gpu_neon: new intrinsics-only implementation
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_4x.c
1 #define select_enhancement_buf_ptr(psx_gpu, x) \\r
2   ((psx_gpu)->enhancement_buf_ptr + \\r
3    ((psx_gpu)->enhancement_buf_by_x16[(x) / 16] << 20))\r
4 \r
5 #if !defined(NEON_BUILD) || defined(SIMD_BUILD)\r
6 \r
7 #ifndef zip_4x32b\r
8 \r
9 #define vector_cast(vec_to, source) source\r
10 \r
11 #define zip_4x32b(dest, source_a, source_b) {                                  \\r
12   u32 _i; for(_i = 0; _i < 4; _i++) {                                          \\r
13     (dest).e[_i * 2 + 0] = (source_a).e[_i];                                   \\r
14     (dest).e[_i * 2 + 1] = (source_b).e[_i];                                   \\r
15   }                                                                            \\r
16 }\r
17 \r
18 #endif\r
19 \r
20 void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,\r
21  s32 v, s32 width, s32 height, u32 color)\r
22 {\r
23   u32 left_offset = u & 0x7;\r
24   u32 width_rounded = width + left_offset + 7;\r
25 \r
26   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset * 2);\r
27   u32 right_width = width_rounded & 0x7;\r
28   u32 block_width = width_rounded / 8;\r
29   u32 fb_ptr_pitch = (2048 + 16) - (block_width * 16);\r
30 \r
31   u32 left_mask_bits = ~(0xFFFF << (left_offset * 2));\r
32   u32 right_mask_bits = 0xFFFC << (right_width * 2);\r
33 \r
34   u32 texture_offset_base = u + (v * 1024);\r
35   u32 texture_mask =\r
36    psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);\r
37 \r
38   u32 blocks_remaining;\r
39   u32 num_blocks = psx_gpu->num_blocks;\r
40   block_struct *block = psx_gpu->blocks + num_blocks;\r
41 \r
42   u16 *texture_page_ptr = psx_gpu->texture_page_ptr;\r
43   u16 *texture_block_ptr;\r
44 \r
45   texture_offset_base &= ~0x7;\r
46 \r
47   sprites_16bpp++;\r
48 \r
49   if(block_width == 1)\r
50   {\r
51     u32 mask_bits = left_mask_bits | right_mask_bits;\r
52     u32 mask_bits_a = mask_bits & 0xFF;\r
53     u32 mask_bits_b = mask_bits >> 8;\r
54     \r
55     vec_8x16u texels;\r
56     vec_8x16u texels_wide;\r
57 \r
58     while(height)\r
59     {\r
60       num_blocks += 4;\r
61       sprite_blocks += 4;\r
62 \r
63       if(num_blocks > MAX_BLOCKS)\r
64       {\r
65         flush_render_block_buffer(psx_gpu);\r
66         num_blocks = 4;\r
67         block = psx_gpu->blocks;\r
68       }\r
69       \r
70       texture_block_ptr =\r
71        texture_page_ptr + (texture_offset_base & texture_mask);\r
72 \r
73       //load_128b(texels, texture_block_ptr);\r
74       texels = *(vec_8x16u *)texture_block_ptr;\r
75       \r
76       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
77       block->texels = texels_wide;\r
78       block->draw_mask_bits = mask_bits_a;\r
79       block->fb_ptr = fb_ptr;          \r
80       block++;\r
81       \r
82       block->texels = texels_wide;\r
83       block->draw_mask_bits = mask_bits_a;\r
84       block->fb_ptr = fb_ptr + 1024;          \r
85       block++;\r
86       \r
87       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
88       block->texels = texels_wide;\r
89       block->draw_mask_bits = mask_bits_b;\r
90       block->fb_ptr = fb_ptr + 8;\r
91       block++;\r
92       \r
93       block->texels = texels_wide;\r
94       block->draw_mask_bits = mask_bits_b;\r
95       block->fb_ptr = fb_ptr + 8 + 1024;          \r
96       block++;      \r
97 \r
98       texture_offset_base += 1024;\r
99       fb_ptr += 2048;\r
100 \r
101       height--;\r
102       psx_gpu->num_blocks = num_blocks;\r
103     }\r
104   }\r
105   else\r
106   {\r
107     u32 texture_offset;\r
108     \r
109     u32 left_mask_bits_a = left_mask_bits & 0xFF;\r
110     u32 left_mask_bits_b = left_mask_bits >> 8;\r
111     u32 right_mask_bits_a = right_mask_bits & 0xFF;\r
112     u32 right_mask_bits_b = right_mask_bits >> 8;\r
113     \r
114     vec_8x16u texels;\r
115     vec_8x16u texels_wide;    \r
116 \r
117     while(height)\r
118     {\r
119       blocks_remaining = block_width - 2;\r
120       num_blocks += block_width * 4;\r
121       sprite_blocks += block_width * 4;\r
122 \r
123       if(num_blocks > MAX_BLOCKS)\r
124       {\r
125         flush_render_block_buffer(psx_gpu);\r
126         num_blocks = block_width * 4;\r
127         block = psx_gpu->blocks;\r
128       }\r
129 \r
130       texture_offset = texture_offset_base;\r
131       texture_offset_base += 1024;\r
132 \r
133       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
134       \r
135       //load_128b(texels, texture_block_ptr);\r
136       texels = *(vec_8x16u *)texture_block_ptr;\r
137 \r
138       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
139       block->texels = texels_wide;\r
140       block->draw_mask_bits = left_mask_bits_a;\r
141       block->fb_ptr = fb_ptr;\r
142       block++;\r
143       \r
144       block->texels = texels_wide;\r
145       block->draw_mask_bits = left_mask_bits_a;\r
146       block->fb_ptr = fb_ptr + 1024;\r
147       block++;      \r
148 \r
149       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
150       block->texels = texels_wide;\r
151       block->draw_mask_bits = left_mask_bits_b;\r
152       block->fb_ptr = fb_ptr + 8;\r
153       block++;  \r
154       \r
155       block->texels = texels_wide;\r
156       block->draw_mask_bits = left_mask_bits_b;\r
157       block->fb_ptr = fb_ptr + 8 + 1024;\r
158       block++;  \r
159       \r
160       texture_offset += 8;\r
161       fb_ptr += 16;\r
162 \r
163       while(blocks_remaining)\r
164       {\r
165         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
166         //load_128b(texels, texture_block_ptr);\r
167         texels = *(vec_8x16u *)texture_block_ptr;\r
168 \r
169         zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
170         block->texels = texels_wide;\r
171         block->draw_mask_bits = 0;\r
172         block->fb_ptr = fb_ptr;\r
173         block++;\r
174         \r
175         block->texels = texels_wide;\r
176         block->draw_mask_bits = 0;\r
177         block->fb_ptr = fb_ptr + 1024;\r
178         block++;      \r
179 \r
180         zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
181         block->texels = texels_wide;\r
182         block->draw_mask_bits = 0;\r
183         block->fb_ptr = fb_ptr + 8;\r
184         block++;\r
185         \r
186         block->texels = texels_wide;\r
187         block->draw_mask_bits = 0;\r
188         block->fb_ptr = fb_ptr + 8 + 1024;\r
189         block++;\r
190         \r
191         texture_offset += 8;\r
192         fb_ptr += 16;\r
193 \r
194         blocks_remaining--;\r
195       }\r
196 \r
197       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
198       //load_128b(texels, texture_block_ptr);\r
199       texels = *(vec_8x16u *)texture_block_ptr;\r
200       \r
201       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
202       block->texels = texels_wide;\r
203       block->draw_mask_bits = right_mask_bits_a;\r
204       block->fb_ptr = fb_ptr;\r
205       block++;\r
206       \r
207       block->texels = texels_wide;\r
208       block->draw_mask_bits = right_mask_bits_a;\r
209       block->fb_ptr = fb_ptr + 1024;\r
210       block++;      \r
211 \r
212       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
213       block->texels = texels_wide;\r
214       block->draw_mask_bits = right_mask_bits_b;\r
215       block->fb_ptr = fb_ptr + 8;\r
216       block++;\r
217 \r
218       block->texels = texels_wide;\r
219       block->draw_mask_bits = right_mask_bits_b;\r
220       block->fb_ptr = fb_ptr + 8 + 1024;      \r
221       block++;\r
222 \r
223       fb_ptr += fb_ptr_pitch;\r
224 \r
225       height--;\r
226       psx_gpu->num_blocks = num_blocks;\r
227     }\r
228   }\r
229 }\r
230 \r
231 #endif\r
232 \r
233 static void setup_sprite_untextured_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y,\r
234  s32 u, s32 v, s32 width, s32 height, u32 color)\r
235 {\r
236   setup_sprite_untextured(psx_gpu, x, y, u, v, width * 2, height * 2, color);\r
237 }\r
238 \r
239 #define setup_sprite_blocks_switch_textured_4x(texture_mode)                   \\r
240   setup_sprite_##texture_mode##_4x                                             \\r
241 \r
242 #define setup_sprite_blocks_switch_untextured_4x(texture_mode)                 \\r
243   setup_sprite_untextured_4x                                                   \\r
244 \r
245 #define setup_sprite_blocks_switch_4x(texturing, texture_mode)                 \\r
246   setup_sprite_blocks_switch_##texturing##_4x(texture_mode)                    \\r
247 \r
248   \r
249 #define render_sprite_blocks_switch_block_modulation_4x(texture_mode,          \\r
250  blend_mode, mask_evaluate, shading, dithering, texturing, blending,           \\r
251  modulation)                                                                   \\r
252 {                                                                              \\r
253   setup_sprite_blocks_switch_4x(texturing, texture_mode),                      \\r
254   texture_sprite_blocks_switch_##texturing(texture_mode),                      \\r
255   shade_blocks_switch(unshaded, texturing, modulation, undithered, blending,   \\r
256    mask_evaluate),                                                             \\r
257   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \\r
258 }                                                                              \\r
259 \r
260 #define render_sprite_blocks_switch_block_blending_4x(texture_mode,            \\r
261  blend_mode, mask_evaluate, shading, dithering, texturing, blending)           \\r
262   render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode,    \\r
263    mask_evaluate, shading, dithering, texturing, blending, modulated),         \\r
264   render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode,    \\r
265    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \\r
266 \r
267 #define render_sprite_blocks_switch_block_texturing_4x(texture_mode,           \\r
268  blend_mode, mask_evaluate, shading, dithering, texturing)                     \\r
269   render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode,      \\r
270    mask_evaluate, shading, dithering, texturing, unblended),                   \\r
271   render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode,      \\r
272    mask_evaluate, shading, dithering, texturing, blended)                      \\r
273 \r
274 #define render_sprite_blocks_switch_block_dithering_4x(texture_mode,           \\r
275  blend_mode, mask_evaluate, shading, dithering)                                \\r
276   render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode,     \\r
277    mask_evaluate, shading, dithering, untextured),                             \\r
278   render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode,     \\r
279    mask_evaluate, shading, dithering, textured)                                \\r
280 \r
281 #define render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \\r
282  mask_evaluate, shading)                                                       \\r
283   render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode,     \\r
284    mask_evaluate, shading, undithered),                                        \\r
285   render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode,     \\r
286    mask_evaluate, shading, dithered)                                           \\r
287 \r
288 #define render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode,       \\r
289  blend_mode, mask_evaluate)                                                    \\r
290   render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode,       \\r
291    mask_evaluate, unshaded),                                                   \\r
292   render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode,       \\r
293    mask_evaluate, shaded)                                                      \\r
294 \r
295 #define render_sprite_blocks_switch_block_blend_mode_4x(texture_mode,          \\r
296  blend_mode)                                                                   \\r
297   render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \\r
298    off),                                                                       \\r
299   render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \\r
300    on)                                                                         \\r
301 \r
302 #define render_sprite_blocks_switch_block_texture_mode_4x(texture_mode)        \\r
303   render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, average),      \\r
304   render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add),          \\r
305   render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, subtract),     \\r
306   render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add_fourth)    \\r
307 \r
308 #define render_sprite_blocks_switch_block_4x()                                 \\r
309   render_sprite_blocks_switch_block_texture_mode_4x(4bpp),                     \\r
310   render_sprite_blocks_switch_block_texture_mode_4x(8bpp),                     \\r
311   render_sprite_blocks_switch_block_texture_mode_4x(16bpp),                    \\r
312   render_sprite_blocks_switch_block_texture_mode_4x(16bpp)                     \\r
313 \r
314 \r
315 render_block_handler_struct render_sprite_block_handlers_4x[] =\r
316 {\r
317   render_sprite_blocks_switch_block_4x()\r
318 };\r
319 \r
320 \r
321 void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,\r
322  s32 width, s32 height, u32 flags, u32 color)\r
323 {\r
324   s32 x_right = x + width - 1;\r
325   s32 y_bottom = y + height - 1;\r
326 \r
327 #ifdef PROFILE\r
328   sprites++;\r
329 #endif\r
330 \r
331   if(x < psx_gpu->viewport_start_x)\r
332   {\r
333     u32 clip = psx_gpu->viewport_start_x - x;\r
334     x += clip;\r
335     u += clip;\r
336     width -= clip;\r
337   }\r
338 \r
339   if(y < psx_gpu->viewport_start_y)\r
340   {\r
341     s32 clip = psx_gpu->viewport_start_y - y;\r
342     y += clip;\r
343     v += clip;\r
344     height -= clip;\r
345   }\r
346 \r
347   if(x_right > psx_gpu->viewport_end_x)\r
348     width -= x_right - psx_gpu->viewport_end_x;\r
349 \r
350   if(y_bottom > psx_gpu->viewport_end_y)\r
351     height -= y_bottom - psx_gpu->viewport_end_y;\r
352 \r
353   if((width <= 0) || (height <= 0))\r
354     return;\r
355 \r
356   psx_gpu->vram_out_ptr = select_enhancement_buf_ptr(psx_gpu, x);\r
357 \r
358   x *= 2;\r
359   y *= 2;\r
360 \r
361 #ifdef PROFILE\r
362   span_pixels += width * height;\r
363   spans += height;\r
364 #endif\r
365 \r
366   u32 render_state = flags &\r
367    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |\r
368    RENDER_FLAGS_TEXTURE_MAP);\r
369   render_state |=\r
370    (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);\r
371 \r
372   if((psx_gpu->render_state != render_state) ||\r
373    (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))\r
374   {\r
375     psx_gpu->render_state = render_state;\r
376     flush_render_block_buffer(psx_gpu);\r
377 #ifdef PROFILE\r
378     state_changes++;\r
379 #endif\r
380   }\r
381 \r
382   psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;\r
383 \r
384   color &= 0xFFFFFF;\r
385 \r
386   if(psx_gpu->triangle_color != color)\r
387   {\r
388     flush_render_block_buffer(psx_gpu);\r
389     psx_gpu->triangle_color = color;\r
390   }\r
391 \r
392   if(color == 0x808080)\r
393     render_state |= RENDER_FLAGS_MODULATE_TEXELS;\r
394 \r
395   render_block_handler_struct *render_block_handler =\r
396    &(render_sprite_block_handlers_4x[render_state]);\r
397   psx_gpu->render_block_handler = render_block_handler;\r
398 \r
399   ((setup_sprite_function_type *)render_block_handler->setup_blocks)\r
400    (psx_gpu, x, y, u, v, width, height, color);\r
401 }\r
402 \r