active);                             \
1195   }                                                                            \
1196                                                                                \
1197   setup_spans_prologue_b();                                                    \
1198                                                                                \
1199   if (height > 512)                                                            \
1200     height = 512;                                                              \
1201   if (height > 0)                                                              \
1202   {                                                                            \
1203     y_x4.e[0] = y_a;                                                           \
1204     y_x4.e[1] = y_a - 1;                                                       \
1205     y_x4.e[2] = y_a - 2;                                                       \
1206     y_x4.e[3] = y_a - 3;                                                       \
1207     add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);                           \
1208     setup_spans_alternate_pre_increment_##alternate_active();                  \
1209     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
1210      right_index);                                                             \
1211     setup_spans_adjust_interpolants_up();                                      \
1212                                                                                \
1213     psx_gpu->num_spans = height;                                               \
1214     while(height > 0)                                                          \
1215     {                                                                          \
1216       setup_spans_set_x4(alternate, up, alternate_active);                     \
1217       height -= 4;                                                             \
1218     }                                                                          \
1219   }                                                                            \
1220
1221 #define index_left  0
1222 #define index_right 1
1223
1224 #define setup_spans_up_up(minor, major)                                        \
1225   setup_spans_prologue(yes);                                                   \
1226   s32 height_minor_a = y_a - y_b;                                              \
1227   s32 height_minor_b = y_b - y_c;                                              \
1228   s32 height = y_a - y_c;                                                      \
1229                                                                                \
1230   dup_2x32b(x_starts, x_a);                                                    \
1231   x_ends.e[0] = x_c;                                                           \
1232   x_ends.e[1] = x_b;                                                           \
1233                                                                                \
1234   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1235   setup_spans_up(index_##major, index_##minor, minor, yes)                     \
1236
1237
1238 #ifndef NEON_BUILD
1239
1240 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1241  vertex_struct *v_b, vertex_struct *v_c)
1242 {
1243   setup_spans_up_up(left, right);
1244 }
1245
1246 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1247  vertex_struct *v_b, vertex_struct *v_c)
1248 {
1249   setup_spans_up_up(right, left);
1250 }
1251
1252 #define setup_spans_down_down(minor, major)                                    \
1253   setup_spans_prologue(yes);                                                   \
1254   s32 height_minor_a = y_b - y_a;                                              \
1255   s32 height_minor_b = y_c - y_b;                                              \
1256   s32 height = y_c - y_a;                                                      \
1257                                                                                \
1258   dup_2x32b(x_starts, x_a);                                                    \
1259   x_ends.e[0] = x_c;                                                           \
1260   x_ends.e[1] = x_b;                                                           \
1261                                                                                \
1262   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1263   setup_spans_down(index_##major, index_##minor, minor, yes)                   \
1264
1265 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1266  vertex_struct *v_b, vertex_struct *v_c)
1267 {
1268   setup_spans_down_down(left, right);
1269 }
1270
1271 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1272  vertex_struct *v_b, vertex_struct *v_c)
1273 {
1274   setup_spans_down_down(right, left);
1275 }
1276
1277 #define setup_spans_up_flat()                                                  \
1278   s32 height = y_a - y_c;                                                      \
1279                                                                                \
1280   flat_triangles++;                                                            \
1281   compute_edge_delta_x2();                                                     \
1282   setup_spans_up(index_left, index_right, none, no)                            \
1283
1284 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1285  vertex_struct *v_b, vertex_struct *v_c)
1286 {
1287   setup_spans_prologue(no);
1288   x_starts.e[0] = x_a;
1289   x_starts.e[1] = x_b;
1290   dup_2x32b(x_ends, x_c);
1291
1292   setup_spans_up_flat();
1293 }
1294
1295 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1296  vertex_struct *v_b, vertex_struct *v_c)
1297 {
1298   setup_spans_prologue(no);
1299   dup_2x32b(x_starts, x_a);
1300   x_ends.e[0] = x_b;
1301   x_ends.e[1] = x_c;
1302
1303   setup_spans_up_flat();
1304 }
1305
1306 #define setup_spans_down_flat()                                                \
1307   s32 height = y_c - y_a;                                                      \
1308                                                                                \
1309   flat_triangles++;                                                            \
1310   compute_edge_delta_x2();                                                     \
1311   setup_spans_down(index_left, index_right, none, no)                          \
1312
1313 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1314  vertex_struct *v_b, vertex_struct *v_c)
1315 {
1316   setup_spans_prologue(no);
1317   x_starts.e[0] = x_a;
1318   x_starts.e[1] = x_b;
1319   dup_2x32b(x_ends, x_c);
1320
1321   setup_spans_down_flat();
1322 }
1323
1324 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1325  vertex_struct *v_b, vertex_struct *v_c)
1326 {
1327   setup_spans_prologue(no);
1328   dup_2x32b(x_starts, x_a);
1329   x_ends.e[0] = x_b;
1330   x_ends.e[1] = x_c;
1331
1332   setup_spans_down_flat();
1333 }
1334
1335 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1336  vertex_struct *v_b, vertex_struct *v_c)
1337 {
1338   setup_spans_prologue(no);
1339
1340   s32 y_b = v_b->y;
1341   s64 edge_alt;
1342   s32 edge_dx_dy_alt;
1343   u32 edge_shift_alt;
1344
1345   s32 middle_y = y_a;
1346   s32 height_minor_a = y_a - y_b;
1347   s32 height_minor_b = y_c - y_a;
1348   s32 height_major = y_c - y_b;
1349
1350   vec_2x64s edges_xy_b;
1351   vec_2x32s edges_dx_dy_b;
1352   vec_2x32u edge_shifts_b;
1353
1354   vec_2x32s height_increment;
1355
1356   x_starts.e[0] = x_a;
1357   x_starts.e[1] = x_c;
1358   dup_2x32b(x_ends, x_b);
1359
1360   compute_edge_delta_x3(x_a, height_minor_a, height_major);
1361
1362   height_increment.e[0] = 0;
1363   height_increment.e[1] = height_minor_b;
1364
1365   mla_long_2x32b(edges_xy, edges_dx_dy, height_increment);
1366
1367   edges_xy_b.e[0] = edge_alt;
1368   edges_xy_b.e[1] = edges_xy.e[1];
1369
1370   edge_shifts_b = edge_shifts;
1371   edge_shifts_b.e[0] = edge_shift_alt;
1372
1373   neg_2x32b(edges_dx_dy_b, edges_dx_dy);
1374   edges_dx_dy_b.e[0] = edge_dx_dy_alt;
1375   
1376   y_a--;
1377
1378   if(y_b < psx_gpu->viewport_start_y)
1379     height_minor_a -= psx_gpu->viewport_start_y - y_b;
1380
1381   clip = y_a - psx_gpu->viewport_end_y;
1382   if(clip > 0)
1383   {
1384     height_minor_a -= clip;
1385     y_a -= clip;
1386     setup_spans_clip(decrement, no);
1387   }
1388
1389   setup_spans_prologue_b();
1390
1391   if (height_minor_a > 512)
1392     height_minor_a = 512;
1393   if (height_minor_a > 0)
1394   {
1395     y_x4.e[0] = y_a;
1396     y_x4.e[1] = y_a - 1;
1397     y_x4.e[2] = y_a - 2;
1398     y_x4.e[3] = y_a - 3;
1399     add_wide_2x32b(edges_xy, edges_xy, edges_dx_dy);
1400     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1401     setup_spans_adjust_interpolants_up();
1402
1403     psx_gpu->num_spans = height_minor_a;
1404     while(height_minor_a > 0)
1405     {
1406       setup_spans_set_x4(none, up, no);
1407       height_minor_a -= 4;
1408     }
1409
1410     span_edge_data += height_minor_a;
1411     span_uvrg_offset += height_minor_a;
1412     span_b_offset += height_minor_a;
1413   }
1414   
1415   edges_xy = edges_xy_b;
1416   edges_dx_dy = edges_dx_dy_b;
1417   edge_shifts = edge_shifts_b;
1418
1419   uvrg = psx_gpu->uvrg;
1420   b = psx_gpu->b;
1421
1422   y_a = middle_y;
1423
1424   if(y_c > psx_gpu->viewport_end_y)
1425     height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1426
1427   clip = psx_gpu->viewport_start_y - y_a;
1428   if(clip > 0)
1429   {
1430     height_minor_b -= clip;
1431     y_a += clip;
1432     setup_spans_clip(increment, no);
1433   }
1434
1435   if (height_minor_b > 512)
1436     height_minor_b = 512;
1437   if (height_minor_b > 0)
1438   {
1439     y_x4.e[0] = y_a;
1440     y_x4.e[1] = y_a + 1;
1441     y_x4.e[2] = y_a + 2;
1442     y_x4.e[3] = y_a + 3;
1443     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1444
1445     // FIXME: overflow corner case
1446     if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1447       height_minor_b &= ~3;
1448
1449     psx_gpu->num_spans += height_minor_b;
1450     while(height_minor_b > 0)
1451     {
1452       setup_spans_set_x4(none, down, no);
1453       height_minor_b -= 4;
1454     }
1455   }
1456
1457   left_split_triangles++;
1458 }
1459
1460 #endif
1461
1462
1463 #define dither_table_entry_normal(value)                                       \
1464   (value)                                                                      \
1465
1466
1467 #define setup_blocks_load_msb_mask_indirect()                                  \
1468
1469 #define setup_blocks_load_msb_mask_direct()                                    \
1470   vec_8x16u msb_mask;                                                          \
1471   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
1472
1473
1474 #define setup_blocks_variables_shaded_textured(target)                         \
1475   vec_4x32u u_block;                                                           \
1476   vec_4x32u v_block;                                                           \
1477   vec_4x32u r_block;                                                           \
1478   vec_4x32u g_block;                                                           \
1479   vec_4x32u b_block;                                                           \
1480   vec_4x32u uvrg_dx = psx_gpu->uvrg_dx;                                        \
1481   vec_4x32u uvrg_dx4;                                                          \
1482   vec_4x32u uvrg_dx8;                                                          \
1483   vec_4x32u uvrg;                                                              \
1484   u32 b_dx = psx_gpu->b_block_span.e[1];                                       \
1485   u32 b_dx4 = b_dx << 2;                                                       \
1486   u32 b_dx8 = b_dx << 3;                                                       \
1487   u32 b;                                                                       \
1488                                                                                \
1489   vec_16x8u texture_mask;                                                      \
1490   shl_4x32b(uvrg_dx4, uvrg_dx, 2);                                             \
1491   shl_4x32b(uvrg_dx8, uvrg_dx, 3);                                             \
1492   dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width);                     \
1493   dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height)                    \
1494
1495 #define setup_blocks_variables_shaded_untextured(target)                       \
1496   vec_4x32u r_block;                                                           \
1497   vec_4x32u g_block;                                                           \
1498   vec_4x32u b_block;                                                           \
1499   vec_4x32u rgb_dx;                                                            \
1500   vec_4x32u rgb_dx4;                                                           \
1501   vec_4x32u rgb_dx8;                                                           \
1502   vec_4x32u rgb;                                                               \
1503                                                                                \
1504   vec_8x8u d64_0x07;                                                           \
1505   vec_8x8u d64_1;                                                              \
1506   vec_8x8u d64_4;                                                              \
1507   vec_8x8u d64_128;                                                            \
1508                                                                                \
1509   dup_8x8b(d64_0x07, 0x07);                                                    \
1510   dup_8x8b(d64_1, 1);                                                          \
1511   dup_8x8b(d64_4, 4);                                                          \
1512   dup_8x8b(d64_128, 128);                                                      \
1513                                                                                \
1514   rgb_dx.low = psx_gpu->uvrg_dx.high;                                          \
1515   rgb_dx.e[2] = psx_gpu->b_block_span.e[1];                                    \
1516   shl_4x32b(rgb_dx4, rgb_dx, 2);                                               \
1517   shl_4x32b(rgb_dx8, rgb_dx, 3)                                                \
1518
1519 #define setup_blocks_variables_unshaded_textured(target)                       \
1520   vec_4x32u u_block;                                                           \
1521   vec_4x32u v_block;                                                           \
1522   vec_2x32u uv_dx = psx_gpu->uvrg_dx.low;                                      \
1523   vec_2x32u uv_dx4;                                                            \
1524   vec_2x32u uv_dx8;                                                            \
1525   vec_2x32u uv = psx_gpu->uvrg.low;                                            \
1526                                                                                \
1527   vec_16x8u texture_mask;                                                      \
1528   shl_2x32b(uv_dx4, uv_dx, 2);                                                 \
1529   shl_2x32b(uv_dx8, uv_dx, 3);                                                 \
1530   dup_8x8b(texture_mask.low, psx_gpu->texture_mask_width);                     \
1531   dup_8x8b(texture_mask.high, psx_gpu->texture_mask_height)                    \
1532
1533
1534 #define setup_blocks_variables_unshaded_untextured_direct()                    \
1535   or_8x16b(colors, colors, msb_mask)                                           \
1536
1537 #define setup_blocks_variables_unshaded_untextured_indirect()                  \
1538
1539 #define setup_blocks_variables_unshaded_untextured(target)                     \
1540   u32 color = psx_gpu->triangle_color;                                         \
1541   vec_8x16u colors;                                                            \
1542                                                                                \
1543   u32 color_r = color & 0xFF;                                                  \
1544   u32 color_g = (color >> 8) & 0xFF;                                           \
1545   u32 color_b = (color >> 16) & 0xFF;                                          \
1546                                                                                \
1547   color = (color_r >> 3) | ((color_g >> 3) << 5) |                             \
1548    ((color_b >> 3) << 10);                                                     \
1549   dup_8x16b(colors, color);                                                    \
1550   setup_blocks_variables_unshaded_untextured_##target()                        \
1551
1552 #define setup_blocks_span_initialize_dithered_textured()                       \
1553   vec_8x16u dither_offsets;                                                    \
1554   shl_long_8x8b(dither_offsets, dither_offsets_short, 4)                       \
1555
1556 #define setup_blocks_span_initialize_dithered_untextured()                     \
1557   vec_8x8u dither_offsets;                                                     \
1558   add_8x8b(dither_offsets, dither_offsets_short, d64_4)                        \
1559
1560 #define setup_blocks_span_initialize_dithered(texturing)                       \
1561   u32 dither_row = psx_gpu->dither_table[y & 0x3];                             \
1562   u32 dither_shift = (span_edge_data->left_x & 0x3) * 8;                       \
1563   vec_8x8s dither_offsets_short;                                               \
1564                                                                                \
1565   dither_row =                                                                 \
1566    (dither_row >> dither_shift) | (dither_row << (32 - dither_shift));         \
1567   dup_2x32b(vector_cast(vec_2x32u, dither_offsets_short), dither_row);         \
1568   setup_blocks_span_initialize_dithered_##texturing()                          \
1569
1570 #define setup_blocks_span_initialize_undithered(texturing)                     \
1571
1572
1573 #define setup_blocks_span_initialize_shaded_textured()                         \
1574 {                                                                              \
1575   vec_4x32u block_span;                                                        \
1576   u32 offset = span_edge_data->left_x;                                         \
1577                                                                                \
1578   uvrg = *span_uvrg_offset;                                                    \
1579   mla_scalar_4x32b(uvrg, uvrg_dx, offset);                                     \
1580   b = *span_b_offset;                                                          \
1581   b += b_dx * offset;                                                          \
1582                                                                                \
1583   dup_4x32b(u_block, uvrg.e[0]);                                               \
1584   dup_4x32b(v_block, uvrg.e[1]);                                               \
1585   dup_4x32b(r_block, uvrg.e[2]);                                               \
1586   dup_4x32b(g_block, uvrg.e[3]);                                               \
1587   dup_4x32b(b_block, b);                                                       \
1588                                                                                \
1589   block_span = psx_gpu->u_block_span;                                          \
1590   add_4x32b(u_block, u_block, block_span);                                     \
1591   block_span = psx_gpu->v_block_span;                                          \
1592   add_4x32b(v_block, v_block, block_span);                                     \
1593   block_span = psx_gpu->r_block_span;                                          \
1594   add_4x32b(r_block, r_block, block_span);                                     \
1595   block_span = psx_gpu->g_block_span;                                          \
1596   add_4x32b(g_block, g_block, block_span);                                     \
1597   block_span = psx_gpu->b_block_span;                                          \
1598   add_4x32b(b_block, b_block, block_span);                                     \
1599 }
1600   
1601 #define setup_blocks_span_initialize_shaded_untextured()                       \
1602 {                                                                              \
1603   vec_4x32u block_span;                                                        \
1604   u32 offset = span_edge_data->left_x;                                         \
1605                                                                                \
1606   rgb.low = span_uvrg_offset->high;                                            \
1607   rgb.high.e[0] = *span_b_offset;                                              \
1608   mla_scalar_4x32b(rgb, rgb_dx, offset);                                       \
1609                                                                                \
1610   dup_4x32b(r_block, rgb.e[0]);                                                \
1611   dup_4x32b(g_block, rgb.e[1]);                                                \
1612   dup_4x32b(b_block, rgb.e[2]);                                                \
1613                                                                                \
1614   block_span = psx_gpu->r_block_span;                                          \
1615   add_4x32b(r_block, r_block, block_span);                                     \
1616   block_span = psx_gpu->g_block_span;                                          \
1617   add_4x32b(g_block, g_block, block_span);                                     \
1618   block_span = psx_gpu->b_block_span;                                          \
1619   add_4x32b(b_block, b_block, block_span);                                     \
1620 }                                                                              \
1621   
1622 #define setup_blocks_span_initialize_unshaded_textured()                       \
1623 {                                                                              \
1624   vec_4x32u block_span;                                                        \
1625   u32 offset = span_edge_data->left_x;                                         \
1626                                                                                \
1627   uv = span_uvrg_offset->low;                                                  \
1628   mla_scalar_2x32b(uv, uv_dx, offset);                                         \
1629                                                                                \
1630   dup_4x32b(u_block, uv.e[0]);                                                 \
1631   dup_4x32b(v_block, uv.e[1]);                                                 \
1632                                                                                \
1633   block_span = psx_gpu->u_block_span;                                          \
1634   add_4x32b(u_block, u_block, block_span);                                     \
1635   block_span = psx_gpu->v_block_span;                                          \
1636   add_4x32b(v_block, v_block, block_span);                                     \
1637 }                                                                              \
1638
1639 #define setup_blocks_span_initialize_unshaded_untextured()                     \
1640
1641
1642 #define setup_blocks_texture_swizzled()                                        \
1643 {                                                                              \
1644   vec_8x8u u_saved = u;                                                        \
1645   sli_8x8b(u, v, 4);                                                           \
1646   sri_8x8b(v, u_saved, 4);                                                     \
1647 }                                                                              \
1648
1649 #define setup_blocks_texture_unswizzled()                                      \
1650
1651 #define setup_blocks_store_shaded_textured(swizzling, dithering, target,       \
1652  edge_type)                                                                    \
1653 {                                                                              \
1654   vec_8x16u u_whole;                                                           \
1655   vec_8x16u v_whole;                                                           \
1656   vec_8x16u r_whole;                                                           \
1657   vec_8x16u g_whole;                                                           \
1658   vec_8x16u b_whole;                                                           \
1659                                                                                \
1660   vec_8x8u u;                                                                  \
1661   vec_8x8u v;                                                                  \
1662   vec_8x8u r;                                                                  \
1663   vec_8x8u g;                                                                  \
1664   vec_8x8u b;                                                                  \
1665   vec_8x16u uv;                                                                \
1666                                                                                \
1667   vec_4x32u dx4;                                                               \
1668   vec_4x32u dx8;                                                               \
1669                                                                                \
1670   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1671   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1672   shr_narrow_4x32b(r_whole.low, r_block, 16);                                  \
1673   shr_narrow_4x32b(g_whole.low, g_block, 16);                                  \
1674   shr_narrow_4x32b(b_whole.low, b_block, 16);                                  \
1675                                                                                \
1676   dup_4x32b(dx4, uvrg_dx4.e[0]);                                               \
1677   add_high_narrow_4x32b(u_whole.high, u_block, dx4);                           \
1678   dup_4x32b(dx4, uvrg_dx4.e[1]);                                               \
1679   add_high_narrow_4x32b(v_whole.high, v_block, dx4);                           \
1680   dup_4x32b(dx4, uvrg_dx4.e[2]);                                               \
1681   add_high_narrow_4x32b(r_whole.high, r_block, dx4);                           \
1682   dup_4x32b(dx4, uvrg_dx4.e[3]);                                               \
1683   add_high_narrow_4x32b(g_whole.high, g_block, dx4);                           \
1684   dup_4x32b(dx4, b_dx4);                                                       \
1685   add_high_narrow_4x32b(b_whole.high, b_block, dx4);                           \
1686                                                                                \
1687   mov_narrow_8x16b(u, u_whole);                                                \
1688   mov_narrow_8x16b(v, v_whole);                                                \
1689   mov_narrow_8x16b(r, r_whole);                                                \
1690   mov_narrow_8x16b(g, g_whole);                                                \
1691   mov_narrow_8x16b(b, b_whole);                                                \
1692                                                                                \
1693   dup_4x32b(dx8, uvrg_dx8.e[0]);                                               \
1694   add_4x32b(u_block, u_block, dx8);                                            \
1695   dup_4x32b(dx8, uvrg_dx8.e[1]);                                               \
1696   add_4x32b(v_block, v_block, dx8);                                            \
1697   dup_4x32b(dx8, uvrg_dx8.e[2]);                                               \
1698   add_4x32b(r_block, r_block, dx8);                                            \
1699   dup_4x32b(dx8, uvrg_dx8.e[3]);                                               \
1700   add_4x32b(g_block, g_block, dx8);                                            \
1701   dup_4x32b(dx8, b_dx8);                                                       \
1702   add_4x32b(b_block, b_block, dx8);                                            \
1703                                                                                \
1704   and_8x8b(u, u, texture_mask.low);                                            \
1705   and_8x8b(v, v, texture_mask.high);                                           \
1706   setup_blocks_texture_##swizzling();                                          \
1707                                                                                \
1708   zip_8x16b(uv, u, v);                                                         \
1709   block->uv = uv;                                                              \
1710   block->r = r;                                                                \
1711   block->g = g;                                                                \
1712   block->b = b;                                                                \
1713   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1714   block->fb_ptr = fb_ptr;                                                      \
1715 }                                                                              \
1716
1717 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target,     \
1718  edge_type)                                                                    \
1719 {                                                                              \
1720   vec_8x16u u_whole;                                                           \
1721   vec_8x16u v_whole;                                                           \
1722                                                                                \
1723   vec_8x8u u;                                                                  \
1724   vec_8x8u v;                                                                  \
1725   vec_8x16u uv;                                                                \
1726                                                                                \
1727   vec_4x32u dx4;                                                               \
1728   vec_4x32u dx8;                                                               \
1729                                                                                \
1730   shr_narrow_4x32b(u_whole.low, u_block, 16);                                  \
1731   shr_narrow_4x32b(v_whole.low, v_block, 16);                                  \
1732                                                                                \
1733   dup_4x32b(dx4, uv_dx4.e[0]);                                                 \
1734   add_high_narrow_4x32b(u_whole.high, u_block, dx4);                           \
1735   dup_4x32b(dx4, uv_dx4.e[1]);                                                 \
1736   add_high_narrow_4x32b(v_whole.high, v_block, dx4);                           \
1737                                                                                \
1738   mov_narrow_8x16b(u, u_whole);                                                \
1739   mov_narrow_8x16b(v, v_whole);                                                \
1740                                                                                \
1741   dup_4x32b(dx8, uv_dx8.e[0]);                                                 \
1742   add_4x32b(u_block, u_block, dx8);                                            \
1743   dup_4x32b(dx8, uv_dx8.e[1]);                                                 \
1744   add_4x32b(v_block, v_block, dx8);                                            \
1745                                                                                \
1746   and_8x8b(u, u, texture_mask.low);                                            \
1747   and_8x8b(v, v, texture_mask.high);                                           \
1748   setup_blocks_texture_##swizzling();                                          \
1749                                                                                \
1750   zip_8x16b(uv, u, v);                                                         \
1751   block->uv = uv;                                                              \
1752   block->dither_offsets = vector_cast(vec_8x16u, dither_offsets);              \
1753   block->fb_ptr = fb_ptr;                                                      \
1754 }                                                                              \
1755
1756 #define setup_blocks_store_shaded_untextured_dithered()                        \
1757   addq_8x8b(r, r, dither_offsets);                                             \
1758   addq_8x8b(g, g, dither_offsets);                                             \
1759   addq_8x8b(b, b, dither_offsets);                                             \
1760                                                                                \
1761   subq_8x8b(r, r, d64_4);                                                      \
1762   subq_8x8b(g, g, d64_4);                                                      \
1763   subq_8x8b(b, b, d64_4)                                                       \
1764
1765 #define setup_blocks_store_shaded_untextured_undithered()                      \
1766   
1767
1768 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels)            \
1769   block->pixels = _pixels;                                                     \
1770   block->fb_ptr = fb_ptr                                                       \
1771
1772 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels)            \
1773   block->pixels = _pixels;                                                     \
1774   block->fb_ptr = fb_ptr                                                       \
1775
1776 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect()            \
1777   mul_long_8x8b(pixels, r, d64_1)                                              \
1778
1779
1780 #define setup_blocks_store_untextured_pixels_direct_full(_pixels)              \
1781   store_8x16b(_pixels, fb_ptr)                                                 \
1782
1783 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels)              \
1784 {                                                                              \
1785   vec_8x16u fb_pixels;                                                         \
1786   vec_8x16u draw_mask;                                                         \
1787   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1788                                                                                \
1789   load_8x16b(fb_pixels, fb_ptr);                                               \
1790   dup_8x16b(draw_mask, span_edge_data->right_mask);                            \
1791   tst_8x16b(draw_mask, draw_mask, test_mask);                                  \
1792   bif_8x16b(fb_pixels, _pixels, draw_mask);                                    \
1793   store_8x16b(fb_pixels, fb_ptr);                                              \
1794 }                                                                              \
1795
1796 #define setup_blocks_store_shaded_untextured_seed_pixels_direct()              \
1797   pixels = msb_mask;                                                           \
1798   mla_long_8x8b(pixels, r, d64_1)                                              \
1799
1800
1801 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target,     \
1802  edge_type)                                                                    \
1803 {                                                                              \
1804   vec_8x16u r_whole;                                                           \
1805   vec_8x16u g_whole;                                                           \
1806   vec_8x16u b_whole;                                                           \
1807                                                                                \
1808   vec_8x8u r;                                                                  \
1809   vec_8x8u g;                                                                  \
1810   vec_8x8u b;                                                                  \
1811                                                                                \
1812   vec_4x32u dx4;                                                               \
1813   vec_4x32u dx8;                                                               \
1814                                                                                \
1815   vec_8x16u pixels;                                                            \
1816                                                                                \
1817   shr_narrow_4x32b(r_whole.low, r_block, 16);                                  \
1818   shr_narrow_4x32b(g_whole.low, g_block, 16);                                  \
1819   shr_narrow_4x32b(b_whole.low, b_block, 16);                                  \
1820                                                                                \
1821   dup_4x32b(dx4, rgb_dx4.e[0]);                                                \
1822   add_high_narrow_4x32b(r_whole.high, r_block, dx4);                           \
1823   dup_4x32b(dx4, rgb_dx4.e[1]);                                                \
1824   add_high_narrow_4x32b(g_whole.high, g_block, dx4);                           \
1825   dup_4x32b(dx4, rgb_dx4.e[2]);                                                \
1826   add_high_narrow_4x32b(b_whole.high, b_block, dx4);                           \
1827                                                                                \
1828   mov_narrow_8x16b(r, r_whole);                                                \
1829   mov_narrow_8x16b(g, g_whole);                                                \
1830   mov_narrow_8x16b(b, b_whole);                                                \
1831                                                                                \
1832   dup_4x32b(dx8, rgb_dx8.e[0]);                                                \
1833   add_4x32b(r_block, r_block, dx8);                                            \
1834   dup_4x32b(dx8, rgb_dx8.e[1]);                                                \
1835   add_4x32b(g_block, g_block, dx8);                                            \
1836   dup_4x32b(dx8, rgb_dx8.e[2]);                                                \
1837   add_4x32b(b_block, b_block, dx8);                                            \
1838                                                                                \
1839   setup_blocks_store_shaded_untextured_##dithering();                          \
1840                                                                                \
1841   shr_8x8b(r, r, 3);                                                           \
1842   bic_8x8b(g, g, d64_0x07);                                                    \
1843   bic_8x8b(b, b, d64_0x07);                                                    \
1844                                                                                \
1845   setup_blocks_store_shaded_untextured_seed_pixels_##target();                 \
1846   mla_long_8x8b(pixels, g, d64_4);                                             \
1847   mla_long_8x8b(pixels, b, d64_128)                                            \
1848                                                                                \
1849   setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels);         \
1850 }                                                                              \
1851
1852 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target,   \
1853  edge_type)                                                                    \
1854   setup_blocks_store_untextured_pixels_##target##_##edge_type(colors)          \
1855
1856
1857 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits)           \
1858   (_block)->draw_mask_bits = bits                                              \
1859
1860 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits)         \
1861 {                                                                              \
1862   vec_8x16u bits_mask;                                                         \
1863   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
1864   dup_8x16b(bits_mask, bits);                                                  \
1865   tst_8x16b(bits_mask, bits_mask, test_mask);                                  \
1866   (_block)->draw_mask = bits_mask;                                             \
1867 }                                                                              \
1868
1869 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits)           \
1870
1871
1872 #define setup_blocks_add_blocks_indirect()                                     \
1873   num_blocks += span_num_blocks;                                               \
1874                                                                                \
1875   if(num_blocks > MAX_BLOCKS)                                                  \
1876   {                                                                            \
1877     psx_gpu->num_blocks = num_blocks - span_num_blocks;                        \
1878     flush_render_block_buffer(psx_gpu);                                        \
1879     num_blocks = span_num_blocks;                                              \
1880     block = psx_gpu->blocks;                                                   \
1881   }                                                                            \
1882
1883 #define setup_blocks_add_blocks_direct()                                       \
1884   stats_add(texel_blocks_untextured, span_num_blocks);                         \
1885   span_pixel_blocks += span_num_blocks                                         \
1886
1887
1888 #define setup_blocks_builder(shading, texturing, dithering, sw, target)        \
1889 void setup_blocks_##shading##_##texturing##_##dithering##_##sw##_##target(     \
1890  psx_gpu_struct *psx_gpu)                                                      \
1891 {                                                                              \
1892   setup_blocks_load_msb_mask_##target();                                       \
1893   setup_blocks_variables_##shading##_##texturing(target);                      \
1894                                                                                \
1895   edge_data_struct *span_edge_data = psx_gpu->span_edge_data;                  \
1896   vec_4x32u *span_uvrg_offset = psx_gpu->span_uvrg_offset;                     \
1897   u32 *span_b_offset = psx_gpu->span_b_offset;                                 \
1898                                                                                \
1899   block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks;                 \
1900                                                                                \
1901   u32 num_spans = psx_gpu->num_spans;                                          \
1902                                                                                \
1903   u16 *fb_ptr;                                                                 \
1904   u32 y;                                                                       \
1905                                                                                \
1906   u32 num_blocks = psx_gpu->num_blocks;                                        \
1907   u32 span_num_blocks;                                                         \
1908                                                                                \
1909   while(num_spans)                                                             \
1910   {                                                                            \
1911     span_num_blocks = span_edge_data->num_blocks;                              \
1912     if(span_num_blocks)                                                        \
1913     {                                                                          \
1914       y = span_edge_data->y;                                                   \
1915       fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024);    \
1916                                                                                \
1917       setup_blocks_span_initialize_##shading##_##texturing();                  \
1918       setup_blocks_span_initialize_##dithering(texturing);                     \
1919                                                                                \
1920       setup_blocks_add_blocks_##target();                                      \
1921                                                                                \
1922       s32 pixel_span = span_num_blocks * 8;                                    \
1923       pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF);     \
1924       span_pixels += pixel_span;                                               \
1925                                                                                \
1926       span_num_blocks--;                                                       \
1927       while(span_num_blocks)                                                   \
1928       {                                                                        \
1929         setup_blocks_store_##shading##_##texturing(sw, dithering, target,      \
1930          full);                                                                \
1931         setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00);      \
1932                                                                                \
1933         fb_ptr += 8;                                                           \
1934         block++;                                                               \
1935         span_num_blocks--;                                                     \
1936       }                                                                        \
1937                                                                                \
1938       setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1939       setup_blocks_store_draw_mask_##texturing##_##target(block,               \
1940        span_edge_data->right_mask);                                            \
1941                                                                                \
1942       block++;                                                                 \
1943     }                                                                          \
1944     else                                                                       \
1945     {                                                                          \
1946       zero_block_spans++;                                                      \
1947     }                                                                          \
1948                                                                                \
1949     num_spans--;                                                               \
1950     span_edge_data++;                                                          \
1951     span_uvrg_offset++;                                                        \
1952     span_b_offset++;                                                           \
1953   }                                                                            \
1954                                                                                \
1955   psx_gpu->num_blocks = num_blocks;                                            \
1956 }                                                                              \
1957
1958
1959 //setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1960
1961 #ifndef NEON_BUILD
1962
1963 setup_blocks_builder(shaded, textured, dithered, swizzled, indirect);
1964 setup_blocks_builder(shaded, textured, dithered, unswizzled, indirect);
1965
1966 setup_blocks_builder(unshaded, textured, dithered, unswizzled, indirect);
1967 setup_blocks_builder(unshaded, textured, dithered, swizzled, indirect);
1968
1969 setup_blocks_builder(shaded, untextured, undithered, unswizzled, indirect);
1970 setup_blocks_builder(shaded, untextured, dithered, unswizzled, indirect);
1971 setup_blocks_builder(shaded, untextured, undithered, unswizzled, direct);
1972 setup_blocks_builder(shaded, untextured, dithered, unswizzled, direct);
1973
1974 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, indirect);
1975 setup_blocks_builder(unshaded, untextured, undithered, unswizzled, direct);
1976
1977 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1978 {
1979   if(psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE)
1980     stats_add(texel_blocks_untextured, psx_gpu->num_blocks);
1981 }
1982
1983 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1984 {
1985   block_struct *block = psx_gpu->blocks;
1986   u32 num_blocks = psx_gpu->num_blocks;
1987   stats_add(texel_blocks_4bpp, num_blocks);
1988
1989   vec_8x8u texels_low;
1990   vec_8x8u texels_high;
1991   vec_8x8u texels;
1992   vec_8x16u pixels;
1993
1994   vec_8x16u clut_a;
1995   vec_8x16u clut_b;
1996   vec_16x8u clut_low;
1997   vec_16x8u clut_high;
1998
1999   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2000   u16 *clut_ptr = psx_gpu->clut_ptr;
2001
2002   // Can be done with one deinterleaving load on NEON
2003   load_8x16b(clut_a, clut_ptr);
2004   load_8x16b(clut_b, clut_ptr + 8);
2005   unzip_16x8b(clut_low, clut_high, clut_a, clut_b);
2006
2007   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
2008     update_texture_4bpp_cache(psx_gpu);
2009
2010   while(num_blocks)
2011   {
2012     texels.e[0] = texture_ptr_8bpp[block->uv.e[0]];
2013     texels.e[1] = texture_ptr_8bpp[block->uv.e[1]];
2014     texels.e[2] = texture_ptr_8bpp[block->uv.e[2]];
2015     texels.e[3] = texture_ptr_8bpp[block->uv.e[3]];
2016     texels.e[4] = texture_ptr_8bpp[block->uv.e[4]];
2017     texels.e[5] = texture_ptr_8bpp[block->uv.e[5]];
2018     texels.e[6] = texture_ptr_8bpp[block->uv.e[6]];
2019     texels.e[7] = texture_ptr_8bpp[block->uv.e[7]];
2020
2021     tbl_16(texels_low, texels, clut_low);
2022     tbl_16(texels_high, texels, clut_high);
2023
2024     // Can be done with an interleaving store on NEON
2025     zip_8x16b(pixels, texels_low, texels_high);
2026
2027     block->texels = pixels;
2028
2029     num_blocks--;
2030     block++;
2031   }
2032 }
2033
2034 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2035 {
2036   block_struct *block = psx_gpu->blocks;
2037   u32 num_blocks = psx_gpu->num_blocks;
2038
2039   stats_add(texel_blocks_8bpp, num_blocks);
2040
2041   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2042     update_texture_8bpp_cache(psx_gpu);
2043
2044   vec_8x16u texels;
2045   u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2046
2047   u32 texel;
2048   u32 offset;
2049   u32 i;
2050
2051   while(num_blocks)
2052   {
2053     for(i = 0; i < 8; i++)
2054     {
2055       offset = block->uv.e[i];
2056
2057       texel = texture_ptr_8bpp[offset];
2058       texels.e[i] = psx_gpu->clut_ptr[texel];
2059     }
2060
2061     block->texels = texels;
2062
2063     num_blocks--;
2064     block++;
2065   }
2066 }
2067
2068 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2069 {
2070   block_struct *block = psx_gpu->blocks;
2071   u32 num_blocks = psx_gpu->num_blocks;
2072
2073   stats_add(texel_blocks_16bpp, num_blocks);
2074
2075   vec_8x16u texels;
2076
2077   u16 *texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2078   u32 offset;
2079   u32 i;
2080
2081   while(num_blocks)
2082   {
2083     for(i = 0; i < 8; i++)
2084     {
2085       offset = block->uv.e[i];
2086       offset += ((offset & 0xFF00) * 3);
2087
2088       texels.e[i] = texture_ptr_16bpp[offset];
2089     }
2090
2091     block->texels = texels;
2092
2093     num_blocks--;
2094     block++;
2095   }
2096 }
2097
2098 #endif
2099
2100
2101 #define shade_blocks_load_msb_mask_indirect()                                  \
2102
2103 #define shade_blocks_load_msb_mask_direct()                                    \
2104   vec_8x16u msb_mask;                                                          \
2105   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2106
2107 #define shade_blocks_store_indirect(_draw_mask, _pixels)                       \
2108   block->draw_mask = _draw_mask;                                               \
2109   block->pixels = _pixels                                                      \
2110
2111 #define shade_blocks_store_direct(_draw_mask, _pixels)                         \
2112 {                                                                              \
2113   vec_8x16u fb_pixels;                                                         \
2114   or_8x16b(_pixels, _pixels, msb_mask);                                        \
2115   load_8x16b(fb_pixels, block->fb_ptr);                                        \
2116   bif_8x16b(fb_pixels, _pixels, _draw_mask);                                   \
2117   store_8x16b(fb_pixels, block->fb_ptr);                                       \
2118 }                                                                              \
2119
2120
2121 #define shade_blocks_textured_false_modulated_check_dithered(target)           \
2122   if(psx_gpu->triangle_color == 0x808080)                                      \
2123   {                                                                            \
2124     false_modulated_blocks += num_blocks;                                      \
2125   }                                                                            \
2126
2127 #define shade_blocks_textured_false_modulated_check_undithered(target)         \
2128   if(psx_gpu->triangle_color == 0x808080)                                      \
2129   {                                                                            \
2130                                                                                \
2131     shade_blocks_textured_unmodulated_##target(psx_gpu);                       \
2132     false_modulated_blocks += num_blocks;                                      \
2133     return;                                                                    \
2134   }                                                                            \
2135
2136
2137 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering,       \
2138  target)                                                                       \
2139
2140 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering,     \
2141  target)                                                                       \
2142 {                                                                              \
2143   u32 color = psx_gpu->triangle_color;                                         \
2144   dup_8x8b(colors_r, color);                                                   \
2145   dup_8x8b(colors_g, color >> 8);                                              \
2146   dup_8x8b(colors_b, color >> 16);                                             \
2147   shade_blocks_textured_false_modulated_check_##dithering(target);             \
2148 }                                                                              \
2149
2150 #define shade_blocks_textured_modulated_shaded_block_load()                    \
2151   colors_r = block->r;                                                         \
2152   colors_g = block->g;                                                         \
2153   colors_b = block->b                                                          \
2154
2155 #define shade_blocks_textured_modulated_unshaded_block_load()                  \
2156
2157 #define shade_blocks_textured_modulate_dithered(component)                     \
2158   pixels_##component = block->dither_offsets;                                  \
2159   mla_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2160
2161 #define shade_blocks_textured_modulate_undithered(component)                   \
2162   mul_long_8x8b(pixels_##component, texels_##component, colors_##component)    \
2163
2164 #define shade_blocks_textured_modulated_builder(shading, dithering, target)    \
2165 void shade_blocks_##shading##_textured_modulated_##dithering##_##target(       \
2166  psx_gpu_struct *psx_gpu)                                                      \
2167 {                                                                              \
2168   block_struct *block = psx_gpu->blocks;                                       \
2169   u32 num_blocks = psx_gpu->num_blocks;                                        \
2170   vec_8x16u texels;                                                            \
2171                                                                                \
2172   vec_8x8u texels_r;                                                           \
2173   vec_8x8u texels_g;                                                           \
2174   vec_8x8u texels_b;                                                           \
2175                                                                                \
2176   vec_8x8u colors_r;                                                           \
2177   vec_8x8u colors_g;                                                           \
2178   vec_8x8u colors_b;                                                           \
2179                                                                                \
2180   vec_8x8u pixels_r_low;                                                       \
2181   vec_8x8u pixels_g_low;                                                       \
2182   vec_8x8u pixels_b_low;                                                       \
2183   vec_8x16u pixels;                                                            \
2184                                                                                \
2185   vec_8x16u pixels_r;                                                          \
2186   vec_8x16u pixels_g;                                                          \
2187   vec_8x16u pixels_b;                                                          \
2188                                                                                \
2189   vec_8x16u draw_mask;                                                         \
2190   vec_8x16u zero_mask;                                                         \
2191                                                                                \
2192   vec_8x8u d64_0x07;                                                           \
2193   vec_8x8u d64_0x1F;                                                           \
2194   vec_8x8u d64_1;                                                              \
2195   vec_8x8u d64_4;                                                              \
2196   vec_8x8u d64_128;                                                            \
2197                                                                                \
2198   vec_8x16u d128_0x8000;                                                       \
2199                                                                                \
2200   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2201   u32 draw_mask_bits;                                                          \
2202   shade_blocks_load_msb_mask_##target();                                       \
2203                                                                                \
2204   dup_8x8b(d64_0x07, 0x07);                                                    \
2205   dup_8x8b(d64_0x1F, 0x1F);                                                    \
2206   dup_8x8b(d64_1, 1);                                                          \
2207   dup_8x8b(d64_4, 4);                                                          \
2208   dup_8x8b(d64_128, 128);                                                      \
2209                                                                                \
2210   dup_8x16b(d128_0x8000, 0x8000);                                              \
2211                                                                                \
2212   shade_blocks_textured_modulated_##shading##_primitive_load(dithering,        \
2213    target);                                                                    \
2214                                                                                \
2215   while(num_blocks)                                                            \
2216   {                                                                            \
2217     draw_mask_bits = block->draw_mask_bits;                                    \
2218     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2219     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2220                                                                                \
2221     shade_blocks_textured_modulated_##shading##_block_load();                  \
2222                                                                                \
2223     texels = block->texels;                                                    \
2224                                                                                \
2225     mov_narrow_8x16b(texels_r, texels);                                        \
2226     shr_narrow_8x16b(texels_g, texels, 5);                                     \
2227     shr_narrow_8x16b(texels_b, texels, 7);                                     \
2228                                                                                \
2229     and_8x8b(texels_r, texels_r, d64_0x1F);                                    \
2230     and_8x8b(texels_g, texels_g, d64_0x1F);                                    \
2231     shr_8x8b(texels_b, texels_b, 3);                                           \
2232                                                                                \
2233     shade_blocks_textured_modulate_##dithering(r);                             \
2234     shade_blocks_textured_modulate_##dithering(g);                             \
2235     shade_blocks_textured_modulate_##dithering(b);                             \
2236                                                                                \
2237     cmpeqz_8x16b(zero_mask, texels);                                           \
2238     and_8x16b(pixels, texels, d128_0x8000);                                    \
2239                                                                                \
2240     shrq_narrow_signed_8x16b(pixels_r_low, pixels_r, 4);                       \
2241     shrq_narrow_signed_8x16b(pixels_g_low, pixels_g, 4);                       \
2242     shrq_narrow_signed_8x16b(pixels_b_low, pixels_b, 4);                       \
2243                                                                                \
2244     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2245                                                                                \
2246     shr_8x8b(pixels_r_low, pixels_r_low, 3);                                   \
2247     bic_8x8b(pixels_g_low, pixels_g_low, d64_0x07);                            \
2248     bic_8x8b(pixels_b_low, pixels_b_low, d64_0x07);                            \
2249                                                                                \
2250     mla_long_8x8b(pixels, pixels_r_low, d64_1);                                \
2251     mla_long_8x8b(pixels, pixels_g_low, d64_4);                                \
2252     mla_long_8x8b(pixels, pixels_b_low, d64_128);                              \
2253                                                                                \
2254     shade_blocks_store_##target(zero_mask, pixels);                            \
2255                                                                                \
2256     num_blocks--;                                                              \
2257     block++;                                                                   \
2258   }                                                                            \
2259 }                                                                              \
2260
2261 #ifndef NEON_BUILD
2262
2263 shade_blocks_textured_modulated_builder(shaded, dithered, direct);
2264 shade_blocks_textured_modulated_builder(shaded, undithered, direct);
2265 shade_blocks_textured_modulated_builder(unshaded, dithered, direct);
2266 shade_blocks_textured_modulated_builder(unshaded, undithered, direct);
2267
2268 shade_blocks_textured_modulated_builder(shaded, dithered, indirect);
2269 shade_blocks_textured_modulated_builder(shaded, undithered, indirect);
2270 shade_blocks_textured_modulated_builder(unshaded, dithered, indirect);
2271 shade_blocks_textured_modulated_builder(unshaded, undithered, indirect);
2272
2273 #endif
2274
2275
2276 #define shade_blocks_textured_unmodulated_builder(target)                      \
2277 void shade_blocks_textured_unmodulated_##target(psx_gpu_struct *psx_gpu)       \
2278 {                                                                              \
2279   block_struct *block = psx_gpu->blocks;                                       \
2280   u32 num_blocks = psx_gpu->num_blocks;                                        \
2281   vec_8x16u draw_mask;                                                         \
2282   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2283   u32 draw_mask_bits;                                                          \
2284                                                                                \
2285   vec_8x16u pixels;                                                            \
2286   shade_blocks_load_msb_mask_##target();                                       \
2287                                                                                \
2288   while(num_blocks)                                                            \
2289   {                                                                            \
2290     vec_8x16u zero_mask;                                                       \
2291                                                                                \
2292     draw_mask_bits = block->draw_mask_bits;                                    \
2293     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2294     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2295                                                                                \
2296     pixels = block->texels;                                                    \
2297                                                                                \
2298     cmpeqz_8x16b(zero_mask, pixels);                                           \
2299     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2300                                                                                \
2301     shade_blocks_store_##target(zero_mask, pixels);                            \
2302                                                                                \
2303     num_blocks--;                                                              \
2304     block++;                                                                   \
2305   }                                                                            \
2306 }                                                                              \
2307
2308 #define shade_blocks_textured_unmodulated_dithered_builder(target)             \
2309 void shade_blocks_textured_unmodulated_dithered_##target(psx_gpu_struct        \
2310  *psx_gpu)                                                                     \
2311 {                                                                              \
2312   block_struct *block = psx_gpu->blocks;                                       \
2313   u32 num_blocks = psx_gpu->num_blocks;                                        \
2314   vec_8x16u draw_mask;                                                         \
2315   vec_8x16u test_mask = psx_gpu->test_mask;                                    \
2316   u32 draw_mask_bits;                                                          \
2317                                                                                \
2318   vec_8x16u pixels;                                                            \
2319   shade_blocks_load_msb_mask_##target();                                       \
2320                                                                                \
2321   while(num_blocks)                                                            \
2322   {                                                                            \
2323     vec_8x16u zero_mask;                                                       \
2324                                                                                \
2325     draw_mask_bits = block->draw_mask_bits;                                    \
2326     dup_8x16b(draw_mask, draw_mask_bits);                                      \
2327     tst_8x16b(draw_mask, draw_mask, test_mask);                                \
2328                                                                                \
2329     pixels = block->texels;                                                    \
2330                                                                                \
2331     cmpeqz_8x16b(zero_mask, pixels);                                           \
2332     or_8x16b(zero_mask, draw_mask, zero_mask);                                 \
2333                                                                                \
2334     shade_blocks_store_##target(zero_mask, pixels);                            \
2335                                                                                \
2336     num_blocks--;                                                              \
2337     block++;                                                                   \
2338   }                                                                            \
2339 }                                                                              \
2340
2341 #ifndef NEON_BUILD
2342
2343 shade_blocks_textured_unmodulated_builder(indirect)
2344 shade_blocks_textured_unmodulated_builder(direct)
2345
2346 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2347 {
2348 }
2349
2350 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2351 {
2352   block_struct *block = psx_gpu->blocks;
2353   u32 num_blocks = psx_gpu->num_blocks;
2354
2355   vec_8x16u pixels = block->pixels;
2356   shade_blocks_load_msb_mask_direct();
2357
2358   while(num_blocks)
2359   {
2360     shade_blocks_store_direct(block->draw_mask, pixels);
2361
2362     num_blocks--;
2363     block++;
2364   }
2365 }
2366
2367 #endif
2368
2369 void shade_blocks_shaded_untextured(psx_gpu_struct *psx_gpu)
2370 {
2371 }
2372
2373
2374 #define blend_blocks_mask_evaluate_on()                                        \
2375   vec_8x16u mask_pixels;                                                       \
2376   cmpltz_8x16b(mask_pixels, framebuffer_pixels);                               \
2377   or_8x16b(draw_mask, draw_mask, mask_pixels)                                  \
2378
2379 #define blend_blocks_mask_evaluate_off()                                       \
2380
2381 #define blend_blocks_average()                                                 \
2382 {                                                                              \
2383   vec_8x16u pixels_no_msb;                                                     \
2384   vec_8x16u fb_pixels_no_msb;                                                  \
2385                                                                                \
2386   vec_8x16u d128_0x0421;                                                       \
2387   vec_8x16u d128_0x8000;                                                       \
2388                                                                                \
2389   dup_8x16b(d128_0x0421, 0x0421);                                              \
2390   dup_8x16b(d128_0x8000, 0x8000);                                              \
2391                                                                                \
2392   eor_8x16b(blend_pixels, pixels, framebuffer_pixels);                         \
2393   bic_8x16b(pixels_no_msb, pixels, d128_0x8000);                               \
2394   and_8x16b(blend_pixels, blend_pixels, d128_0x0421);                          \
2395   sub_8x16b(blend_pixels, pixels_no_msb, blend_pixels);                        \
2396   bic_8x16b(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000);                \
2397   average_8x16b(blend_pixels, fb_pixels_no_msb, blend_pixels);                 \
2398 }                                                                              \
2399
2400 #define blend_blocks_add()                                                     \
2401 {                                                                              \
2402   vec_8x16u pixels_rb, pixels_g;                                               \
2403   vec_8x16u fb_rb, fb_g;                                                       \
2404                                                                                \
2405   vec_8x16u d128_0x7C1F;                                                       \
2406   vec_8x16u d128_0x03E0;                                                       \
2407                                                                                \
2408   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2409   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2410                                                                                \
2411   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2412   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2413                                                                                \
2414   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2415   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2416                                                                                \
2417   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2418   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2419                                                                                \
2420   min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb),      \
2421    vector_cast(vec_16x8u, d128_0x7C1F));                                       \
2422   min_8x16b(fb_g, fb_g, d128_0x03E0);                                          \
2423                                                                                \
2424   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2425 }                                                                              \
2426
2427 #define blend_blocks_subtract()                                                \
2428 {                                                                              \
2429   vec_8x16u pixels_rb, pixels_g;                                               \
2430   vec_8x16u fb_rb, fb_g;                                                       \
2431                                                                                \
2432   vec_8x16u d128_0x7C1F;                                                       \
2433   vec_8x16u d128_0x03E0;                                                       \
2434                                                                                \
2435   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2436   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2437                                                                                \
2438   and_8x16b(pixels_rb, pixels, d128_0x7C1F);                                   \
2439   and_8x16b(pixels_g, pixels, d128_0x03E0);                                    \
2440                                                                                \
2441   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2442   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2443                                                                                \
2444   subs_16x8b(vector_cast(vec_16x8u, fb_rb),                                    \
2445    vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, pixels_rb));          \
2446   subs_8x16b(fb_g, fb_g, pixels_g);                                            \
2447                                                                                \
2448   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2449 }                                                                              \
2450
2451 #define blend_blocks_add_fourth()                                              \
2452 {                                                                              \
2453   vec_8x16u pixels_rb, pixels_g;                                               \
2454   vec_8x16u pixels_fourth;                                                     \
2455   vec_8x16u fb_rb, fb_g;                                                       \
2456                                                                                \
2457   vec_8x16u d128_0x7C1F;                                                       \
2458   vec_8x16u d128_0x1C07;                                                       \
2459   vec_8x16u d128_0x03E0;                                                       \
2460   vec_8x16u d128_0x00E0;                                                       \
2461                                                                                \
2462   dup_8x16b(d128_0x7C1F, 0x7C1F);                                              \
2463   dup_8x16b(d128_0x1C07, 0x1C07);                                              \
2464   dup_8x16b(d128_0x03E0, 0x03E0);                                              \
2465   dup_8x16b(d128_0x00E0, 0x00E0);                                              \
2466                                                                                \
2467   shr_8x16b(pixels_fourth, vector_cast(vec_8x16s, pixels), 2);                 \
2468                                                                                \
2469   and_8x16b(fb_rb, framebuffer_pixels, d128_0x7C1F);                           \
2470   and_8x16b(fb_g, framebuffer_pixels, d128_0x03E0);                            \
2471                                                                                \
2472   and_8x16b(pixels_rb, pixels_fourth, d128_0x1C07);                            \
2473   and_8x16b(pixels_g, pixels_fourth, d128_0x00E0);                             \
2474                                                                                \
2475   add_8x16b(fb_rb, fb_rb, pixels_rb);                                          \
2476   add_8x16b(fb_g, fb_g, pixels_g);                                             \
2477                                                                                \
2478   min_16x8b(vector_cast(vec_16x8u, fb_rb), vector_cast(vec_16x8u, fb_rb),      \
2479    vector_cast(vec_16x8u, d128_0x7C1F));                                       \
2480   min_8x16b(fb_g, fb_g, d128_0x03E0);                                          \
2481                                                                                \
2482   or_8x16b(blend_pixels, fb_rb, fb_g);                                         \
2483 }                                                                              \
2484
2485 #define blend_blocks_blended_combine_textured()                                \
2486 {                                                                              \
2487   vec_8x16u blend_mask;                                                        \
2488   cmpltz_8x16b(blend_mask, pixels);                                            \
2489                                                                                \
2490   or_immediate_8x16b(blend_pixels, blend_pixels, 0x8000);                      \
2491   bif_8x16b(blend_pixels, pixels, blend_mask);                                 \
2492 }                                                                              \
2493
2494 #define blend_blocks_blended_combine_untextured()                              \
2495
2496
2497 #define blend_blocks_body_blend(blend_mode, texturing)                         \
2498 {                                                                              \
2499   blend_blocks_##blend_mode();                                                 \
2500   blend_blocks_blended_combine_##texturing();                                  \
2501 }                                                                              \
2502
2503 #define blend_blocks_body_average(texturing)                                   \
2504   blend_blocks_body_blend(average, texturing)                                  \
2505
2506 #define blend_blocks_body_add(texturing)                                       \
2507   blend_blocks_body_blend(add, texturing)                                      \
2508
2509 #define blend_blocks_body_subtract(texturing)                                  \
2510   blend_blocks_body_blend(subtract, texturing)                                 \
2511
2512 #define blend_blocks_body_add_fourth(texturing)                                \
2513   blend_blocks_body_blend(add_fourth, texturing)                               \
2514
2515 #define blend_blocks_body_unblended(texturing)                                 \
2516   blend_pixels = pixels                                                        \
2517
2518
2519 #define blend_blocks_builder(texturing, blend_mode, mask_evaluate)             \
2520 void                                                                           \
2521  blend_blocks_##texturing##_##blend_mode##_##mask_evaluate(psx_gpu_struct      \
2522  *psx_gpu)                                                                     \
2523 {                                                                              \
2524   block_struct *block = psx_gpu->blocks;                                       \
2525   u32 num_blocks = psx_gpu->num_blocks;                                        \
2526   vec_8x16u draw_mask;                                                         \
2527   vec_8x16u pixels;                                                            \
2528   vec_8x16u blend_pixels;                                                      \
2529   vec_8x16u framebuffer_pixels;                                                \
2530   vec_8x16u msb_mask;                                                          \
2531                                                                                \
2532   u16 *fb_ptr;                                                                 \
2533                                                                                \
2534   dup_8x16b(msb_mask, psx_gpu->mask_msb);                                      \
2535                                                                                \
2536   while(num_blocks)                                                            \
2537   {                                                                            \
2538     pixels = block->pixels;                                                    \
2539     draw_mask = block->draw_mask;                                              \
2540     fb_ptr = block->fb_ptr;                                                    \
2541                                                                                \
2542     load_8x16b(framebuffer_pixels, fb_ptr);                                    \
2543                                                                                \
2544     blend_blocks_mask_evaluate_##mask_evaluate();                              \
2545     blend_blocks_body_##blend_mode(texturing);                                 \
2546                                                                                \
2547     or_8x16b(blend_pixels, blend_pixels, msb_mask);                            \
2548     bif_8x16b(framebuffer_pixels, blend_pixels, draw_mask);                    \
2549     store_8x16b(framebuffer_pixels, fb_ptr);                                   \
2550                                                                                \
2551     blend_blocks++;                                                            \
2552     num_blocks--;                                                              \
2553     block++;                                                                   \
2554   }                                                                            \
2555 }                                                                              \
2556
2557 #ifndef NEON_BUILD
2558
2559 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2560 {
2561 }
2562
2563 blend_blocks_builder(textured, average, off);
2564 blend_blocks_builder(textured, average, on);
2565 blend_blocks_builder(textured, add, off);
2566 blend_blocks_builder(textured, add, on);
2567 blend_blocks_builder(textured, subtract, off);
2568 blend_blocks_builder(textured, subtract, on);
2569 blend_blocks_builder(textured, add_fourth, off);
2570 blend_blocks_builder(textured, add_fourth, on);
2571
2572 blend_blocks_builder(untextured, average, off);
2573 blend_blocks_builder(untextured, average, on);
2574 blend_blocks_builder(untextured, add, off);
2575 blend_blocks_builder(untextured, add, on);
2576 blend_blocks_builder(untextured, subtract, off);
2577 blend_blocks_builder(untextured, subtract, on);
2578 blend_blocks_builder(untextured, add_fourth, off);
2579 blend_blocks_builder(untextured, add_fourth, on);
2580
2581 blend_blocks_builder(textured, unblended, on);
2582
2583 #endif
2584
2585                                                                                
2586 #define vertex_swap(_a, _b)                                                    \
2587 {                                                                              \
2588   vertex_struct *temp_vertex = _a;                                             \
2589   _a = _b;                                                                     \
2590   _b = temp_vertex;                                                            \
2591   triangle_winding ^= 1;                                                       \
2592 }                                                                              \
2593
2594
2595 // Setup blocks parametric-variables:
2596 // SHADE  TEXTURE_MAP SWIZZLING
2597 // 0      0           x          
2598 // 0      1           0
2599 // 0      1           1
2600 // 1      0           x
2601 // 1      1           0
2602 // 1      1           1
2603 // 8 inputs, 6 combinations
2604
2605 #define setup_blocks_switch_untextured_unshaded(dithering, target)             \
2606   setup_blocks_unshaded_untextured_undithered_unswizzled_##target              \
2607
2608 #define setup_blocks_switch_untextured_shaded(dithering, target)               \
2609   setup_blocks_shaded_untextured_##dithering##_unswizzled_##target             \
2610
2611 #define setup_blocks_switch_untextured(shading, texture_mode, dithering,       \
2612  target)                                                                       \
2613   setup_blocks_switch_untextured_##shading(dithering, target)                  \
2614
2615 #define setup_blocks_switch_texture_mode_4bpp(shading)                         \
2616   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2617
2618 #define setup_blocks_switch_texture_mode_8bpp(shading)                         \
2619   setup_blocks_##shading##_textured_dithered_swizzled_indirect                 \
2620
2621 #define setup_blocks_switch_texture_mode_16bpp(shading)                        \
2622   setup_blocks_##shading##_textured_dithered_unswizzled_indirect               \
2623
2624 #define setup_blocks_switch_textured(shading, texture_mode, dithering, target) \
2625   setup_blocks_switch_texture_mode_##texture_mode(shading)                     \
2626
2627 #define setup_blocks_switch_blended(shading, texturing, texture_mode,          \
2628  dithering, mask_evaluate)                                                     \
2629   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2630
2631 #define setup_blocks_switch_unblended_on(shading, texturing, texture_mode,     \
2632  dithering)                                                                    \
2633   setup_blocks_switch_##texturing(shading, texture_mode, dithering, indirect)  \
2634
2635 #define setup_blocks_switch_unblended_off(shading, texturing, texture_mode,    \
2636  dithering)                                                                    \
2637   setup_blocks_switch_##texturing(shading, texture_mode, dithering, direct)    \
2638
2639 #define setup_blocks_switch_unblended(shading, texturing, texture_mode,        \
2640  dithering, mask_evaluate)                                                     \
2641   setup_blocks_switch_unblended_##mask_evaluate(shading, texturing,            \
2642    texture_mode, dithering)                                                    \
2643
2644 #define setup_blocks_switch(shading, texturing, texture_mode, dithering,       \
2645  blending, mask_evaluate)                                                      \
2646   setup_blocks_switch_##blending(shading, texturing, texture_mode,             \
2647    dithering, mask_evaluate)                                                   \
2648
2649
2650 // Texture blocks:
2651
2652 #define texture_blocks_switch_untextured(texture_mode)                         \
2653   texture_blocks_untextured                                                    \
2654
2655 #define texture_blocks_switch_textured(texture_mode)                           \
2656   texture_blocks_##texture_mode                                                \
2657
2658 #define texture_blocks_switch(texturing, texture_mode)                         \
2659   texture_blocks_switch_##texturing(texture_mode)                              \
2660
2661
2662 // Shade blocks parametric-variables:
2663 // SHADE  TEXTURE_MAP  MODULATE_TEXELS  dither_mode
2664 // 0      0            x                x
2665 // 0      1            0                0
2666 // 0      1            0                1
2667 // x      1            1                x
2668 // 1      0            x                0
2669 // 1      0            x                1
2670 // 1      1            0                0
2671 // 1      1            0                1
2672 // 16 inputs, 8 combinations
2673
2674 #define shade_blocks_switch_unshaded_untextured(modulation, dithering, target) \
2675   shade_blocks_unshaded_untextured_##target                                    \
2676
2677 #define shade_blocks_switch_unshaded_textured_unmodulated(dithering, target)   \
2678   shade_blocks_textured_unmodulated_##target                                   \
2679
2680 #define shade_blocks_switch_unshaded_textured_modulated(dithering, target)     \
2681   shade_blocks_unshaded_textured_modulated_##dithering##_##target              \
2682
2683 #define shade_blocks_switch_unshaded_textured(modulation, dithering, target)   \
2684   shade_blocks_switch_unshaded_textured_##modulation(dithering, target)        \
2685
2686 #define shade_blocks_switch_unshaded(texturing, modulation, dithering, target) \
2687   shade_blocks_switch_unshaded_##texturing(modulation, dithering, target)      \
2688
2689 #define shade_blocks_switch_shaded_untextured(modulation, dithering, target)   \
2690   shade_blocks_shaded_untextured                                               \
2691
2692 #define shade_blocks_switch_shaded_textured_unmodulated(dithering, target)     \
2693   shade_blocks_textured_unmodulated_##target                                   \
2694
2695 #define shade_blocks_switch_shaded_textured_modulated(dithering, target)       \
2696   shade_blocks_shaded_textured_modulated_##dithering##_##target                \
2697
2698 #define shade_blocks_switch_shaded_textured(modulation, dithering, target)     \
2699   shade_blocks_switch_shaded_textured_##modulation(dithering, target)          \
2700
2701 #define shade_blocks_switch_shaded(texturing, modulation, dithering, target)   \
2702   shade_blocks_switch_shaded_##texturing(modulation, dithering, target)        \
2703
2704 #define shade_blocks_switch_mask_off(shading, texturing, modulation,           \
2705  dithering)                                                                    \
2706   shade_blocks_switch_##shading(texturing, modulation, dithering, direct)      \
2707
2708 #define shade_blocks_switch_mask_on(shading, texturing, modulation,            \
2709  dithering)                                                                    \
2710   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2711
2712 #define shade_blocks_switch_blended(shading, texturing, modulation, dithering, \
2713  mask_evaluate)                                                                \
2714   shade_blocks_switch_##shading(texturing, modulation, dithering, indirect)    \
2715
2716 #define shade_blocks_switch_unblended(shading, texturing, modulation,          \
2717  dithering, mask_evaluate)                                                     \
2718   shade_blocks_switch_mask_##mask_evaluate(shading, texturing, modulation,     \
2719    dithering)                                                                  \
2720
2721 #define shade_blocks_switch(shading, texturing, modulation, dithering,         \
2722  blending, mask_evaluate)                                                      \
2723   shade_blocks_switch_##blending(shading, texturing, modulation, dithering,    \
2724    mask_evaluate)                                                              \
2725
2726
2727 // Blend blocks parametric-variables:
2728 // TEXTURE_MAP BLEND  BM_A BM_B mask_evaluate
2729 // x           0      x    x    0
2730 // x           0      x    x    1
2731 // 0           1      0    0    0
2732 // 0           1      0    0    1
2733 // 0           1      0    1    0
2734 // 0           1      0    1    1
2735 // 0           1      1    0    0
2736 // 0           1      1    0    1
2737 // 0           1      1    1    0
2738 // 0           1      1    1    1
2739 // 1           1      0    0    0
2740 // 1           1      0    0    1
2741 // 1           1      0    1    0
2742 // 1           1      0    1    1
2743 // 1           1      1    0    0
2744 // 1           1      1    0    1
2745 // 1           1      1    1    0
2746 // 1           1      1    1    1
2747 // 32 inputs, 18 combinations
2748
2749 #define blend_blocks_switch_unblended(texturing, blend_mode, mask_evaluate)    \
2750   blend_blocks_textured_unblended_##mask_evaluate                              \
2751
2752 #define blend_blocks_switch_blended(texturing, blend_mode, mask_evaluate)      \
2753   blend_blocks_##texturing##_##blend_mode##_##mask_evaluate                    \
2754
2755 #define blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)    \
2756   blend_blocks_switch_##blending(texturing, blend_mode, mask_evaluate)         \
2757
2758
2759 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2760  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2761 {                                                                              \
2762   setup_blocks_switch(shading, texturing, texture_mode, dithering, blending,   \
2763    mask_evaluate),                                                             \
2764   texture_blocks_switch(texturing, texture_mode),                              \
2765   shade_blocks_switch(shading, texturing, modulation, dithering, blending,     \
2766    mask_evaluate),                                                             \
2767   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
2768 }                                                                              \
2769
2770 #define render_blocks_switch_block_blending(texture_mode, blend_mode,          \
2771  mask_evaluate, shading, dithering, texturing, blending)                       \
2772   render_blocks_switch_block_modulation(texture_mode, blend_mode,              \
2773    mask_evaluate, shading, dithering, texturing, blending, modulated),         \
2774   render_blocks_switch_block_modulation(texture_mode, blend_mode,              \
2775    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \
2776
2777 #define render_blocks_switch_block_texturing(texture_mode, blend_mode,         \
2778  mask_evaluate, shading, dithering, texturing)                                 \
2779   render_blocks_switch_block_blending(texture_mode, blend_mode,                \
2780    mask_evaluate, shading, dithering, texturing, unblended),                   \
2781   render_blocks_switch_block_blending(texture_mode, blend_mode,                \
2782    mask_evaluate, shading, dithering, texturing, blended)                      \
2783
2784 #define render_blocks_switch_block_dithering(texture_mode, blend_mode,         \
2785  mask_evaluate, shading, dithering)                                            \
2786   render_blocks_switch_block_texturing(texture_mode, blend_mode,               \
2787    mask_evaluate, shading, dithering, untextured),                             \
2788   render_blocks_switch_block_texturing(texture_mode, blend_mode,               \
2789    mask_evaluate, shading, dithering, textured)                                \
2790
2791 #define render_blocks_switch_block_shading(texture_mode, blend_mode,           \
2792  mask_evaluate, shading)                                                       \
2793   render_blocks_switch_block_dithering(texture_mode, blend_mode,               \
2794    mask_evaluate, shading, undithered),                                        \
2795   render_blocks_switch_block_dithering(texture_mode, blend_mode,               \
2796    mask_evaluate, shading, dithered)                                           \
2797
2798 #define render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,     \
2799  mask_evaluate)                                                                \
2800   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2801    unshaded),                                                                  \
2802   render_blocks_switch_block_shading(texture_mode, blend_mode, mask_evaluate,  \
2803    shaded)                                                                     \
2804
2805 #define render_blocks_switch_block_blend_mode(texture_mode, blend_mode)        \
2806   render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, off),     \
2807   render_blocks_switch_block_mask_evaluate(texture_mode, blend_mode, on)       \
2808
2809 #define render_blocks_switch_block_texture_mode(texture_mode)                  \
2810   render_blocks_switch_block_blend_mode(texture_mode, average),                \
2811   render_blocks_switch_block_blend_mode(texture_mode, add),                    \
2812   render_blocks_switch_block_blend_mode(texture_mode, subtract),               \
2813   render_blocks_switch_block_blend_mode(texture_mode, add_fourth)              \
2814
2815 #define render_blocks_switch_block()                                           \
2816   render_blocks_switch_block_texture_mode(4bpp),                               \
2817   render_blocks_switch_block_texture_mode(8bpp),                               \
2818   render_blocks_switch_block_texture_mode(16bpp),                              \
2819   render_blocks_switch_block_texture_mode(16bpp)                               \
2820
2821
2822 render_block_handler_struct render_triangle_block_handlers[] =
2823 {
2824   render_blocks_switch_block()
2825 };
2826
2827 #undef render_blocks_switch_block_modulation
2828
2829 #define render_blocks_switch_block_modulation(texture_mode, blend_mode,        \
2830  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
2831   "render flags:\n"                                                            \
2832   "texture mode:     " #texture_mode "\n"                                      \
2833   "blend mode:       " #blend_mode "\n"                                        \
2834   "mask evaluation:  " #mask_evaluate "\n"                                     \
2835   #shading "\n"                                                                \
2836   #dithering "\n"                                                              \
2837   #texturing "\n"                                                              \
2838   #blending "\n"                                                               \
2839   #modulation "\n"                                                             \
2840
2841 char *render_block_flag_strings[] =
2842 {                                                                               
2843   render_blocks_switch_block()
2844 };
2845
2846
2847 #define triangle_y_direction_up   1
2848 #define triangle_y_direction_flat 2
2849 #define triangle_y_direction_down 0
2850
2851 #define triangle_winding_positive 0
2852 #define triangle_winding_negative 1
2853
2854 #define triangle_set_direction(direction_variable, value)                      \
2855   u32 direction_variable = (u32)(value) >> 31;                                 \
2856   if(value == 0)                                                               \
2857     direction_variable = 2                                                     \
2858
2859 #define triangle_case(direction_a, direction_b, direction_c, winding)          \
2860   case (triangle_y_direction_##direction_a |                                   \
2861    (triangle_y_direction_##direction_b << 2) |                                 \
2862    (triangle_y_direction_##direction_c << 4) |                                 \
2863    (triangle_winding_##winding << 6))                                          \
2864
2865 static int prepare_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
2866  vertex_struct *vertexes_out[3])
2867 {
2868   s32 y_top, y_bottom;
2869   s32 triangle_area;
2870   u32 triangle_winding = 0;
2871
2872   vertex_struct *a = &(vertexes[0]);
2873   vertex_struct *b = &(vertexes[1]);
2874   vertex_struct *c = &(vertexes[2]);
2875
2876   triangle_area = triangle_signed_area_x2(a->x, a->y, b->x, b->y, c->x, c->y);
2877
2878 #ifdef PROFILE
2879   triangles++;
2880 #endif
2881
2882   if(triangle_area == 0)
2883   {
2884 #ifdef PROFILE
2885     trivial_rejects++;
2886 #endif
2887     return 0;
2888   }
2889
2890   if(b->y < a->y)
2891     vertex_swap(a, b);
2892
2893   if(c->y < b->y)
2894   {
2895     vertex_swap(b, c);
2896
2897     if(b->y < a->y)
2898       vertex_swap(a, b);
2899   }
2900
2901   y_bottom = c->y;
2902   y_top = a->y;
2903
2904   if((y_bottom - y_top) >= 512)
2905   {
2906 #ifdef PROFILE
2907     trivial_rejects++;
2908 #endif
2909     return 0;
2910   }
2911
2912   if(triangle_area < 0)
2913   {
2914     triangle_area = -triangle_area;
2915     triangle_winding ^= 1;
2916     vertex_swap(a, c);
2917   }
2918
2919   if(b->x < a->x)
2920     vertex_swap(a, b);
2921
2922   if(c->x < b->x) 
2923   {
2924     vertex_swap(b, c);
2925
2926     if(b->x < a->x)
2927       vertex_swap(a, b);
2928   }
2929
2930   if((c->x - psx_gpu->offset_x) >= 1024 || (c->x - a->x) >= 1024)
2931   {
2932 #ifdef PROFILE
2933     trivial_rejects++;
2934 #endif
2935     return 0;
2936   }
2937
2938   if(invalidate_texture_cache_region_viewport(psx_gpu, a->x, y_top, c->x,
2939    y_bottom) == 0)
2940   {
2941 #ifdef PROFILE
2942     trivial_rejects++;
2943 #endif
2944     return 0;
2945   }
2946
2947   psx_gpu->triangle_area = triangle_area;
2948   psx_gpu->triangle_winding = triangle_winding;
2949
2950   vertexes_out[0] = a;
2951   vertexes_out[1] = b;
2952   vertexes_out[2] = c;
2953
2954   return 1;
2955 }
2956
2957 static void render_triangle_p(psx_gpu_struct *psx_gpu,
2958  vertex_struct *vertex_ptrs[3], u32 flags)
2959 {
2960   psx_gpu->num_spans = 0;
2961
2962   vertex_struct *a = vertex_ptrs[0];
2963   vertex_struct *b = vertex_ptrs[1];
2964   vertex_struct *c = vertex_ptrs[2];
2965
2966   s32 y_delta_a = b->y - a->y;
2967   s32 y_delta_b = c->y - b->y;
2968   s32 y_delta_c = c->y - a->y;
2969
2970   triangle_set_direction(y_direction_a, y_delta_a);
2971   triangle_set_direction(y_direction_b, y_delta_b);
2972   triangle_set_direction(y_direction_c, y_delta_c);
2973
2974   compute_all_gradients(psx_gpu, a, b, c);
2975
2976   switch(y_direction_a | (y_direction_b << 2) | (y_direction_c << 4) |
2977    (psx_gpu->triangle_winding << 6))
2978   {
2979     triangle_case(up, up, up, negative):
2980     triangle_case(up, up, flat, negative):
2981     triangle_case(up, up, down, negative):
2982       setup_spans_up_right(psx_gpu, a, b, c);
2983       break;
2984
2985     triangle_case(flat, up, up, negative):
2986     triangle_case(flat, up, flat, negative):
2987     triangle_case(flat, up, down, negative):
2988       setup_spans_up_a(psx_gpu, a, b, c);
2989       break;
2990
2991     triangle_case(down, up, up, negative):
2992       setup_spans_up_down(psx_gpu, a, c, b);
2993       break;
2994
2995     triangle_case(down, up, flat, negative):
2996       setup_spans_down_a(psx_gpu, a, c, b);
2997       break;
2998
2999     triangle_case(down, up, down, negative):
3000       setup_spans_down_right(psx_gpu, a, c, b);
3001       break;
3002
3003     triangle_case(down, flat, up, negative):
3004     triangle_case(down, flat, flat, negative):
3005     triangle_case(down, flat, down, negative):
3006       setup_spans_down_b(psx_gpu, a, b, c);
3007       break;
3008
3009     triangle_case(down, down, up, negative):
3010     triangle_case(down, down, flat, negative):
3011     triangle_case(down, down, down, negative):
3012       setup_spans_down_left(psx_gpu, a, b, c);
3013       break;
3014
3015     triangle_case(up, up, up, positive):
3016     triangle_case(up, up, flat, positive):
3017     triangle_case(up, up, down, positive):
3018       setup_spans_up_left(psx_gpu, a, b, c);
3019       break;
3020
3021     triangle_case(up, flat, up, positive):
3022     triangle_case(up, flat, flat, positive):
3023     triangle_case(up, flat, down, positive):
3024       setup_spans_up_b(psx_gpu, a, b, c);
3025       break;
3026
3027     triangle_case(up, down, up, positive):
3028       setup_spans_up_right(psx_gpu, a, c, b);
3029       break;
3030
3031     triangle_case(up, down, flat, positive):
3032       setup_spans_up_a(psx_gpu, a, c, b);
3033       break;
3034
3035     triangle_case(up, down, down, positive):
3036       setup_spans_up_down(psx_gpu, a, b, c);
3037       break;
3038
3039     triangle_case(flat, down, up, positive):
3040     triangle_case(flat, down, flat, positive):
3041     triangle_case(flat, down, down, positive):
3042       setup_spans_down_a(psx_gpu, a, b, c);
3043       break;
3044
3045     triangle_case(down, down, up, positive):
3046     triangle_case(down, down, flat, positive):
3047     triangle_case(down, down, down, positive):
3048       setup_spans_down_right(psx_gpu, a, b, c);
3049       break;
3050   }
3051
3052 #ifdef PROFILE
3053   spans += psx_gpu->num_spans;
3054 #endif
3055
3056   if(unlikely(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED))
3057   {
3058     u32 i;
3059
3060     if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
3061     {
3062       for(i = 0; i < psx_gpu->num_spans; i++)
3063       {
3064         if((psx_gpu->span_edge_data[i].y & 1) == 0)
3065           psx_gpu->span_edge_data[i].num_blocks = 0;
3066       }
3067     }
3068     else
3069     {
3070       for(i = 0; i < psx_gpu->num_spans; i++)
3071       {
3072         if(psx_gpu->span_edge_data[i].y & 1)
3073           psx_gpu->span_edge_data[i].num_blocks = 0;
3074       }
3075     }
3076   }
3077   assert(psx_gpu->span_edge_data[0].y < 1024u);
3078
3079   u32 render_state = flags &
3080    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND | 
3081    RENDER_FLAGS_TEXTURE_MAP | RENDER_FLAGS_SHADE);
3082   render_state |= psx_gpu->render_state_base;
3083   
3084   if((psx_gpu->render_state != render_state) ||
3085    (psx_gpu->primitive_type != PRIMITIVE_TYPE_TRIANGLE))
3086   {
3087     psx_gpu->render_state = render_state;
3088     flush_render_block_buffer(psx_gpu);
3089 #ifdef PROFILE
3090     state_changes++;
3091 #endif
3092   }
3093
3094   psx_gpu->primitive_type = PRIMITIVE_TYPE_TRIANGLE;
3095
3096   psx_gpu->render_block_handler =
3097    &(render_triangle_block_handlers[render_state]);
3098   ((setup_blocks_function_type *)psx_gpu->render_block_handler->setup_blocks)
3099    (psx_gpu);
3100 }
3101
3102 void render_triangle(psx_gpu_struct *psx_gpu, vertex_struct *vertexes,
3103  u32 flags)
3104 {
3105   vertex_struct *vertex_ptrs[3];
3106   if (prepare_triangle(psx_gpu, vertexes, vertex_ptrs))
3107     render_triangle_p(psx_gpu, vertex_ptrs, flags);
3108 }
3109
3110 #if !defined(NEON_BUILD) || defined(SIMD_BUILD)
3111
3112 void texture_sprite_blocks_8bpp(psx_gpu_struct *psx_gpu)
3113 {
3114   block_struct *block = psx_gpu->blocks;
3115   u32 num_blocks = psx_gpu->num_blocks;
3116
3117   vec_8x16u texels;
3118   vec_8x8u texel_indexes;
3119
3120   u16 *clut_ptr = psx_gpu->clut_ptr;
3121   u32 i;
3122
3123   while(num_blocks)
3124   {
3125     texel_indexes = block->r;
3126
3127     for(i = 0; i < 8; i++)
3128     {
3129       texels.e[i] = clut_ptr[texel_indexes.e[i]];
3130     }
3131
3132     block->texels = texels;
3133
3134     num_blocks--;
3135     block++;
3136   }
3137 }
3138
3139 #endif
3140
3141
3142 #define setup_sprite_tiled_initialize_4bpp_clut()                              \
3143   u16 *clut_ptr = psx_gpu->clut_ptr;                                           \
3144   vec_8x16u clut_a, clut_b;                                                    \
3145   vec_16x8u clut_low, clut_high;                                               \
3146                                                                                \
3147   load_8x16b(clut_a, clut_ptr);                                                \
3148   load_8x16b(clut_b, clut_ptr + 8);                                            \
3149   unzip_16x8b(clut_low, clut_high, clut_a, clut_b)                             \
3150
3151 #define setup_sprite_tiled_initialize_4bpp()                                   \
3152   setup_sprite_tiled_initialize_4bpp_clut();                                   \
3153                                                                                \
3154   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)        \
3155     update_texture_4bpp_cache(psx_gpu)                                         \
3156
3157 #define setup_sprite_tiled_initialize_8bpp()                                   \
3158   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)        \
3159     update_texture_8bpp_cache(psx_gpu)                                         \
3160
3161
3162 #define setup_sprite_tile_fetch_texel_block_8bpp(offset)                       \
3163   texture_block_ptr = (u8 *)psx_gpu->texture_page_ptr +                        \
3164    ((texture_offset + offset) & texture_mask);                                 \
3165                                                                                \
3166   load_64b(texels, texture_block_ptr)                                          \
3167
3168
3169 #define setup_sprite_tile_add_blocks(tile_num_blocks)                          \
3170   num_blocks += tile_num_blocks;                                               \
3171   sprite_blocks += tile_num_blocks;                                            \
3172                                                                                \
3173   if(num_blocks > MAX_BLOCKS)                                                  \
3174   {                                                                            \
3175     flush_render_block_buffer(psx_gpu);                                        \
3176     num_blocks = tile_num_blocks;                                              \
3177     block = psx_gpu->blocks;                                                   \
3178   }                                                                            \
3179
3180 #define setup_sprite_tile_full_4bpp(edge)                                      \
3181 {                                                                              \
3182   vec_8x8u texels_low, texels_high;                                            \
3183   vec_8x16u pixels;                                                            \
3184   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3185                                                                                \
3186   while(sub_tile_height)                                                       \
3187   {                                                                            \
3188     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3189     tbl_16(texels_low, texels, clut_low);                                      \
3190     tbl_16(texels_high, texels, clut_high);                                    \
3191     zip_8x16b(pixels, texels_low, texels_high);                                \
3192                                                                                \
3193     block->texels = pixels;                                                    \
3194     block->draw_mask_bits = left_mask_bits;                                    \
3195     block->fb_ptr = fb_ptr;                                                    \
3196     block++;                                                                   \
3197                                                                                \
3198     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3199     tbl_16(texels_low, texels, clut_low);                                      \
3200     tbl_16(texels_high, texels, clut_high);                                    \
3201     zip_8x16b(pixels, texels_low, texels_high);                                \
3202                                                                                \
3203     block->texels = pixels;                                                    \
3204     block->draw_mask_bits = right_mask_bits;                                   \
3205     block->fb_ptr = fb_ptr + 8;                                                \
3206     block++;                                                                   \
3207                                                                                \
3208     fb_ptr += 1024;                                                            \
3209     texture_offset += 0x10;                                                    \
3210     sub_tile_height--;                                                         \
3211   }                                                                            \
3212   texture_offset += 0xF00;                                                     \
3213   psx_gpu->num_blocks = num_blocks;                                            \
3214 }                                                                              \
3215
3216 #define setup_sprite_tile_half_4bpp(edge)                                      \
3217 {                                                                              \
3218   vec_8x8u texels_low, texels_high;                                            \
3219   vec_8x16u pixels;                                                            \
3220   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3221                                                                                \
3222   while(sub_tile_height)                                                       \
3223   {                                                                            \
3224     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3225     tbl_16(texels_low, texels, clut_low);                                      \
3226     tbl_16(texels_high, texels, clut_high);                                    \
3227     zip_8x16b(pixels, texels_low, texels_high);                                \
3228                                                                                \
3229     block->texels = pixels;                                                    \
3230     block->draw_mask_bits = edge##_mask_bits;                                  \
3231     block->fb_ptr = fb_ptr;                                                    \
3232     block++;                                                                   \
3233                                                                                \
3234     fb_ptr += 1024;                                                            \
3235     texture_offset += 0x10;                                                    \
3236     sub_tile_height--;                                                         \
3237   }                                                                            \
3238   texture_offset += 0xF00;                                                     \
3239   psx_gpu->num_blocks = num_blocks;                                            \
3240 }                                                                              \
3241
3242   
3243 #define setup_sprite_tile_full_8bpp(edge)                                      \
3244 {                                                                              \
3245   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
3246                                                                                \
3247   while(sub_tile_height)                                                       \
3248   {                                                                            \
3249     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3250     block->r = texels;                                                         \
3251     block->draw_mask_bits = left_mask_bits;                                    \
3252     block->fb_ptr = fb_ptr;                                                    \
3253     block++;                                                                   \
3254                                                                                \
3255     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3256     block->r = texels;                                                         \
3257     block->draw_mask_bits = right_mask_bits;                                   \
3258     block->fb_ptr = fb_ptr + 8;                                                \
3259     block++;                                                                   \
3260                                                                                \
3261     fb_ptr += 1024;                                                            \
3262     texture_offset += 0x10;                                                    \
3263     sub_tile_height--;                                                         \
3264   }                                                                            \
3265   texture_offset += 0xF00;                                                     \
3266   psx_gpu->num_blocks = num_blocks;                                            \
3267 }                                                                              \
3268
3269 #define setup_sprite_tile_half_8bpp(edge)                                      \
3270 {                                                                              \
3271   setup_sprite_tile_add_blocks(sub_tile_height);                               \
3272                                                                                \
3273   while(sub_tile_height)                                                       \
3274   {                                                                            \
3275     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3276     block->r = texels;                                                         \
3277     block->draw_mask_bits = edge##_mask_bits;                                  \
3278     block->fb_ptr = fb_ptr;                                                    \
3279     block++;                                                                   \
3280                                                                                \
3281     fb_ptr += 1024;                                                            \
3282     texture_offset += 0x10;                                                    \
3283     sub_tile_height--;                                                         \
3284   }                                                                            \
3285   texture_offset += 0xF00;                                                     \
3286   psx_gpu->num_blocks = num_blocks;                                            \
3287 }                                                                              \
3288
3289   
3290 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
3291   texture_offset = texture_offset_base + 8;                                    \
3292   fb_ptr += 8                                                                  \
3293
3294 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
3295   texture_offset = texture_offset_base                                         \
3296
3297 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
3298   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
3299
3300 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
3301   texture_offset = texture_offset_base                                         \
3302
3303 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
3304   fb_ptr -= 8                                                                  \
3305
3306 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
3307
3308 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
3309   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
3310
3311 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
3312
3313
3314 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode,  \
3315  x4mode)                                                                       \
3316 do                                                                             \
3317 {                                                                              \
3318   sub_tile_height = column_data;                                               \
3319   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
3320   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
3321   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
3322 } while(0)                                                                     \
3323
3324 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode,   \
3325  x4mode)                                                                       \
3326 do                                                                             \
3327 {                                                                              \
3328   u32 tiles_remaining = column_data >> 16;                                     \
3329   sub_tile_height = column_data & 0xFF;                                        \
3330   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
3331   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
3332   tiles_remaining -= 1;                                                        \
3333                                                                                \
3334   while(tiles_remaining)                                                       \
3335   {                                                                            \
3336     sub_tile_height = 16;                                                      \
3337     setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);              \
3338     tiles_remaining--;                                                         \
3339   }                                                                            \
3340                                                                                \
3341   sub_tile_height = (column_data >> 8) & 0xFF;                                 \
3342   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
3343   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
3344 } while(0)                                                                     \
3345
3346
3347 #define setup_sprite_column_data_single()                                      \
3348   column_data = height                                                         \
3349
3350 #define setup_sprite_column_data_multi()                                       \
3351   column_data = 16 - offset_v;                                                 \
3352   column_data |= ((height_rounded & 0xF) + 1) << 8;                            \
3353   column_data |= (tile_height - 1) << 16                                       \
3354
3355
3356 #define RIGHT_MASK_BIT_SHIFT 8
3357 #define RIGHT_MASK_BIT_SHIFT_4x 16
3358
3359 #define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
3360  edge_mode, edge, x4mode)                                                      \
3361 {                                                                              \
3362   setup_sprite_column_data_##multi_height();                                   \
3363   left_mask_bits = left_block_mask | right_block_mask;                         \
3364   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3365                                                                                \
3366   setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
3367    texture_mode, x4mode);                                                      \
3368 }                                                                              \
3369
3370 #define setup_sprite_tiled_advance_column()                                    \
3371   texture_offset_base += 0x100;                                                \
3372   if((texture_offset_base & 0xF00) == 0)                                       \
3373     texture_offset_base -= (0x100 + 0xF00)                                     \
3374
3375 #define FB_PTR_MULTIPLIER 1
3376 #define FB_PTR_MULTIPLIER_4x 2
3377
3378 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height,       \
3379  left_mode, right_mode, x4mode)                                                \
3380 {                                                                              \
3381   setup_sprite_column_data_##multi_height();                                   \
3382   s32 fb_ptr_advance_column = (16 - (1024 * height))                           \
3383     * FB_PTR_MULTIPLIER##x4mode;                                               \
3384                                                                                \
3385   tile_width -= 2;                                                             \
3386   left_mask_bits = left_block_mask;                                            \
3387   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3388                                                                                \
3389   setup_sprite_tile_column_height_##multi_height(left_mode, right,             \
3390    texture_mode, x4mode);                                                      \
3391   fb_ptr += fb_ptr_advance_column;                                             \
3392                                                                                \
3393   left_mask_bits = 0x00;                                                       \
3394   right_mask_bits = 0x00;                                                      \
3395                                                                                \
3396   while(tile_width)                                                            \
3397   {                                                                            \
3398     setup_sprite_tiled_advance_column();                                       \
3399     setup_sprite_tile_column_height_##multi_height(full, none,                 \
3400      texture_mode, x4mode);                                                    \
3401     fb_ptr += fb_ptr_advance_column;                                           \
3402     tile_width--;                                                              \
3403   }                                                                            \
3404                                                                                \
3405   left_mask_bits = right_block_mask;                                           \
3406   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3407                                                                                \
3408   setup_sprite_tiled_advance_column();                                         \
3409   setup_sprite_tile_column_height_##multi_height(right_mode, left,             \
3410    texture_mode, x4mode);                                                      \
3411 }                                                                              \
3412
3413
3414 /* 4x stuff */
3415 #define setup_sprite_tiled_initialize_4bpp_4x()                                \
3416   setup_sprite_tiled_initialize_4bpp_clut()                                    \
3417
3418 #define setup_sprite_tiled_initialize_8bpp_4x()                                \
3419
3420
3421 #define setup_sprite_tile_full_4bpp_4x(edge)                                   \
3422 {                                                                              \
3423   vec_8x8u texels_low, texels_high;                                            \
3424   vec_8x16u pixels, pixels_wide;                                               \
3425   setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
3426   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
3427   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
3428   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
3429   u32 right_mask_bits_b = right_mask_bits >> 8;                                \
3430                                                                                \
3431   while(sub_tile_height)                                                       \
3432   {                                                                            \
3433     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3434     tbl_16(texels_low, texels, clut_low);                                      \
3435     tbl_16(texels_high, texels, clut_high);                                    \
3436     zip_8x16b(pixels, texels_low, texels_high);                                \
3437                                                                                \
3438     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \
3439     block->texels = pixels_wide;                                               \
3440     block->draw_mask_bits = left_mask_bits_a;                                  \
3441     block->fb_ptr = fb_ptr;                                                    \
3442     block++;                                                                   \
3443                                                                                \
3444     block->texels = pixels_wide;                                               \
3445     block->draw_mask_bits = left_mask_bits_a;                                  \
3446     block->fb_ptr = fb_ptr + 1024;                                             \
3447     block++;                                                                   \
3448                                                                                \
3449     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \
3450     block->texels = pixels_wide;                                               \
3451     block->draw_mask_bits = left_mask_bits_b;                                  \
3452     block->fb_ptr = fb_ptr + 8;                                                \
3453     block++;                                                                   \
3454                                                                                \
3455     block->texels = pixels_wide;                                               \
3456     block->draw_mask_bits = left_mask_bits_b;                                  \
3457     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3458     block++;                                                                   \
3459                                                                                \
3460     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3461     tbl_16(texels_low, texels, clut_low);                                      \
3462     tbl_16(texels_high, texels, clut_high);                                    \
3463     zip_8x16b(pixels, texels_low, texels_high);                                \
3464                                                                                \
3465     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \
3466     block->texels = pixels_wide;                                               \
3467     block->draw_mask_bits = right_mask_bits_a;                                 \
3468     block->fb_ptr = fb_ptr + 16;                                               \
3469     block++;                                                                   \
3470                                                                                \
3471     block->texels = pixels_wide;                                               \
3472     block->draw_mask_bits = right_mask_bits_a;                                 \
3473     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3474     block++;                                                                   \
3475                                                                                \
3476     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \
3477     block->texels = pixels_wide;                                               \
3478     block->draw_mask_bits = right_mask_bits_b;                                 \
3479     block->fb_ptr = fb_ptr + 24;                                               \
3480     block++;                                                                   \
3481                                                                                \
3482     block->texels = pixels_wide;                                               \
3483     block->draw_mask_bits = right_mask_bits_b;                                 \
3484     block->fb_ptr = fb_ptr + 1024 + 24;                                        \
3485     block++;                                                                   \
3486                                                                                \
3487     fb_ptr += 2048;                                                            \
3488     texture_offset += 0x10;                                                    \
3489     sub_tile_height--;                                                         \
3490   }                                                                            \
3491   texture_offset += 0xF00;                                                     \
3492   psx_gpu->num_blocks = num_blocks;                                            \
3493 }                                                                              \
3494
3495 #define setup_sprite_tile_half_4bpp_4x(edge)                                   \
3496 {                                                                              \
3497   vec_8x8u texels_low, texels_high;                                            \
3498   vec_8x16u pixels, pixels_wide;                                               \
3499   setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
3500   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
3501   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
3502                                                                                \
3503   while(sub_tile_height)                                                       \
3504   {                                                                            \
3505     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3506     tbl_16(texels_low, texels, clut_low);                                      \
3507     tbl_16(texels_high, texels, clut_high);                                    \
3508     zip_8x16b(pixels, texels_low, texels_high);                                \
3509                                                                                \
3510     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \
3511     block->texels = pixels_wide;                                               \
3512     block->draw_mask_bits = edge##_mask_bits_a;                                \
3513     block->fb_ptr = fb_ptr;                                                    \
3514     block++;                                                                   \
3515                                                                                \
3516     block->texels = pixels_wide;                                               \
3517     block->draw_mask_bits = edge##_mask_bits_a;                                \
3518     block->fb_ptr = fb_ptr + 1024;                                             \
3519     block++;                                                                   \
3520                                                                                \
3521     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \
3522     block->texels = pixels_wide;                                               \
3523     block->draw_mask_bits = edge##_mask_bits_b;                                \
3524     block->fb_ptr = fb_ptr + 8;                                                \
3525     block++;                                                                   \
3526                                                                                \
3527     block->texels = pixels_wide;                                               \
3528     block->draw_mask_bits = edge##_mask_bits_b;                                \
3529     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3530     block++;                                                                   \
3531                                                                                \
3532     fb_ptr += 2048;                                                            \
3533     texture_offset += 0x10;                                                    \
3534     sub_tile_height--;                                                         \
3535   }                                                                            \
3536   texture_offset += 0xF00;                                                     \
3537   psx_gpu->num_blocks = num_blocks;                                            \
3538 }                                                                              \
3539
3540   
3541 #define setup_sprite_tile_full_8bpp_4x(edge)                                   \
3542 {                                                                              \
3543   setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
3544   vec_16x8u texels_wide;                                                       \
3545   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
3546   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
3547   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
3548   u32 right_mask_bits_b = right_mask_bits >> 8;                                \
3549                                                                                \
3550   while(sub_tile_height)                                                       \
3551   {                                                                            \
3552     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3553     zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \
3554     block->r = texels_wide.low;                                                \
3555     block->draw_mask_bits = left_mask_bits_a;                                  \
3556     block->fb_ptr = fb_ptr;                                                    \
3557     block++;                                                                   \
3558                                                                                \
3559     block->r = texels_wide.low;                                                \
3560     block->draw_mask_bits = left_mask_bits_a;                                  \
3561     block->fb_ptr = fb_ptr + 1024;                                             \
3562     block++;                                                                   \
3563                                                                                \
3564     block->r = texels_wide.high;                                               \
3565     block->draw_mask_bits = left_mask_bits_b;                                  \
3566     block->fb_ptr = fb_ptr + 8;                                                \
3567     block++;                                                                   \
3568                                                                                \
3569     block->r = texels_wide.high;                                               \
3570     block->draw_mask_bits = left_mask_bits_b;                                  \
3571     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3572     block++;                                                                   \
3573                                                                                \
3574     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3575     zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \
3576     block->r = texels_wide.low;                                                \
3577     block->draw_mask_bits = right_mask_bits_a;                                 \
3578     block->fb_ptr = fb_ptr + 16;                                               \
3579     block++;                                                                   \
3580                                                                                \
3581     block->r = texels_wide.low;                                                \
3582     block->draw_mask_bits = right_mask_bits_a;                                 \
3583     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3584     block++;                                                                   \
3585                                                                                \
3586     block->r = texels_wide.high;                                               \
3587     block->draw_mask_bits = right_mask_bits_b;                                 \
3588     block->fb_ptr = fb_ptr + 24;                                               \
3589     block++;                                                                   \
3590                                                                                \
3591     block->r = texels_wide.high;                                               \
3592     block->draw_mask_bits = right_mask_bits_b;                                 \
3593     block->fb_ptr = fb_ptr + 24 + 1024;                                        \
3594     block++;                                                                   \
3595                                                                                \
3596     fb_ptr += 2048;                                                            \
3597     texture_offset += 0x10;                                                    \
3598     sub_tile_height--;                                                         \
3599   }                                                                            \
3600   texture_offset += 0xF00;                                                     \
3601   psx_gpu->num_blocks = num_blocks;                                            \
3602 }                                                                              \
3603
3604 #define setup_sprite_tile_half_8bpp_4x(edge)                                   \
3605 {                                                                              \
3606   setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
3607   vec_16x8u texels_wide;                                                       \
3608   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
3609   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
3610                                                                                \
3611   while(sub_tile_height)                                                       \
3612   {                                                                            \
3613     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3614     zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \
3615     block->r = texels_wide.low;                                                \
3616     block->draw_mask_bits = edge##_mask_bits_a;                                \
3617     block->fb_ptr = fb_ptr;                                                    \
3618     block++;                                                                   \
3619                                                                                \
3620     block->r = texels_wide.low;                                                \
3621     block->draw_mask_bits = edge##_mask_bits_a;                                \
3622     block->fb_ptr = fb_ptr + 1024;                                             \
3623     block++;                                                                   \
3624                                                                                \
3625     block->r = texels_wide.high;                                               \
3626     block->draw_mask_bits = edge##_mask_bits_b;                                \
3627     block->fb_ptr = fb_ptr + 8;                                                \
3628     block++;                                                                   \
3629                                                                                \
3630     block->r = texels_wide.high;                                               \
3631     block->draw_mask_bits = edge##_mask_bits_b;                                \
3632     block->fb_ptr = fb_ptr + 8 + 1024;                                         \
3633     block++;                                                                   \
3634                                                                                \
3635     fb_ptr += 2048;                                                            \
3636     texture_offset += 0x10;                                                    \
3637     sub_tile_height--;                                                         \
3638   }                                                                            \
3639   texture_offset += 0xF00;                                                     \
3640   psx_gpu->num_blocks = num_blocks;                                            \
3641 }                                                                              \
3642
3643   
3644 #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \
3645   texture_offset = texture_offset_base + 8;                                    \
3646   fb_ptr += 16                                                                 \
3647
3648 #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \
3649   texture_offset = texture_offset_base                                         \
3650
3651 #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \
3652   setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \
3653
3654 #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \
3655   texture_offset = texture_offset_base                                         \
3656
3657 #define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \
3658   fb_ptr -= 16                                                                 \
3659
3660 #define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \
3661
3662 #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \
3663   setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \
3664
3665 #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \
3666
3667
3668 #define setup_sprite_offset_u_adjust()                                         \
3669
3670 #define setup_sprite_comapre_left_block_mask()                                 \
3671   ((left_block_mask & 0xFF) == 0xFF)                                           \
3672
3673 #define setup_sprite_comapre_right_block_mask()                                \
3674   (((right_block_mask >> 8) & 0xFF) == 0xFF)                                   \
3675
3676
3677 #define setup_sprite_offset_u_adjust_4x()                                      \
3678   offset_u *= 2;                                                               \
3679   offset_u_right = offset_u_right * 2 + 1                                      \
3680
3681 #define setup_sprite_comapre_left_block_mask_4x()                              \
3682   ((left_block_mask & 0xFFFF) == 0xFFFF)                                       \
3683
3684 #define setup_sprite_comapre_right_block_mask_4x()                             \
3685   (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF)                              \
3686
3687
3688 #define setup_sprite_tiled_builder(texture_mode, x4mode)                       \
3689 void setup_sprite_##texture_mode##x4mode(psx_gpu_struct *psx_gpu, s32 x, s32 y,\
3690  s32 u, s32 v, s32 width, s32 height, u32 color)                               \
3691 {                                                                              \
3692   s32 offset_u = u & 0xF;                                                      \
3693   s32 offset_v = v & 0xF;                                                      \
3694                                                                                \
3695   s32 width_rounded = offset_u + width + 15;                                   \
3696   s32 height_rounded = offset_v + height + 15;                                 \
3697   s32 tile_height = height_rounded / 16;                                       \
3698   s32 tile_width = width_rounded / 16;                                         \
3699   u32 offset_u_right = width_rounded & 0xF;                                    \
3700                                                                                \
3701   setup_sprite_offset_u_adjust##x4mode();                                      \
3702                                                                                \
3703   u32 left_block_mask = ~(0xFFFFFFFF << offset_u);                             \
3704   u32 right_block_mask = 0xFFFFFFFE << offset_u_right;                         \
3705                                                                                \
3706   u32 left_mask_bits;                                                          \
3707   u32 right_mask_bits;                                                         \
3708                                                                                \
3709   u32 sub_tile_height;                                                         \
3710   u32 column_data;                                                             \
3711                                                                                \
3712   u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \
3713    ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \
3714    ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \
3715    ((psx_gpu->texture_mask_height >> 4) << 12);                                \
3716   u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \
3717    ((v & 0xF0) << 8);                                                          \
3718   u32 texture_offset_base = texture_offset;                                    \
3719   u32 control_mask;                                                            \
3720                                                                                \
3721   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u);           \
3722   u32 num_blocks = psx_gpu->num_blocks;                                        \
3723   block_struct *block = psx_gpu->blocks + num_blocks;                          \
3724                                                                                \
3725   u8 *texture_block_ptr;                                                       \
3726   vec_8x8u texels;                                                             \
3727                                                                                \
3728   setup_sprite_tiled_initialize_##texture_mode##x4mode();                      \
3729                                                                                \
3730   control_mask = tile_width == 1;                                              \
3731   control_mask |= (tile_height == 1) << 1;                                     \
3732   control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2;         \
3733   control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3;        \
3734                                                                                \
3735   sprites_##texture_mode++;                                                    \
3736                                                                                \
3737   switch(control_mask)                                                         \
3738   {                                                                            \
3739     default:                                                                   \
3740     case 0x0:                                                                  \
3741       setup_sprite_tile_column_width_multi(texture_mode, multi, full, full,    \
3742        x4mode);                                                                \
3743       break;                                                                   \
3744                                                                                \
3745     case 0x1:                                                                  \
3746       setup_sprite_tile_column_width_single(texture_mode, multi, full, none,   \
3747        x4mode);                                                                \
3748       break;                                                                   \
3749                                                                                \
3750     case 0x2:                                                                  \
3751       setup_sprite_tile_column_width_multi(texture_mode, single, full, full,   \
3752        x4mode);                                                                \
3753       break;                                                                   \
3754                                                                                \
3755     case 0x3:                                                                  \
3756       setup_sprite_tile_column_width_single(texture_mode, single, full, none,  \
3757        x4mode);                                                                \
3758       break;                                                                   \
3759                                                                                \
3760     case 0x4:                                                                  \
3761       setup_sprite_tile_column_width_multi(texture_mode, multi, half, full,    \
3762        x4mode);                                                                \
3763       break;                                                                   \
3764                                                                                \
3765     case 0x5:                                                                  \
3766       setup_sprite_tile_column_width_single(texture_mode, multi, half, right,  \
3767        x4mode);                                                                \
3768       break;                                                                   \
3769                                                                                \
3770     case 0x6:                                                                  \
3771       setup_sprite_tile_column_width_multi(texture_mode, single, half, full,   \
3772        x4mode);                                                                \
3773       break;                                                                   \
3774                                                                                \
3775     case 0x7:                                                                  \
3776       setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3777        x4mode);                                                                \
3778       break;                                                                   \
3779                                                                                \
3780     case 0x8:                                                                  \
3781       setup_sprite_tile_column_width_multi(texture_mode, multi, full, half,    \
3782        x4mode);                                                                \
3783       break;                                                                   \
3784                                                                                \
3785     case 0x9:                                                                  \
3786       setup_sprite_tile_column_width_single(texture_mode, multi, half, left,   \
3787        x4mode);                                                                \
3788       break;                                                                   \
3789                                                                                \
3790     case 0xA:                                                                  \
3791       setup_sprite_tile_column_width_multi(texture_mode, single, full, half,   \
3792        x4mode);                                                                \
3793       break;                                                                   \
3794                                                                                \
3795     case 0xB:                                                                  \
3796       setup_sprite_tile_column_width_single(texture_mode, single, half, left,  \
3797        x4mode);                                                                \
3798       break;                                                                   \
3799                                                                                \
3800     case 0xC:                                                                  \
3801       setup_sprite_tile_column_width_multi(texture_mode, multi, half, half,    \
3802        x4mode);                                                                \
3803       break;                                                                   \
3804                                                                                \
3805     case 0xE:                                                                  \
3806       setup_sprite_tile_column_width_multi(texture_mode, single, half, half,   \
3807        x4mode);                                                                \
3808       break;                                                                   \
3809   }                                                                            \
3810 }                                                                              \
3811
3812 #ifndef NEON_BUILD
3813 setup_sprite_tiled_builder(4bpp,);
3814 setup_sprite_tiled_builder(8bpp,);
3815
3816 setup_sprite_tiled_builder(4bpp,_4x);
3817 setup_sprite_tiled_builder(8bpp,_4x);
3818 #endif
3819
3820 #if !defined(NEON_BUILD) || defined(SIMD_BUILD)
3821
3822 void setup_sprite_16bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3823  s32 v, s32 width, s32 height, u32 color)
3824 {
3825   u32 left_offset = u & 0x7;
3826   u32 width_rounded = width + left_offset + 7;
3827
3828   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset);
3829   u32 right_width = width_rounded & 0x7;
3830   u32 block_width = width_rounded / 8;
3831   u32 fb_ptr_pitch = (1024 + 8) - (block_width * 8);
3832
3833   u32 left_mask_bits = ~(0xFF << left_offset);
3834   u32 right_mask_bits = 0xFE << right_width;
3835
3836   u32 texture_offset_base = u + (v * 1024);
3837   u32 texture_mask =
3838    psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);
3839
3840   u32 blocks_remaining;
3841   u32 num_blocks = psx_gpu->num_blocks;
3842   block_struct *block = psx_gpu->blocks + num_blocks;
3843
3844   u16 *texture_page_ptr = psx_gpu->texture_page_ptr;
3845   u16 *texture_block_ptr;
3846
3847   texture_offset_base &= ~0x7;
3848
3849   stats_add(sprites_16bpp, 1);
3850
3851   if(block_width == 1)
3852   {
3853     u32 mask_bits = left_mask_bits | right_mask_bits;
3854
3855     while(height)
3856     {
3857       num_blocks++;
3858       sprite_blocks++;
3859
3860       if(num_blocks > MAX_BLOCKS)
3861       {
3862         flush_render_block_buffer(psx_gpu);
3863         num_blocks = 1;
3864         block = psx_gpu->blocks;
3865       }
3866       
3867       texture_block_ptr =
3868        texture_page_ptr + (texture_offset_base & texture_mask);
3869
3870       block->texels = *(vec_8x16u *)texture_block_ptr;
3871       block->draw_mask_bits = mask_bits;
3872       block->fb_ptr = fb_ptr;
3873
3874       block++;
3875
3876       texture_offset_base += 1024;
3877       fb_ptr += 1024;
3878
3879       height--;
3880       psx_gpu->num_blocks = num_blocks;
3881     }
3882   }
3883   else
3884   {
3885     u32 texture_offset;
3886
3887     while(height)
3888     {
3889       blocks_remaining = block_width - 2;
3890       num_blocks += block_width;
3891       sprite_blocks += block_width;
3892
3893       if(num_blocks > MAX_BLOCKS)
3894       {
3895         flush_render_block_buffer(psx_gpu);
3896         num_blocks = block_width;
3897         block = psx_gpu->blocks;
3898       }
3899
3900       texture_offset = texture_offset_base;
3901       texture_offset_base += 1024;
3902
3903       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3904       block->texels = *(vec_8x16u *)texture_block_ptr;
3905
3906       block->draw_mask_bits = left_mask_bits;
3907       block->fb_ptr = fb_ptr;
3908
3909       texture_offset += 8;
3910       fb_ptr += 8;
3911       block++;
3912
3913       while(blocks_remaining)
3914       {
3915         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3916         block->texels = *(vec_8x16u *)texture_block_ptr;
3917
3918         block->draw_mask_bits = 0;
3919         block->fb_ptr = fb_ptr;
3920
3921         texture_offset += 8;
3922         fb_ptr += 8;
3923         block++;
3924
3925         blocks_remaining--;
3926       }
3927
3928       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);
3929       block->texels = *(vec_8x16u *)texture_block_ptr;
3930
3931       block->draw_mask_bits = right_mask_bits;
3932       block->fb_ptr = fb_ptr;
3933
3934       fb_ptr += fb_ptr_pitch;
3935       block++;
3936
3937       height--;
3938       psx_gpu->num_blocks = num_blocks;
3939     }
3940   }
3941 }
3942
3943 #endif
3944
3945 #ifndef NEON_BUILD
3946
3947 void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
3948  s32 v, s32 width, s32 height, u32 color)
3949 {
3950   u32 right_width = ((width - 1) & 0x7) + 1;
3951   u32 right_mask_bits = (0xFF << right_width);
3952   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
3953   u32 block_width = (width + 7) / 8;
3954   u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
3955   u32 blocks_remaining;
3956   u32 num_blocks = psx_gpu->num_blocks;
3957   block_struct *block = psx_gpu->blocks + num_blocks;
3958
3959   u32 color_r = color & 0xFF;
3960   u32 color_g = (color >> 8) & 0xFF;
3961   u32 color_b = (color >> 16) & 0xFF;
3962   vec_8x16u colors;
3963   vec_8x16u right_mask;
3964   vec_8x16u test_mask = psx_gpu->test_mask;
3965   vec_8x16u zero_mask;
3966
3967   sprites_untextured++;
3968
3969   color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
3970
3971   dup_8x16b(colors, color);
3972   dup_8x16b(zero_mask, 0x00);
3973   dup_8x16b(right_mask, right_mask_bits);
3974   tst_8x16b(right_mask, right_mask, test_mask);
3975
3976   while(height)
3977   {
3978     blocks_remaining = block_width - 1;
3979     num_blocks += block_width;
3980
3981 #ifdef PROFILE
3982     sprite_blocks += block_width;
3983 #endif
3984
3985     if(num_blocks > MAX_BLOCKS)
3986     {
3987       flush_render_block_buffer(psx_gpu);
3988       num_blocks = block_width;
3989       block = psx_gpu->blocks;
3990     }
3991
3992     while(blocks_remaining)
3993     {
3994       block->pixels = colors;
3995       block->draw_mask = zero_mask;
3996       block->fb_ptr = fb_ptr;
3997
3998       fb_ptr += 8;
3999       block++;
4000       blocks_remaining--;
4001     }
4002
4003     block->pixels = colors;
4004     block->draw_mask = right_mask;
4005     block->fb_ptr = fb_ptr;
4006
4007     block++;
4008     fb_ptr += fb_ptr_pitch;
4009
4010     height--;
4011     psx_gpu->num_blocks = num_blocks;
4012   }
4013 }
4014
4015 #endif
4016
4017 static void __attribute__((noinline))
4018 setup_sprite_untextured_simple(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4019  s32 v, s32 width, s32 height, u32 color)
4020 {
4021   u32 r = color & 0xFF;
4022   u32 g = (color >> 8) & 0xFF;
4023   u32 b = (color >> 16) & 0xFF;
4024   u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4025    psx_gpu->mask_msb;
4026   u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4027
4028   u16 *vram_ptr16 = psx_gpu->vram_out_ptr + x + (y * 1024);
4029   u32 *vram_ptr;
4030
4031   u32 num_width;
4032
4033   if(psx_gpu->num_blocks)
4034   {
4035     flush_render_block_buffer(psx_gpu);
4036   }
4037
4038   while(height)
4039   {
4040     num_width = width;
4041
4042     vram_ptr = (void *)vram_ptr16;
4043     if((uintptr_t)vram_ptr16 & 2)
4044     {
4045       *vram_ptr16 = color_32bpp;
4046       vram_ptr = (void *)(vram_ptr16 + 1);
4047       num_width--;
4048     }
4049
4050     while(num_width >= 4 * 2)
4051     {
4052       vram_ptr[0] = color_32bpp;
4053       vram_ptr[1] = color_32bpp;
4054       vram_ptr[2] = color_32bpp;
4055       vram_ptr[3] = color_32bpp;
4056
4057       vram_ptr += 4;
4058       num_width -= 4 * 2;
4059     }
4060
4061     while(num_width >= 2)
4062     {
4063       *vram_ptr++ = color_32bpp;
4064       num_width -= 2;
4065     }
4066
4067     if(num_width > 0)
4068     {
4069       *(u16 *)vram_ptr = color_32bpp;
4070     }
4071
4072     vram_ptr16 += 1024;
4073     height--;
4074   }
4075 }
4076
4077 void setup_sprite_untextured_512(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4078  s32 v, s32 width, s32 height, u32 color);
4079
4080 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
4081  s32 v, s32 width, s32 height, u32 color)
4082 {
4083   if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
4084    RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
4085    (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
4086   {
4087     setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
4088     return;
4089   }
4090
4091   while (width > 0)
4092   {
4093     s32 w1 = width > 512 ? 512 : width;
4094     setup_sprite_untextured_512(psx_gpu, x, y, 0, 0, w1, height, color);
4095     x += 512;
4096     width -= 512;
4097   }
4098 }
4099
4100
4101 #define setup_sprite_blocks_switch_textured(texture_mode)                      \
4102   setup_sprite_##texture_mode                                                  \
4103
4104 #define setup_sprite_blocks_switch_untextured(texture_mode)                    \
4105   setup_sprite_untextured                                                      \
4106
4107 #define setup_sprite_blocks_switch(texturing, texture_mode)                    \
4108   setup_sprite_blocks_switch_##texturing(texture_mode)                         \
4109
4110
4111 #define texture_sprite_blocks_switch_4bpp()                                    \
4112   texture_blocks_untextured                                                    \
4113
4114 #define texture_sprite_blocks_switch_8bpp()                                    \
4115   texture_sprite_blocks_8bpp                                                   \
4116
4117 #define texture_sprite_blocks_switch_16bpp()                                   \
4118   texture_blocks_untextured                                                    \
4119
4120 #define texture_sprite_blocks_switch_untextured(texture_mode)                  \
4121   texture_blocks_untextured                                                    \
4122
4123 #define texture_sprite_blocks_switch_textured(texture_mode)                    \
4124   texture_sprite_blocks_switch_##texture_mode()                                \
4125
4126 #define render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode, \
4127  mask_evaluate, shading, dithering, texturing, blending, modulation)           \
4128 {                                                                              \
4129   setup_sprite_blocks_switch(texturing, texture_mode),                         \
4130   texture_sprite_blocks_switch_##texturing(texture_mode),                      \
4131   shade_blocks_switch(unshaded, texturing, modulation, undithered, blending,   \
4132    mask_evaluate),                                                             \
4133   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \
4134 }                                                                              \
4135
4136 #define render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,   \
4137  mask_evaluate, shading, dithering, texturing, blending)                       \
4138   render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode,       \
4139    mask_evaluate, shading, dithering, texturing, blending, modulated),         \
4140   render_sprite_blocks_switch_block_modulation(texture_mode, blend_mode,       \
4141    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \
4142
4143 #define render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,  \
4144  mask_evaluate, shading, dithering, texturing)                                 \
4145   render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,         \
4146    mask_evaluate, shading, dithering, texturing, unblended),                   \
4147   render_sprite_blocks_switch_block_blending(texture_mode, blend_mode,         \
4148    mask_evaluate, shading, dithering, texturing, blended)                      \
4149
4150 #define render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,  \
4151  mask_evaluate, shading, dithering)                                            \
4152   render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,        \
4153    mask_evaluate, shading, dithering, untextured),                             \
4154   render_sprite_blocks_switch_block_texturing(texture_mode, blend_mode,        \
4155    mask_evaluate, shading, dithering, textured)                                \
4156
4157 #define render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,    \
4158  mask_evaluate, shading)                                                       \
4159   render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,        \
4160    mask_evaluate, shading, undithered),                                        \
4161   render_sprite_blocks_switch_block_dithering(texture_mode, blend_mode,        \
4162    mask_evaluate, shading, dithered)                                           \
4163
4164 #define render_sprite_blocks_switch_block_mask_evaluate(texture_mode,          \
4165  blend_mode, mask_evaluate)                                                    \
4166   render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,          \
4167    mask_evaluate, unshaded),                                                   \
4168   render_sprite_blocks_switch_block_shading(texture_mode, blend_mode,          \
4169    mask_evaluate, shaded)                                                      \
4170
4171 #define render_sprite_blocks_switch_block_blend_mode(texture_mode, blend_mode) \
4172   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
4173    off),                                                                       \
4174   render_sprite_blocks_switch_block_mask_evaluate(texture_mode, blend_mode,    \
4175    on)                                                                         \
4176
4177 #define render_sprite_blocks_switch_block_texture_mode(texture_mode)           \
4178   render_sprite_blocks_switch_block_blend_mode(texture_mode, average),         \
4179   render_sprite_blocks_switch_block_blend_mode(texture_mode, add),             \
4180   render_sprite_blocks_switch_block_blend_mode(texture_mode, subtract),        \
4181   render_sprite_blocks_switch_block_blend_mode(texture_mode, add_fourth)       \
4182
4183 #define render_sprite_blocks_switch_block()                                    \
4184   render_sprite_blocks_switch_block_texture_mode(4bpp),                        \
4185   render_sprite_blocks_switch_block_texture_mode(8bpp),                        \
4186   render_sprite_blocks_switch_block_texture_mode(16bpp),                       \
4187   render_sprite_blocks_switch_block_texture_mode(16bpp)                        \
4188
4189
4190 render_block_handler_struct render_sprite_block_handlers[] =
4191 {
4192   render_sprite_blocks_switch_block()
4193 };
4194
4195
4196 void render_sprite(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,
4197  s32 *width, s32 *height, u32 flags, u32 color)
4198 {
4199   s32 x_right = x + *width - 1;
4200   s32 y_bottom = y + *height - 1;
4201
4202 #ifdef PROFILE
4203   sprites++;
4204 #endif
4205
4206   if(invalidate_texture_cache_region_viewport(psx_gpu, x, y, x_right,
4207    y_bottom) == 0)
4208   {
4209     *width = *height = 0;
4210     return;
4211   }
4212
4213   if(x < psx_gpu->viewport_start_x)
4214   {
4215     u32 clip = psx_gpu->viewport_start_x - x;
4216     x += clip;
4217     u += clip;
4218     *width -= clip;
4219   }
4220
4221   if(y < psx_gpu->viewport_start_y)
4222   {
4223     s32 clip = psx_gpu->viewport_start_y - y;
4224     y += clip;
4225     v += clip;
4226     *height -= clip;
4227   }
4228
4229   if(x_right > psx_gpu->viewport_end_x)
4230     *width -= x_right - psx_gpu->viewport_end_x;
4231
4232   if(y_bottom > psx_gpu->viewport_end_y)
4233     *height -= y_bottom - psx_gpu->viewport_end_y;
4234
4235   if((*width <= 0) || (*height <= 0))
4236   {
4237     *width = *height = 0;
4238     return;
4239   }
4240
4241 #ifdef PROFILE
4242   span_pixels += *width * *height;
4243   spans += *height;
4244 #endif
4245
4246   u32 render_state = flags &
4247    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |
4248    RENDER_FLAGS_TEXTURE_MAP);
4249   render_state |=
4250    (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);
4251
4252   if((psx_gpu->render_state != render_state) ||
4253    (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))
4254   {
4255     psx_gpu->render_state = render_state;
4256     flush_render_block_buffer(psx_gpu);
4257 #ifdef PROFILE
4258     state_changes++;
4259 #endif
4260   }
4261
4262   psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;
4263
4264   color &= 0xFFFFFF;
4265
4266   if(psx_gpu->triangle_color != color)
4267   {
4268     flush_render_block_buffer(psx_gpu);
4269     psx_gpu->triangle_color = color;
4270   }
4271
4272   if(color == 0x808080)
4273     render_state |= RENDER_FLAGS_MODULATE_TEXELS;
4274
4275   render_block_handler_struct *render_block_handler =
4276    &(render_sprite_block_handlers[render_state]);
4277   psx_gpu->render_block_handler = render_block_handler;
4278
4279   ((setup_sprite_function_type *)render_block_handler->setup_blocks)
4280    (psx_gpu, x, y, u, v, *width, *height, color);
4281 }
4282
4283 #define draw_pixel_line_mask_evaluate_yes()                                    \
4284   if((*vram_ptr & 0x8000) == 0)                                                \
4285
4286 #define draw_pixel_line_mask_evaluate_no()                                     \
4287     
4288
4289 #define draw_pixel_line_shaded()                                               \
4290 {                                                                              \
4291   color_r = fixed_to_int(current_r);                                           \
4292   color_g = fixed_to_int(current_g);                                           \
4293   color_b = fixed_to_int(current_b);                                           \
4294                                                                                \
4295   current_r += gradient_r;                                                     \
4296   current_g += gradient_g;                                                     \
4297   current_b += gradient_b;                                                     \
4298 }                                                                              \
4299
4300 #define draw_pixel_line_unshaded()                                             \
4301 {                                                                              \
4302   color_r = color & 0xFF;                                                      \
4303   color_g = (color >> 8) & 0xFF;                                               \
4304   color_b = (color >> 16) & 0xFF;                                              \
4305 }                                                                              \
4306
4307
4308 #define draw_pixel_line_dithered(_x, _y)                                       \
4309 {                                                                              \
4310   u32 dither_xor = _x ^ _y;                                                    \
4311   s32 dither_offset = (dither_xor >> 1) & 0x1;                                 \
4312   dither_offset |= (_y & 0x1) << 1;                                            \
4313   dither_offset |= (dither_xor & 0x1) << 2;                                    \
4314   dither_offset -= 4;                                                          \
4315                                                                                \
4316   color_r += dither_offset;                                                    \
4317   color_g += dither_offset;                                                    \
4318   color_b += dither_offset;                                                    \
4319                                                                                \
4320   if(color_r < 0)                                                              \
4321     color_r = 0;                                                               \
4322                                                                                \
4323   if(color_g < 0)                                                              \
4324     color_g = 0;                                                               \
4325                                                                                \
4326   if(color_b < 0)                                                              \
4327     color_b = 0;                                                               \
4328                                                                                \
4329   if(color_r > 255)                                                            \
4330     color_r = 255;                                                             \
4331                                                                                \
4332   if(color_g > 255)                                                            \
4333     color_g = 255;                                                             \
4334                                                                                \
4335   if(color_b > 255)                                                            \
4336     color_b = 255;                                                             \
4337 }                                                                              \
4338
4339 #define draw_pixel_line_undithered(_x, _y)                                     \
4340
4341
4342 #define draw_pixel_line_average()                                              \
4343   color_r = (color_r + fb_r) / 2;                                              \
4344   color_g = (color_g + fb_g) / 2;                                              \
4345   color_b = (color_b + fb_b) / 2                                               \
4346
4347 #define draw_pixel_line_add()                                                  \
4348   color_r += fb_r;                                                             \
4349   color_g += fb_g;                                                             \
4350   color_b += fb_b;                                                             \
4351                                                                                \
4352   if(color_r > 31)                                                             \
4353     color_r = 31;                                                              \
4354                                                                                \
4355   if(color_g > 31)                                                             \
4356     color_g = 31;                                                              \
4357                                                                                \
4358   if(color_b > 31)                                                             \
4359     color_b = 31                                                               \
4360                                                                                \
4361
4362 #define draw_pixel_line_subtract()                                             \
4363   color_r = fb_r - color_r;                                                    \
4364   color_g = fb_g - color_g;                                                    \
4365   color_b = fb_b - color_b;                                                    \
4366                                                                                \
4367   if(color_r < 0)                                                              \
4368     color_r = 0;                                                               \
4369                                                                                \
4370   if(color_g < 0)                                                              \
4371     color_g = 0;                                                               \
4372                                                                                \
4373   if(color_b < 0)                                                              \
4374     color_b = 0                                                                \
4375
4376 #define draw_pixel_line_add_fourth()                                           \
4377   color_r = fb_r + (color_r / 4);                                              \
4378   color_g = fb_g + (color_g / 4);                                              \
4379   color_b = fb_b + (color_b / 4);                                              \
4380                                                                                \
4381   if(color_r > 31)                                                             \
4382     color_r = 31;                                                              \
4383                                                                                \
4384   if(color_g > 31)                                                             \
4385     color_g = 31;                                                              \
4386                                                                                \
4387   if(color_b > 31)                                                             \
4388     color_b = 31                                                               \
4389
4390
4391 #define draw_pixel_line_blended(blend_mode)                                    \
4392   s32 fb_pixel = *vram_ptr;                                                    \
4393   s32 fb_r = fb_pixel & 0x1F;                                                  \
4394   s32 fb_g = (fb_pixel >> 5) & 0x1F;                                           \
4395   s32 fb_b = (fb_pixel >> 10) & 0x1F;                                          \
4396                                                                                \
4397   draw_pixel_line_##blend_mode()                                               \
4398
4399 #define draw_pixel_line_unblended(blend_mode)                                  \
4400
4401
4402 #define draw_pixel_line(_x, _y, shading, blending, dithering, mask_evaluate,   \
4403  blend_mode)                                                                   \
4404   if((_x >= psx_gpu->viewport_start_x) && (_y >= psx_gpu->viewport_start_y) && \
4405    (_x <= psx_gpu->viewport_end_x) && (_y <= psx_gpu->viewport_end_y))         \
4406   {                                                                            \
4407     draw_pixel_line_mask_evaluate_##mask_evaluate()                            \
4408     {                                                                          \
4409       draw_pixel_line_##shading();                                             \
4410       draw_pixel_line_##dithering(_x, _y);                                     \
4411                                                                                \
4412       color_r >>= 3;                                                           \
4413       color_g >>= 3;                                                           \
4414       color_b >>= 3;                                                           \
4415                                                                                \
4416       draw_pixel_line_##blending(blend_mode);                                  \
4417                                                                                \
4418       *vram_ptr = color_r | (color_g << 5) | (color_b << 10) |                 \
4419        psx_gpu->mask_msb;                                                      \
4420     }                                                                          \
4421   }                                                                            \
4422
4423 #define update_increment(value)                                                \
4424   value++                                                                      \
4425
4426 #define update_decrement(value)                                                \
4427   value--                                                                      \
4428
4429 #define update_vram_row_increment(value)                                       \
4430   vram_ptr += 1024                                                             \
4431
4432 #define update_vram_row_decrement(value)                                       \
4433   vram_ptr -= 1024                                                             \
4434
4435 #define compare_increment(a, b)                                                \
4436   (a <= b)                                                                     \
4437
4438 #define compare_decrement(a, b)                                                \
4439   (a >= b)                                                                     \
4440
4441 #define set_line_gradients(minor)                                              \
4442 {                                                                              \
4443   s32 gradient_divisor = delta_##minor;                                        \
4444   if(gradient_divisor != 0)                                                    \
4445   {                                                                            \
4446     gradient_r = int_to_fixed(vertex_b->r - vertex_a->r) / gradient_divisor;   \
4447     gradient_g = int_to_fixed(vertex_b->g - vertex_a->g) / gradient_divisor;   \
4448     gradient_b = int_to_fixed(vertex_b->b - vertex_a->b) / gradient_divisor;   \
4449   }                                                                            \
4450   else                                                                         \
4451   {                                                                            \
4452     gradient_r = 0;                                                            \
4453     gradient_g = 0;                                                            \
4454     gradient_b = 0;                                                            \
4455   }                                                                            \
4456   current_r = fixed_center(vertex_a->r);                                       \
4457   current_g = fixed_center(vertex_a->g);                                       \
4458   current_b = fixed_center(vertex_a->b);                                       \
4459 }
4460
4461 #define draw_line_span_horizontal(direction, shading, blending, dithering,     \
4462  mask_evaluate, blend_mode)                                                    \
4463 do                                                                             \
4464 {                                                                              \
4465   error_step = delta_y * 2;                                                    \
4466   error_wrap = delta_x * 2;                                                    \
4467   error = delta_x;                                                             \
4468                                                                                \
4469   current_y = y_a;                                                             \
4470   set_line_gradients(x);                                                       \
4471                                                                                \
4472   for(current_x = x_a; current_x <= x_b; current_x++)                          \
4473   {                                                                            \
4474     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
4475      mask_evaluate, blend_mode);                                               \
4476     error += error_step;                                                       \
4477     vram_ptr++;                                                                \
4478                                                                                \
4479     if(error >= error_wrap)                                                    \
4480     {                                                                          \
4481       update_##direction(current_y);                                           \
4482       update_vram_row_##direction();                                           \
4483       error -= error_wrap;                                                     \
4484     }                                                                          \
4485   }                                                                            \
4486 } while(0)                                                                     \
4487
4488 #define draw_line_span_vertical(direction, shading, blending, dithering,       \
4489  mask_evaluate, blend_mode)                                                    \
4490 do                                                                             \
4491 {                                                                              \
4492   error_step = delta_x * 2;                                                    \
4493   error_wrap = delta_y * 2;                                                    \
4494   error = delta_y;                                                             \
4495                                                                                \
4496   current_x = x_a;                                                             \
4497   set_line_gradients(y);                                                       \
4498                                                                                \
4499   for(current_y = y_a; compare_##direction(current_y, y_b);                    \
4500    update_##direction(current_y))                                              \
4501   {                                                                            \
4502     draw_pixel_line(current_x, current_y, shading, blending, dithering,        \
4503      mask_evaluate, blend_mode);                                               \
4504     error += error_step;                                                       \
4505     update_vram_row_##direction();                                             \
4506                                                                                \
4507     if(error > error_wrap)                                                     \
4508     {                                                                          \
4509       vram_ptr++;                                                              \
4510       current_x++;                                                             \
4511       error -= error_wrap;                                                     \
4512     }                                                                          \
4513   }                                                                            \
4514 } while(0)                                                                     \
4515
4516
4517 #define render_line_body(shading, blending, dithering, mask_evaluate,          \
4518  blend_mode)                                                                   \
4519   if(delta_y < 0)                                                              \
4520   {                                                                            \
4521     delta_y *= -1;                                                             \
4522                                                                                \
4523     if(delta_x > delta_y)                                                      \
4524     {                                                                          \
4525       draw_line_span_horizontal(decrement, shading, blending, dithering,       \
4526        mask_evaluate, blend_mode);                                             \
4527     }                                                                          \
4528     else                                                                       \
4529     {                                                                          \
4530       draw_line_span_vertical(decrement, shading, blending, dithering,         \
4531        mask_evaluate, blend_mode);                                             \
4532     }                                                                          \
4533   }                                                                            \
4534   else                                                                         \
4535   {                                                                            \
4536     if(delta_x > delta_y)                                                      \
4537     {                                                                          \
4538       draw_line_span_horizontal(increment, shading, blending, dithering,       \
4539        mask_evaluate, blend_mode);                                             \
4540     }                                                                          \
4541     else                                                                       \
4542     {                                                                          \
4543       draw_line_span_vertical(increment, shading, blending, dithering,         \
4544        mask_evaluate, blend_mode);                                             \
4545     }                                                                          \
4546   }                                                                            \
4547
4548                                                                                 
4549 void render_line(psx_gpu_struct *psx_gpu, vertex_struct *vertexes, u32 flags,
4550  u32 color, int double_resolution)
4551 {
4552   s32 color_r, color_g, color_b;
4553   u32 triangle_winding = 0;
4554
4555   fixed_type gradient_r = 0;
4556   fixed_type gradient_g = 0;
4557   fixed_type gradient_b = 0;
4558   fixed_type current_r = 0;
4559   fixed_type current_g = 0;
4560   fixed_type current_b = 0;
4561
4562   s32 y_a, y_b;
4563   s32 x_a, x_b;
4564
4565   s32 delta_x, delta_y;
4566
4567   s32 current_x;
4568   s32 current_y;
4569
4570   u32 error_step;
4571   u32 error;
4572   u32 error_wrap;
4573
4574   u16 *vram_ptr;
4575
4576   flush_render_block_buffer(psx_gpu);
4577   psx_gpu->primitive_type = PRIMITIVE_TYPE_LINE;
4578
4579   vertex_struct *vertex_a = &(vertexes[0]);
4580   vertex_struct *vertex_b = &(vertexes[1]);
4581
4582   u32 control_mask;
4583
4584 #ifdef PROFILE
4585   lines++;
4586 #endif
4587
4588   if(vertex_a->x >= vertex_b->x)
4589   {
4590     vertex_swap(vertex_a, vertex_b);
4591     (void)triangle_winding;
4592   }
4593
4594   x_a = vertex_a->x;
4595   x_b = vertex_b->x;
4596
4597   y_a = vertex_a->y;
4598   y_b = vertex_b->y;
4599
4600   delta_x = x_b - x_a;
4601   delta_y = y_b - y_a;
4602
4603   if(delta_x >= 1024 || delta_y >= 512 || delta_y <= -512)
4604     return;
4605
4606   if(double_resolution)
4607   {
4608     x_a *= 2;
4609     x_b *= 2;
4610     y_a *= 2;
4611     y_b *= 2;
4612     delta_x *= 2;
4613     delta_y *= 2;
4614   }
4615
4616   flags &= ~RENDER_FLAGS_TEXTURE_MAP;
4617
4618   vram_ptr = psx_gpu->vram_out_ptr + (y_a * 1024) + x_a;
4619
4620   control_mask = 0x0;
4621
4622   if(flags & RENDER_FLAGS_SHADE)
4623     control_mask |= 0x1;
4624
4625   if(flags & RENDER_FLAGS_BLEND)
4626   {
4627     control_mask |= 0x2;
4628     control_mask |= ((psx_gpu->render_state_base >> 6) & 0x3) << 4;
4629   }
4630
4631   if(psx_gpu->render_state_base & RENDER_STATE_DITHER)
4632     control_mask |= 0x4;
4633
4634   if(psx_gpu->render_state_base & RENDER_STATE_MASK_EVALUATE)
4635     control_mask |= 0x8;
4636
4637   switch(control_mask)
4638   {
4639     case 0x0:
4640       render_line_body(unshaded, unblended, undithered, no, none);
4641       break;
4642
4643     case 0x1:
4644       render_line_body(shaded, unblended, undithered, no, none);
4645       break;
4646
4647     case 0x2:
4648       render_line_body(unshaded, blended, undithered, no, average);
4649       break;
4650
4651     case 0x3:
4652       render_line_body(shaded, blended, undithered, no, average);
4653       break;
4654
4655     case 0x4:
4656       render_line_body(unshaded, unblended, dithered, no, none);
4657       break;
4658
4659     case 0x5:
4660       render_line_body(shaded, unblended, dithered, no, none);
4661       break;
4662
4663     case 0x6:
4664       render_line_body(unshaded, blended, dithered, no, average);
4665       break;
4666
4667     case 0x7:
4668       render_line_body(shaded, blended, dithered, no, average);
4669       break;
4670
4671     case 0x8:
4672       render_line_body(unshaded, unblended, undithered, yes, none);
4673       break;
4674
4675     case 0x9:
4676       render_line_body(shaded, unblended, undithered, yes, none);
4677       break;
4678
4679     case 0xA:
4680       render_line_body(unshaded, blended, undithered, yes, average);
4681       break;
4682
4683     case 0xB:
4684       render_line_body(shaded, blended, undithered, yes, average);
4685       break;
4686
4687     case 0xC:
4688       render_line_body(unshaded, unblended, dithered, yes, none);
4689       break;
4690
4691     case 0xD:
4692       render_line_body(shaded, unblended, dithered, yes, none);
4693       break;
4694
4695     case 0xE:
4696       render_line_body(unshaded, blended, dithered, yes, average);
4697       break;
4698
4699     case 0xF:
4700       render_line_body(shaded, blended, dithered, yes, average);
4701       break;
4702
4703     case 0x12:
4704       render_line_body(unshaded, blended, undithered, no, add);
4705       break;
4706
4707     case 0x13:
4708       render_line_body(shaded, blended, undithered, no, add);
4709       break;
4710
4711     case 0x16:
4712       render_line_body(unshaded, blended, dithered, no, add);
4713       break;
4714
4715     case 0x17:
4716       render_line_body(shaded, blended, dithered, no, add);
4717       break;
4718
4719     case 0x1A:
4720       render_line_body(unshaded, blended, undithered, yes, add);
4721       break;
4722
4723     case 0x1B:
4724       render_line_body(shaded, blended, undithered, yes, add);
4725       break;
4726
4727     case 0x1E:
4728       render_line_body(unshaded, blended, dithered, yes, add);
4729       break;
4730
4731     case 0x1F:
4732       render_line_body(shaded, blended, dithered, yes, add);
4733       break;
4734
4735     case 0x22:
4736       render_line_body(unshaded, blended, undithered, no, subtract);
4737       break;
4738
4739     case 0x23:
4740       render_line_body(shaded, blended, undithered, no, subtract);
4741       break;
4742
4743     case 0x26:
4744       render_line_body(unshaded, blended, dithered, no, subtract);
4745       break;
4746
4747     case 0x27:
4748       render_line_body(shaded, blended, dithered, no, subtract);
4749       break;
4750
4751     case 0x2A:
4752       render_line_body(unshaded, blended, undithered, yes, subtract);
4753       break;
4754
4755     case 0x2B:
4756       render_line_body(shaded, blended, undithered, yes, subtract);
4757       break;
4758
4759     case 0x2E:
4760       render_line_body(unshaded, blended, dithered, yes, subtract);
4761       break;
4762
4763     case 0x2F:
4764       render_line_body(shaded, blended, dithered, yes, subtract);
4765       break;
4766
4767     case 0x32:
4768       render_line_body(unshaded, blended, undithered, no, add_fourth);
4769       break;
4770
4771     case 0x33:
4772       render_line_body(shaded, blended, undithered, no, add_fourth);
4773       break;
4774
4775     case 0x36:
4776       render_line_body(unshaded, blended, dithered, no, add_fourth);
4777       break;
4778
4779     case 0x37:
4780       render_line_body(shaded, blended, dithered, no, add_fourth);
4781       break;
4782
4783     case 0x3A:
4784       render_line_body(unshaded, blended, undithered, yes, add_fourth);
4785       break;
4786
4787     case 0x3B:
4788       render_line_body(shaded, blended, undithered, yes, add_fourth);
4789       break;
4790
4791     case 0x3E:
4792       render_line_body(unshaded, blended, dithered, yes, add_fourth);
4793       break;
4794
4795     case 0x3F:
4796       render_line_body(shaded, blended, dithered, yes, add_fourth);
4797       break;
4798   }
4799 }
4800
4801
4802 void render_block_fill(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4803  u32 width, u32 height)
4804 {
4805   if((width == 0) || (height == 0))
4806     return;
4807
4808   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4809
4810   u32 r = color & 0xFF;
4811   u32 g = (color >> 8) & 0xFF;
4812   u32 b = (color >> 16) & 0xFF;
4813   u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4814    psx_gpu->mask_msb;
4815   u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4816
4817   u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
4818
4819   u32 pitch = 512 - (width / 2);
4820   u32 num_width;
4821
4822   if(psx_gpu->render_mode & RENDER_INTERLACE_ENABLED)
4823   {
4824     pitch += 512;
4825     height /= 2;
4826
4827     if(psx_gpu->render_mode & RENDER_INTERLACE_ODD)
4828       vram_ptr += 512; 
4829   }
4830
4831   while(height)
4832   {
4833     num_width = width;
4834     while(num_width)
4835     {
4836       vram_ptr[0] = color_32bpp;
4837       vram_ptr[1] = color_32bpp;
4838       vram_ptr[2] = color_32bpp;
4839       vram_ptr[3] = color_32bpp;
4840       vram_ptr[4] = color_32bpp;
4841       vram_ptr[5] = color_32bpp;
4842       vram_ptr[6] = color_32bpp;
4843       vram_ptr[7] = color_32bpp;
4844
4845       vram_ptr += 8;
4846       num_width -= 16;
4847     }
4848
4849     vram_ptr += pitch;
4850     height--;
4851   }
4852 }
4853
4854 void render_block_fill_enh(psx_gpu_struct *psx_gpu, u32 color, u32 x, u32 y,
4855  u32 width, u32 height)
4856 {
4857   if((width == 0) || (height == 0))
4858     return;
4859
4860   if(width > 1024)
4861     width = 1024;
4862
4863   u32 r = color & 0xFF;
4864   u32 g = (color >> 8) & 0xFF;
4865   u32 b = (color >> 16) & 0xFF;
4866   u32 color_16bpp = (r >> 3) | ((g >> 3) << 5) | ((b >> 3) << 10) |
4867    psx_gpu->mask_msb;
4868   u32 color_32bpp = color_16bpp | (color_16bpp << 16);
4869
4870   u32 *vram_ptr = (u32 *)(psx_gpu->vram_out_ptr + x + (y * 1024));
4871
4872   u32 pitch = 1024 / 2 - (width / 2);
4873   u32 num_width;
4874
4875   while(height)
4876   {
4877     num_width = width;
4878     while(num_width)
4879     {
4880       vram_ptr[0] = color_32bpp;
4881       vram_ptr[1] = color_32bpp;
4882       vram_ptr[2] = color_32bpp;
4883       vram_ptr[3] = color_32bpp;
4884       vram_ptr[4] = color_32bpp;
4885       vram_ptr[5] = color_32bpp;
4886       vram_ptr[6] = color_32bpp;
4887       vram_ptr[7] = color_32bpp;
4888
4889       vram_ptr += 8;
4890       num_width -= 16;
4891     }
4892
4893     vram_ptr += pitch;
4894     height--;
4895   }
4896 }
4897
4898 #ifndef PCSX
4899 void render_block_copy(psx_gpu_struct *psx_gpu, u16 *source, u32 x, u32 y,
4900  u32 width, u32 height, u32 pitch)
4901 {
4902   u16 *vram_ptr = psx_gpu->vram_ptr + x + (y * 1024);
4903   u32 draw_x, draw_y;
4904   u32 mask_msb = psx_gpu->mask_msb;
4905
4906   if((width == 0) || (height == 0))
4907     return;
4908
4909   flush_render_block_buffer(psx_gpu);
4910   invalidate_texture_cache_region(psx_gpu, x, y, x + width - 1, y + height - 1);
4911
4912   for(draw_y = 0; draw_y < height; draw_y++)
4913   {
4914     for(draw_x = 0; draw_x < width; draw_x++)
4915     {
4916       vram_ptr[draw_x] = source[draw_x] | mask_msb;
4917     }
4918
4919     source += pitch;
4920     vram_ptr += 1024;
4921   }
4922 }
4923
4924 void render_block_move(psx_gpu_struct *psx_gpu, u32 source_x, u32 source_y,
4925  u32 dest_x, u32 dest_y, u32 width, u32 height)
4926 {
4927   render_block_copy(psx_gpu, psx_gpu->vram_ptr + source_x + (source_y * 1024),
4928    dest_x, dest_y, width, height, 1024);
4929 }
4930 #endif
4931
4932 void initialize_reciprocal_table(void)
4933 {
4934   u32 height;
4935   u32 height_normalized;
4936   u32 height_reciprocal;
4937   s32 shift;
4938
4939   for(height = 1; height < sizeof(reciprocal_table)
4940        / sizeof(reciprocal_table[0]); height++)
4941   {
4942     shift = __builtin_clz(height);
4943     height_normalized = height << shift;
4944     height_reciprocal = ((1ULL << 51) + (height_normalized - 1)) /
4945      height_normalized;
4946
4947     shift = 32 - (51 - shift);
4948
4949     reciprocal_table[height] = (height_reciprocal << 10) | shift;
4950   }
4951 }
4952
4953
4954 #define dither_table_row(a, b, c, d)                                           \
4955  ((a & 0xFF) | ((b & 0xFF) << 8) | ((c & 0xFF) << 16) | ((d & 0xFF) << 24))    \
4956
4957 void initialize_psx_gpu(psx_gpu_struct *psx_gpu, u16 *vram)
4958 {
4959   vec_8x16u test_mask =
4960    { { { 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80 } } };
4961
4962   psx_gpu->test_mask = test_mask;
4963
4964   psx_gpu->dirty_textures_4bpp_mask = 0xFFFFFFFF;
4965   psx_gpu->dirty_textures_8bpp_mask = 0xFFFFFFFF;
4966   psx_gpu->dirty_textures_8bpp_alternate_mask = 0xFFFFFFFF;
4967   psx_gpu->viewport_mask = 0;
4968   psx_gpu->current_texture_page = 0;
4969   psx_gpu->current_texture_mask = 0;
4970   psx_gpu->last_8bpp_texture_page = 0;
4971
4972   psx_gpu->clut_settings = 0;
4973   psx_gpu->texture_settings = 0;
4974   psx_gpu->render_state = 0;
4975   psx_gpu->render_state_base = 0;
4976   psx_gpu->num_blocks = 0;
4977   psx_gpu->uvrgb_phase = 0x8000;
4978
4979   psx_gpu->vram_ptr = vram;
4980   psx_gpu->vram_out_ptr = vram;
4981
4982   psx_gpu->texture_page_base = psx_gpu->vram_ptr;
4983   psx_gpu->texture_page_ptr = psx_gpu->vram_ptr;
4984   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
4985
4986   psx_gpu->viewport_start_x = psx_gpu->viewport_start_y = 0;
4987   psx_gpu->viewport_end_x = psx_gpu->viewport_end_y = 0;
4988   psx_gpu->mask_msb = 0;
4989
4990   psx_gpu->texture_window_x = 0;
4991   psx_gpu->texture_window_y = 0;
4992   psx_gpu->texture_mask_width = 0xFF;
4993   psx_gpu->texture_mask_height = 0xFF;
4994
4995   psx_gpu->render_mode = 0;
4996
4997   memset(psx_gpu->vram_ptr, 0, sizeof(u16) * 1024 * 512);
4998
4999   initialize_reciprocal_table();
5000   psx_gpu->reciprocal_table_ptr = reciprocal_table;
5001
5002   //    00 01 10 11
5003   // 00  0  4  1  5
5004   // 01  6  2  7  3
5005   // 10  1  5  0  4
5006   // 11  7  3  6  2
5007   // (minus ones(4) * 4)
5008
5009   // d0: (1 3 5 7): x1 ^ y1
5010   // d1: (2 3 6 7): y0
5011   // d2: (4 5 6 7): x0 ^ y0
5012
5013   psx_gpu->dither_table[0] = dither_table_row(-4, 0, -3, 1);
5014   psx_gpu->dither_table[1] = dither_table_row(2, -2, 3, -1);
5015   psx_gpu->dither_table[2] = dither_table_row(-3, 1, -4, 0);
5016   psx_gpu->dither_table[3] = dither_table_row(3, -1, 2, -2);
5017
5018   psx_gpu->primitive_type = PRIMITIVE_TYPE_UNKNOWN;
5019
5020   psx_gpu->saved_hres = 256;
5021
5022   // check some offset
5023   psx_gpu->reserved_a[(offsetof(psx_gpu_struct, blocks) == psx_gpu_blocks_offset) - 1] = 0;
5024 }
5025
5026 u64 get_us(void)
5027 {
5028   struct timeval tv;
5029   gettimeofday(&tv, NULL);
5030   
5031   return (tv.tv_sec * 1000000ULL) + tv.tv_usec;
5032 }
5033
5034 #if 0 //def NEON_BUILD
5035
5036 u32 get_counter()
5037 {
5038   u32 counter;
5039   __asm__ volatile("mrc p15, 0, %0, c9, c13, 0" : "=r"(counter));
5040
5041   return counter;
5042 }
5043
5044 void init_counter(void)
5045 {
5046   u32 value;
5047   asm volatile("mrc p15, 0, %0, c9, c12, 0" : "=r"(value));
5048   value |= 5; // master enable, ccnt reset
5049   value &= ~8; // ccnt divider 0
5050   asm volatile("mcr p15, 0, %0, c9, c12, 0" :: "r"(value));
5051   // enable cycle counter
5052   asm volatile("mcr p15, 0, %0, c9, c12, 1" :: "r"(1 << 31));
5053 }
5054
5055 void triangle_benchmark(psx_gpu_struct *psx_gpu)
5056 {
5057   u32 i;
5058
5059   u32 ticks;
5060   u32 ticks_elapsed;
5061
5062   const u32 iterations = 500000;
5063
5064   psx_gpu->num_blocks = 64;
5065   psx_gpu->clut_ptr = psx_gpu->vram_ptr;
5066
5067   for(i = 0; i < 64; i++)
5068   {
5069     memset(&(psx_gpu->blocks[i].r), 0, 16);
5070   }
5071
5072   init_counter();
5073
5074   ticks = get_counter();
5075
5076   for(i = 0; i < iterations; i++)
5077   {
5078     texture_sprite_blocks_8bpp(psx_gpu);
5079   }
5080
5081   ticks_elapsed = get_counter() - ticks;
5082
5083   printf("benchmark: %lf cycles\n", (double)ticks_elapsed / (iterations * 64));
5084 }
5085
5086 #endif
5087
5088 #include "psx_gpu_4x.c"
5089
5090 // vim:ts=2:sw=2:expandtab