psx_gpu: 2x sprite fixes and integration
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_4x.c
1 #define setup_sprite_tiled_initialize_4bpp_4x()                                \\r
2   u16 *clut_ptr = psx_gpu->clut_ptr;                                           \\r
3   vec_8x16u clut_a, clut_b;                                                    \\r
4   vec_16x8u clut_low, clut_high;                                               \\r
5                                                                                \\r
6   load_8x16b(clut_a, clut_ptr);                                                \\r
7   load_8x16b(clut_b, clut_ptr + 8);                                            \\r
8   unzip_16x8b(clut_low, clut_high, clut_a, clut_b)                             \\r
9 \r
10 \r
11 #define setup_sprite_tiled_initialize_8bpp_4x()                                \\r
12 \r
13 \r
14 #define setup_sprite_tile_fetch_texel_block_8bpp_4x(offset)                    \\r
15   texture_block_ptr = psx_gpu->texture_page_ptr +                              \\r
16    ((texture_offset + offset) & texture_mask);                                 \\r
17                                                                                \\r
18   load_64b(texels, texture_block_ptr)                                          \\r
19 \r
20 \r
21 #define setup_sprite_tile_setup_block_yes_4x(side, offset, texture_mode)       \\r
22 \r
23 #define setup_sprite_tile_setup_block_no_4x(side, offset, texture_mode)        \\r
24 \r
25 #define setup_sprite_tile_add_blocks_4x(tile_num_blocks)                       \\r
26   num_blocks += tile_num_blocks * 4;                                           \\r
27   sprite_blocks += tile_num_blocks * 4;                                        \\r
28                                                                                \\r
29   if(num_blocks > MAX_BLOCKS)                                                  \\r
30   {                                                                            \\r
31     flush_render_block_buffer(psx_gpu);                                        \\r
32     num_blocks = tile_num_blocks * 4;                                          \\r
33     block = psx_gpu->blocks;                                                   \\r
34   }                                                                            \\r
35 \r
36 #define setup_sprite_tile_full_4bpp_4x(edge)                                   \\r
37 {                                                                              \\r
38   vec_8x8u texels_low, texels_high;                                            \\r
39   vec_8x16u pixels, pixels_wide;                                               \\r
40   setup_sprite_tile_add_blocks_4x(sub_tile_height * 2);                        \\r
41   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \\r
42   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \\r
43   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \\r
44   u32 right_mask_bits_b = right_mask_bits >> 8;                                \\r
45                                                                                \\r
46   while(sub_tile_height)                                                       \\r
47   {                                                                            \\r
48     setup_sprite_tile_fetch_texel_block_8bpp_4x(0);                            \\r
49     tbl_16(texels_low, texels, clut_low);                                      \\r
50     tbl_16(texels_high, texels, clut_high);                                    \\r
51     zip_8x16b(pixels, texels_low, texels_high);                                \\r
52                                                                                \\r
53     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \\r
54     block->texels = pixels_wide;                                               \\r
55     block->draw_mask_bits = left_mask_bits_a;                                  \\r
56     block->fb_ptr = fb_ptr;                                                    \\r
57     block++;                                                                   \\r
58                                                                                \\r
59     block->texels = pixels_wide;                                               \\r
60     block->draw_mask_bits = left_mask_bits_a;                                  \\r
61     block->fb_ptr = fb_ptr + 1024;                                             \\r
62     block++;                                                                   \\r
63                                                                                \\r
64     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \\r
65     block->texels = pixels_wide;                                               \\r
66     block->draw_mask_bits = left_mask_bits_b;                                  \\r
67     block->fb_ptr = fb_ptr + 8;                                                \\r
68     block++;                                                                   \\r
69                                                                                \\r
70     block->texels = pixels_wide;                                               \\r
71     block->draw_mask_bits = left_mask_bits_b;                                  \\r
72     block->fb_ptr = fb_ptr + 1024 + 8;                                         \\r
73     block++;                                                                   \\r
74                                                                                \\r
75     setup_sprite_tile_fetch_texel_block_8bpp_4x(8);                            \\r
76     tbl_16(texels_low, texels, clut_low);                                      \\r
77     tbl_16(texels_high, texels, clut_high);                                    \\r
78     zip_8x16b(pixels, texels_low, texels_high);                                \\r
79                                                                                \\r
80     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \\r
81     block->texels = pixels_wide;                                               \\r
82     block->draw_mask_bits = right_mask_bits_a;                                 \\r
83     block->fb_ptr = fb_ptr + 16;                                               \\r
84     block++;                                                                   \\r
85                                                                                \\r
86     block->texels = pixels_wide;                                               \\r
87     block->draw_mask_bits = right_mask_bits_a;                                 \\r
88     block->fb_ptr = fb_ptr + 1024 + 16;                                        \\r
89     block++;                                                                   \\r
90                                                                                \\r
91     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \\r
92     block->texels = pixels_wide;                                               \\r
93     block->draw_mask_bits = right_mask_bits_b;                                 \\r
94     block->fb_ptr = fb_ptr + 24;                                               \\r
95     block++;                                                                   \\r
96                                                                                \\r
97     block->texels = pixels_wide;                                               \\r
98     block->draw_mask_bits = right_mask_bits_b;                                 \\r
99     block->fb_ptr = fb_ptr + 1024 + 24;                                        \\r
100     block++;                                                                   \\r
101                                                                                \\r
102     fb_ptr += 2048;                                                            \\r
103     texture_offset += 0x10;                                                    \\r
104     sub_tile_height--;                                                         \\r
105   }                                                                            \\r
106   texture_offset += 0xF00;                                                     \\r
107   psx_gpu->num_blocks = num_blocks;                                            \\r
108 }                                                                              \\r
109 \r
110 #define setup_sprite_tile_half_4bpp_4x(edge)                                   \\r
111 {                                                                              \\r
112   vec_8x8u texels_low, texels_high;                                            \\r
113   vec_8x16u pixels, pixels_wide;                                               \\r
114   setup_sprite_tile_add_blocks_4x(sub_tile_height);                            \\r
115   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \\r
116   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \\r
117                                                                                \\r
118   while(sub_tile_height)                                                       \\r
119   {                                                                            \\r
120     setup_sprite_tile_fetch_texel_block_8bpp_4x(0);                            \\r
121     tbl_16(texels_low, texels, clut_low);                                      \\r
122     tbl_16(texels_high, texels, clut_high);                                    \\r
123     zip_8x16b(pixels, texels_low, texels_high);                                \\r
124                                                                                \\r
125     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.low, pixels.low);    \\r
126     block->texels = pixels_wide;                                               \\r
127     block->draw_mask_bits = edge##_mask_bits_a;                                \\r
128     block->fb_ptr = fb_ptr;                                                    \\r
129     block++;                                                                   \\r
130                                                                                \\r
131     block->texels = pixels_wide;                                               \\r
132     block->draw_mask_bits = edge##_mask_bits_a;                                \\r
133     block->fb_ptr = fb_ptr + 1024;                                             \\r
134     block++;                                                                   \\r
135                                                                                \\r
136     zip_4x32b(vector_cast(vec_4x32u, pixels_wide), pixels.high, pixels.high);  \\r
137     block->texels = pixels_wide;                                               \\r
138     block->draw_mask_bits = edge##_mask_bits_b;                                \\r
139     block->fb_ptr = fb_ptr + 8;                                                \\r
140     block++;                                                                   \\r
141                                                                                \\r
142     block->texels = pixels_wide;                                               \\r
143     block->draw_mask_bits = edge##_mask_bits_b;                                \\r
144     block->fb_ptr = fb_ptr + 1024 + 8;                                         \\r
145     block++;                                                                   \\r
146                                                                                \\r
147     fb_ptr += 2048;                                                            \\r
148     texture_offset += 0x10;                                                    \\r
149     sub_tile_height--;                                                         \\r
150   }                                                                            \\r
151   texture_offset += 0xF00;                                                     \\r
152   psx_gpu->num_blocks = num_blocks;                                            \\r
153 }                                                                              \\r
154 \r
155   \r
156 #define setup_sprite_tile_full_8bpp_4x(edge)                                   \\r
157 {                                                                              \\r
158   setup_sprite_tile_add_blocks_4x(sub_tile_height * 2);                        \\r
159   vec_16x8u texels_wide;                                                       \\r
160   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \\r
161   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \\r
162   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \\r
163   u32 right_mask_bits_b = right_mask_bits >> 8;                                \\r
164                                                                                \\r
165   while(sub_tile_height)                                                       \\r
166   {                                                                            \\r
167     setup_sprite_tile_fetch_texel_block_8bpp_4x(0);                            \\r
168     zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \\r
169     block->r = texels_wide.low;                                                \\r
170     block->draw_mask_bits = left_mask_bits_a;                                  \\r
171     block->fb_ptr = fb_ptr;                                                    \\r
172     block++;                                                                   \\r
173                                                                                \\r
174     block->r = texels_wide.low;                                                \\r
175     block->draw_mask_bits = left_mask_bits_a;                                  \\r
176     block->fb_ptr = fb_ptr + 1024;                                             \\r
177     block++;                                                                   \\r
178                                                                                \\r
179     block->r = texels_wide.high;                                               \\r
180     block->draw_mask_bits = left_mask_bits_b;                                  \\r
181     block->fb_ptr = fb_ptr + 8;                                                \\r
182     block++;                                                                   \\r
183                                                                                \\r
184     block->r = texels_wide.high;                                               \\r
185     block->draw_mask_bits = left_mask_bits_b;                                  \\r
186     block->fb_ptr = fb_ptr + 1024 + 8;                                         \\r
187     block++;                                                                   \\r
188                                                                                \\r
189     setup_sprite_tile_fetch_texel_block_8bpp_4x(8);                            \\r
190     zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \\r
191     block->r = texels_wide.low;                                                \\r
192     block->draw_mask_bits = right_mask_bits_a;                                 \\r
193     block->fb_ptr = fb_ptr + 16;                                               \\r
194     block++;                                                                   \\r
195                                                                                \\r
196     block->r = texels_wide.low;                                                \\r
197     block->draw_mask_bits = right_mask_bits_a;                                 \\r
198     block->fb_ptr = fb_ptr + 1024 + 16;                                        \\r
199     block++;                                                                   \\r
200                                                                                \\r
201     block->r = texels_wide.high;                                               \\r
202     block->draw_mask_bits = right_mask_bits_b;                                 \\r
203     block->fb_ptr = fb_ptr + 24;                                               \\r
204     block++;                                                                   \\r
205                                                                                \\r
206     block->r = texels_wide.high;                                               \\r
207     block->draw_mask_bits = right_mask_bits_b;                                 \\r
208     block->fb_ptr = fb_ptr + 24 + 1024;                                        \\r
209     block++;                                                                   \\r
210                                                                                \\r
211     fb_ptr += 2048;                                                            \\r
212     texture_offset += 0x10;                                                    \\r
213     sub_tile_height--;                                                         \\r
214   }                                                                            \\r
215   texture_offset += 0xF00;                                                     \\r
216   psx_gpu->num_blocks = num_blocks;                                            \\r
217 }                                                                              \\r
218 \r
219 #define setup_sprite_tile_half_8bpp_4x(edge)                                   \\r
220 {                                                                              \\r
221   setup_sprite_tile_add_blocks_4x(sub_tile_height);                            \\r
222   vec_16x8u texels_wide;                                                       \\r
223   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \\r
224   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \\r
225                                                                                \\r
226   while(sub_tile_height)                                                       \\r
227   {                                                                            \\r
228     setup_sprite_tile_fetch_texel_block_8bpp_4x(0);                            \\r
229     zip_8x16b(vector_cast(vec_8x16u, texels_wide), texels, texels);            \\r
230     block->r = texels_wide.low;                                                \\r
231     block->draw_mask_bits = edge##_mask_bits_a;                                \\r
232     block->fb_ptr = fb_ptr;                                                    \\r
233     block++;                                                                   \\r
234                                                                                \\r
235     block->r = texels_wide.low;                                                \\r
236     block->draw_mask_bits = edge##_mask_bits_a;                                \\r
237     block->fb_ptr = fb_ptr + 1024;                                             \\r
238     block++;                                                                   \\r
239                                                                                \\r
240     block->r = texels_wide.high;                                               \\r
241     block->draw_mask_bits = edge##_mask_bits_b;                                \\r
242     block->fb_ptr = fb_ptr + 8;                                                \\r
243     block++;                                                                   \\r
244                                                                                \\r
245     block->r = texels_wide.high;                                               \\r
246     block->draw_mask_bits = edge##_mask_bits_b;                                \\r
247     block->fb_ptr = fb_ptr + 8 + 1024;                                         \\r
248     block++;                                                                   \\r
249                                                                                \\r
250     fb_ptr += 2048;                                                            \\r
251     texture_offset += 0x10;                                                    \\r
252     sub_tile_height--;                                                         \\r
253   }                                                                            \\r
254   texture_offset += 0xF00;                                                     \\r
255   psx_gpu->num_blocks = num_blocks;                                            \\r
256 }                                                                              \\r
257 \r
258   \r
259 #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \\r
260   texture_offset = texture_offset_base + 8;                                    \\r
261   fb_ptr += 16                                                                 \\r
262 \r
263 #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \\r
264   texture_offset = texture_offset_base                                         \\r
265 \r
266 #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \\r
267   setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \\r
268 \r
269 #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \\r
270   texture_offset = texture_offset_base                                         \\r
271 \r
272 #define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \\r
273   fb_ptr -= 16                                                                 \\r
274 \r
275 #define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \\r
276 \r
277 #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \\r
278   setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \\r
279 \r
280 #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \\r
281 \r
282 \r
283 #define setup_sprite_tile_column_height_single_4x(edge_mode, edge,             \\r
284  texture_mode)                                                                 \\r
285 do                                                                             \\r
286 {                                                                              \\r
287   sub_tile_height = column_data;                                               \\r
288   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge);             \\r
289   setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge);                   \\r
290   setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge);            \\r
291 } while(0)                                                                     \\r
292 \r
293 #define setup_sprite_tile_column_height_multi_4x(edge_mode, edge,              \\r
294  texture_mode)                                                                 \\r
295 do                                                                             \\r
296 {                                                                              \\r
297   u32 tiles_remaining = column_data >> 16;                                     \\r
298   sub_tile_height = column_data & 0xFF;                                        \\r
299   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##_4x(edge);             \\r
300   setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge);                   \\r
301   tiles_remaining -= 1;                                                        \\r
302                                                                                \\r
303   while(tiles_remaining)                                                       \\r
304   {                                                                            \\r
305     sub_tile_height = 16;                                                      \\r
306     setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge);                 \\r
307     tiles_remaining--;                                                         \\r
308   }                                                                            \\r
309                                                                                \\r
310   sub_tile_height = (column_data >> 8) & 0xFF;                                 \\r
311   setup_sprite_tile_##edge_mode##_##texture_mode##_4x(edge);                   \\r
312   setup_sprite_tile_column_edge_post_adjust_##edge_mode##_4x(edge);            \\r
313 } while(0)                                                                     \\r
314 \r
315 \r
316 #define setup_sprite_column_data_single_4x()                                   \\r
317   column_data = height                                                         \\r
318 \r
319 #define setup_sprite_column_data_multi_4x()                                    \\r
320   column_data = 16 - offset_v;                                                 \\r
321   column_data |= ((height_rounded & 0xF) + 1) << 8;                            \\r
322   column_data |= (tile_height - 1) << 16                                       \\r
323 \r
324 \r
325 #define setup_sprite_tile_column_width_single_4x(texture_mode, multi_height,   \\r
326  edge_mode, edge)                                                              \\r
327 {                                                                              \\r
328   setup_sprite_column_data_##multi_height##_4x();                              \\r
329   left_mask_bits = left_block_mask | right_block_mask;                         \\r
330   right_mask_bits = left_mask_bits >> 16;                                      \\r
331                                                                                \\r
332   setup_sprite_tile_column_height_##multi_height##_4x(edge_mode, edge,         \\r
333    texture_mode);                                                              \\r
334 }                                                                              \\r
335 \r
336 #define setup_sprite_tiled_advance_column_4x()                                 \\r
337   texture_offset_base += 0x100;                                                \\r
338   if((texture_offset_base & 0xF00) == 0)                                       \\r
339     texture_offset_base -= (0x100 + 0xF00)                                     \\r
340 \r
341 #define setup_sprite_tile_column_width_multi_4x(texture_mode, multi_height,    \\r
342  left_mode, right_mode)                                                        \\r
343 {                                                                              \\r
344   setup_sprite_column_data_##multi_height##_4x();                              \\r
345   s32 fb_ptr_advance_column = 32 - (2048 * height);                            \\r
346                                                                                \\r
347   tile_width -= 2;                                                             \\r
348   left_mask_bits = left_block_mask;                                            \\r
349   right_mask_bits = left_mask_bits >> 16;                                      \\r
350                                                                                \\r
351   setup_sprite_tile_column_height_##multi_height##_4x(left_mode, right,        \\r
352    texture_mode);                                                              \\r
353   fb_ptr += fb_ptr_advance_column;                                             \\r
354                                                                                \\r
355   left_mask_bits = 0x00;                                                       \\r
356   right_mask_bits = 0x00;                                                      \\r
357                                                                                \\r
358   while(tile_width)                                                            \\r
359   {                                                                            \\r
360     setup_sprite_tiled_advance_column_4x();                                    \\r
361     setup_sprite_tile_column_height_##multi_height##_4x(full, none,            \\r
362      texture_mode);                                                            \\r
363     fb_ptr += fb_ptr_advance_column;                                           \\r
364     tile_width--;                                                              \\r
365   }                                                                            \\r
366                                                                                \\r
367   left_mask_bits = right_block_mask;                                           \\r
368   right_mask_bits = left_mask_bits >> 16;                                      \\r
369                                                                                \\r
370   setup_sprite_tiled_advance_column();                                         \\r
371   setup_sprite_tile_column_height_##multi_height##_4x(right_mode, left,        \\r
372    texture_mode);                                                              \\r
373 }                                                                              \\r
374 \r
375 \r
376 #define setup_sprite_tiled_builder_4x(texture_mode)                            \\r
377 void setup_sprite_##texture_mode##_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y,   \\r
378  s32 u, s32 v, s32 width, s32 height, u32 color)                               \\r
379 {                                                                              \\r
380   s32 offset_u = u & 0xF;                                                      \\r
381   s32 offset_v = v & 0xF;                                                      \\r
382                                                                                \\r
383   s32 width_rounded = offset_u + width + 15;                                   \\r
384   s32 height_rounded = offset_v + height + 15;                                 \\r
385   s32 tile_height = height_rounded / 16;                                       \\r
386   s32 tile_width = width_rounded / 16;                                         \\r
387   u32 offset_u_right = width_rounded & 0xF;                                    \\r
388                                                                                \\r
389   u32 left_block_mask = ~(0xFFFFFFFF << (offset_u * 2));                       \\r
390   u32 right_block_mask = 0xFFFFFFFC << (offset_u_right * 2);                   \\r
391                                                                                \\r
392   u32 left_mask_bits;                                                          \\r
393   u32 right_mask_bits;                                                         \\r
394                                                                                \\r
395   u32 sub_tile_height;                                                         \\r
396   u32 column_data;                                                             \\r
397                                                                                \\r
398   u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \\r
399    ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \\r
400    ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \\r
401    ((psx_gpu->texture_mask_height >> 4) << 12);                                \\r
402   u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \\r
403    ((v & 0xF0) << 8);                                                          \\r
404   u32 texture_offset_base = texture_offset;                                    \\r
405   u32 control_mask;                                                            \\r
406                                                                                \\r
407   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u * 2);       \\r
408   u32 num_blocks = psx_gpu->num_blocks;                                        \\r
409   block_struct *block = psx_gpu->blocks + num_blocks;                          \\r
410                                                                                \\r
411   u16 *texture_block_ptr;                                                      \\r
412   vec_8x8u texels;                                                             \\r
413                                                                                \\r
414   setup_sprite_tiled_initialize_##texture_mode##_4x();                         \\r
415                                                                                \\r
416   control_mask = tile_width == 1;                                              \\r
417   control_mask |= (tile_height == 1) << 1;                                     \\r
418   control_mask |= ((left_block_mask & 0xFFFF) == 0xFFFF) << 2;                 \\r
419   control_mask |= (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF) << 3;        \\r
420                                                                                \\r
421   sprites_##texture_mode++;                                                    \\r
422                                                                                \\r
423   switch(control_mask)                                                         \\r
424   {                                                                            \\r
425     default:                                                                   \\r
426     case 0x0:                                                                  \\r
427       setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full,       \\r
428        full);                                                                  \\r
429       break;                                                                   \\r
430                                                                                \\r
431     case 0x1:                                                                  \\r
432       setup_sprite_tile_column_width_single_4x(texture_mode, multi, full,      \\r
433        none);                                                                  \\r
434       break;                                                                   \\r
435                                                                                \\r
436     case 0x2:                                                                  \\r
437       setup_sprite_tile_column_width_multi_4x(texture_mode, single, full,      \\r
438        full);                                                                  \\r
439       break;                                                                   \\r
440                                                                                \\r
441     case 0x3:                                                                  \\r
442       setup_sprite_tile_column_width_single_4x(texture_mode, single, full,     \\r
443        none);                                                                  \\r
444       break;                                                                   \\r
445                                                                                \\r
446     case 0x4:                                                                  \\r
447       setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half,       \\r
448        full);                                                                  \\r
449       break;                                                                   \\r
450                                                                                \\r
451     case 0x5:                                                                  \\r
452       setup_sprite_tile_column_width_single_4x(texture_mode, multi, half,      \\r
453        right);                                                                 \\r
454       break;                                                                   \\r
455                                                                                \\r
456     case 0x6:                                                                  \\r
457       setup_sprite_tile_column_width_multi_4x(texture_mode, single, half,      \\r
458        full);                                                                  \\r
459       break;                                                                   \\r
460                                                                                \\r
461     case 0x7:                                                                  \\r
462       setup_sprite_tile_column_width_single_4x(texture_mode, single, half,     \\r
463        right);                                                                 \\r
464       break;                                                                   \\r
465                                                                                \\r
466     case 0x8:                                                                  \\r
467       setup_sprite_tile_column_width_multi_4x(texture_mode, multi, full,       \\r
468        half);                                                                  \\r
469       break;                                                                   \\r
470                                                                                \\r
471     case 0x9:                                                                  \\r
472       setup_sprite_tile_column_width_single_4x(texture_mode, multi, half,      \\r
473        left);                                                                  \\r
474       break;                                                                   \\r
475                                                                                \\r
476     case 0xA:                                                                  \\r
477       setup_sprite_tile_column_width_multi_4x(texture_mode, single, full,      \\r
478        half);                                                                  \\r
479       break;                                                                   \\r
480                                                                                \\r
481     case 0xB:                                                                  \\r
482       setup_sprite_tile_column_width_single_4x(texture_mode, single, half,     \\r
483        left);                                                                  \\r
484       break;                                                                   \\r
485                                                                                \\r
486     case 0xC:                                                                  \\r
487       setup_sprite_tile_column_width_multi_4x(texture_mode, multi, half,       \\r
488        half);                                                                  \\r
489       break;                                                                   \\r
490                                                                                \\r
491     case 0xE:                                                                  \\r
492       setup_sprite_tile_column_width_multi_4x(texture_mode, single, half,      \\r
493        half);                                                                  \\r
494       break;                                                                   \\r
495   }                                                                            \\r
496 }                                                                              \\r
497 \r
498 \r
499 void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,\r
500  s32 width, s32 height, u32 color);\r
501 void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,\r
502  s32 width, s32 height, u32 color);\r
503 void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,\r
504  s32 width, s32 height, u32 color);\r
505 \r
506 //#ifndef NEON_BUILD\r
507 #if 1\r
508 setup_sprite_tiled_builder_4x(4bpp);\r
509 setup_sprite_tiled_builder_4x(8bpp);\r
510 \r
511 void setup_sprite_16bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,\r
512  s32 v, s32 width, s32 height, u32 color)\r
513 {\r
514   u32 left_offset = u & 0x7;\r
515   u32 width_rounded = width + left_offset + 7;\r
516 \r
517   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (s32)(x - left_offset * 2);\r
518   u32 right_width = width_rounded & 0x7;\r
519   u32 block_width = width_rounded / 8;\r
520   u32 fb_ptr_pitch = (2048 + 16) - (block_width * 16);\r
521 \r
522   u32 left_mask_bits = ~(0xFFFF << (left_offset * 2));\r
523   u32 right_mask_bits = 0xFFFC << (right_width * 2);\r
524 \r
525   u32 texture_offset_base = u + (v * 1024);\r
526   u32 texture_mask =\r
527    psx_gpu->texture_mask_width | (psx_gpu->texture_mask_height * 1024);\r
528 \r
529   u32 blocks_remaining;\r
530   u32 num_blocks = psx_gpu->num_blocks;\r
531   block_struct *block = psx_gpu->blocks + num_blocks;\r
532 \r
533   u16 *texture_page_ptr = psx_gpu->texture_page_ptr;\r
534   u16 *texture_block_ptr;\r
535 \r
536   texture_offset_base &= ~0x7;\r
537 \r
538   sprites_16bpp++;\r
539 \r
540   if(block_width == 1)\r
541   {\r
542     u32 mask_bits = left_mask_bits | right_mask_bits;\r
543     u32 mask_bits_a = mask_bits & 0xFF;\r
544     u32 mask_bits_b = mask_bits >> 8;\r
545     \r
546     vec_8x16u texels;\r
547     vec_8x16u texels_wide;\r
548 \r
549     while(height)\r
550     {\r
551       num_blocks += 4;\r
552       sprite_blocks += 4;\r
553 \r
554       if(num_blocks > MAX_BLOCKS)\r
555       {\r
556         flush_render_block_buffer(psx_gpu);\r
557         num_blocks = 4;\r
558         block = psx_gpu->blocks;\r
559       }\r
560       \r
561       texture_block_ptr =\r
562        texture_page_ptr + (texture_offset_base & texture_mask);\r
563 \r
564       load_128b(texels, texture_block_ptr);\r
565       \r
566       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
567       block->texels = texels_wide;\r
568       block->draw_mask_bits = mask_bits_a;\r
569       block->fb_ptr = fb_ptr;          \r
570       block++;\r
571       \r
572       block->texels = texels_wide;\r
573       block->draw_mask_bits = mask_bits_a;\r
574       block->fb_ptr = fb_ptr + 1024;          \r
575       block++;\r
576       \r
577       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
578       block->texels = texels_wide;\r
579       block->draw_mask_bits = mask_bits_b;\r
580       block->fb_ptr = fb_ptr + 8;\r
581       block++;\r
582       \r
583       block->texels = texels_wide;\r
584       block->draw_mask_bits = mask_bits_b;\r
585       block->fb_ptr = fb_ptr + 8 + 1024;          \r
586       block++;      \r
587 \r
588       texture_offset_base += 1024;\r
589       fb_ptr += 2048;\r
590 \r
591       height--;\r
592       psx_gpu->num_blocks = num_blocks;\r
593     }\r
594   }\r
595   else\r
596   {\r
597     u32 texture_offset;\r
598     \r
599     u32 left_mask_bits_a = left_mask_bits & 0xFF;\r
600     u32 left_mask_bits_b = left_mask_bits >> 8;\r
601     u32 right_mask_bits_a = right_mask_bits & 0xFF;\r
602     u32 right_mask_bits_b = right_mask_bits >> 8;\r
603     \r
604     vec_8x16u texels;\r
605     vec_8x16u texels_wide;    \r
606 \r
607     while(height)\r
608     {\r
609       blocks_remaining = block_width - 2;\r
610       num_blocks += block_width * 4;\r
611       sprite_blocks += block_width * 4;\r
612 \r
613       if(num_blocks > MAX_BLOCKS)\r
614       {\r
615         flush_render_block_buffer(psx_gpu);\r
616         num_blocks = block_width * 4;\r
617         block = psx_gpu->blocks;\r
618       }\r
619 \r
620       texture_offset = texture_offset_base;\r
621       texture_offset_base += 1024;\r
622 \r
623       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
624       \r
625       load_128b(texels, texture_block_ptr);\r
626 \r
627       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
628       block->texels = texels_wide;\r
629       block->draw_mask_bits = left_mask_bits_a;\r
630       block->fb_ptr = fb_ptr;\r
631       block++;\r
632       \r
633       block->texels = texels_wide;\r
634       block->draw_mask_bits = left_mask_bits_a;\r
635       block->fb_ptr = fb_ptr + 1024;\r
636       block++;      \r
637 \r
638       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
639       block->texels = texels_wide;\r
640       block->draw_mask_bits = left_mask_bits_b;\r
641       block->fb_ptr = fb_ptr + 8;\r
642       block++;  \r
643       \r
644       block->texels = texels_wide;\r
645       block->draw_mask_bits = left_mask_bits_b;\r
646       block->fb_ptr = fb_ptr + 8 + 1024;\r
647       block++;  \r
648       \r
649       texture_offset += 8;\r
650       fb_ptr += 16;\r
651 \r
652       while(blocks_remaining)\r
653       {\r
654         texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
655         load_128b(texels, texture_block_ptr);\r
656 \r
657         zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
658         block->texels = texels_wide;\r
659         block->draw_mask_bits = 0;\r
660         block->fb_ptr = fb_ptr;\r
661         block++;\r
662         \r
663         block->texels = texels_wide;\r
664         block->draw_mask_bits = 0;\r
665         block->fb_ptr = fb_ptr + 1024;\r
666         block++;      \r
667 \r
668         zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
669         block->texels = texels_wide;\r
670         block->draw_mask_bits = 0;\r
671         block->fb_ptr = fb_ptr + 8;\r
672         block++;\r
673         \r
674         block->texels = texels_wide;\r
675         block->draw_mask_bits = 0;\r
676         block->fb_ptr = fb_ptr + 8 + 1024;\r
677         block++;\r
678         \r
679         texture_offset += 8;\r
680         fb_ptr += 16;\r
681 \r
682         blocks_remaining--;\r
683       }\r
684 \r
685       texture_block_ptr = texture_page_ptr + (texture_offset & texture_mask);\r
686       load_128b(texels, texture_block_ptr);\r
687       \r
688       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.low, texels.low);\r
689       block->texels = texels_wide;\r
690       block->draw_mask_bits = right_mask_bits_a;\r
691       block->fb_ptr = fb_ptr;\r
692       block++;\r
693       \r
694       block->texels = texels_wide;\r
695       block->draw_mask_bits = right_mask_bits_a;\r
696       block->fb_ptr = fb_ptr + 1024;\r
697       block++;      \r
698 \r
699       zip_4x32b(vector_cast(vec_4x32u, texels_wide), texels.high, texels.high);\r
700       block->texels = texels_wide;\r
701       block->draw_mask_bits = right_mask_bits_b;\r
702       block->fb_ptr = fb_ptr + 8;\r
703       block++;\r
704 \r
705       block->texels = texels_wide;\r
706       block->draw_mask_bits = right_mask_bits_b;\r
707       block->fb_ptr = fb_ptr + 8 + 1024;      \r
708       block++;\r
709 \r
710       fb_ptr += fb_ptr_pitch;\r
711 \r
712       height--;\r
713       psx_gpu->num_blocks = num_blocks;\r
714     }\r
715   }\r
716 }\r
717 \r
718 #endif\r
719 \r
720 static void setup_sprite_untextured_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y,\r
721  s32 u, s32 v, s32 width, s32 height, u32 color)\r
722 {\r
723   setup_sprite_untextured(psx_gpu, x, y, u, v, width * 2, height * 2, color);\r
724 }\r
725 \r
726 #define setup_sprite_blocks_switch_textured_4x(texture_mode)                   \\r
727   setup_sprite_##texture_mode##_4x                                             \\r
728 \r
729 #define setup_sprite_blocks_switch_untextured_4x(texture_mode)                 \\r
730   setup_sprite_untextured_4x                                                   \\r
731 \r
732 #define setup_sprite_blocks_switch_4x(texturing, texture_mode)                 \\r
733   setup_sprite_blocks_switch_##texturing##_4x(texture_mode)                    \\r
734 \r
735   \r
736 #define render_sprite_blocks_switch_block_modulation_4x(texture_mode,          \\r
737  blend_mode, mask_evaluate, shading, dithering, texturing, blending,           \\r
738  modulation)                                                                   \\r
739 {                                                                              \\r
740   setup_sprite_blocks_switch_4x(texturing, texture_mode),                      \\r
741   texture_sprite_blocks_switch_##texturing(texture_mode),                      \\r
742   shade_blocks_switch(unshaded, texturing, modulation, undithered, blending,   \\r
743    mask_evaluate),                                                             \\r
744   blend_blocks_switch(texturing, blending, blend_mode, mask_evaluate)          \\r
745 }                                                                              \\r
746 \r
747 #define render_sprite_blocks_switch_block_blending_4x(texture_mode,            \\r
748  blend_mode, mask_evaluate, shading, dithering, texturing, blending)           \\r
749   render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode,    \\r
750    mask_evaluate, shading, dithering, texturing, blending, modulated),         \\r
751   render_sprite_blocks_switch_block_modulation_4x(texture_mode, blend_mode,    \\r
752    mask_evaluate, shading, dithering, texturing, blending, unmodulated)        \\r
753 \r
754 #define render_sprite_blocks_switch_block_texturing_4x(texture_mode,           \\r
755  blend_mode, mask_evaluate, shading, dithering, texturing)                     \\r
756   render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode,      \\r
757    mask_evaluate, shading, dithering, texturing, unblended),                   \\r
758   render_sprite_blocks_switch_block_blending_4x(texture_mode, blend_mode,      \\r
759    mask_evaluate, shading, dithering, texturing, blended)                      \\r
760 \r
761 #define render_sprite_blocks_switch_block_dithering_4x(texture_mode,           \\r
762  blend_mode, mask_evaluate, shading, dithering)                                \\r
763   render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode,     \\r
764    mask_evaluate, shading, dithering, untextured),                             \\r
765   render_sprite_blocks_switch_block_texturing_4x(texture_mode, blend_mode,     \\r
766    mask_evaluate, shading, dithering, textured)                                \\r
767 \r
768 #define render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode, \\r
769  mask_evaluate, shading)                                                       \\r
770   render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode,     \\r
771    mask_evaluate, shading, undithered),                                        \\r
772   render_sprite_blocks_switch_block_dithering_4x(texture_mode, blend_mode,     \\r
773    mask_evaluate, shading, dithered)                                           \\r
774 \r
775 #define render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode,       \\r
776  blend_mode, mask_evaluate)                                                    \\r
777   render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode,       \\r
778    mask_evaluate, unshaded),                                                   \\r
779   render_sprite_blocks_switch_block_shading_4x(texture_mode, blend_mode,       \\r
780    mask_evaluate, shaded)                                                      \\r
781 \r
782 #define render_sprite_blocks_switch_block_blend_mode_4x(texture_mode,          \\r
783  blend_mode)                                                                   \\r
784   render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \\r
785    off),                                                                       \\r
786   render_sprite_blocks_switch_block_mask_evaluate_4x(texture_mode, blend_mode, \\r
787    on)                                                                         \\r
788 \r
789 #define render_sprite_blocks_switch_block_texture_mode_4x(texture_mode)        \\r
790   render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, average),      \\r
791   render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add),          \\r
792   render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, subtract),     \\r
793   render_sprite_blocks_switch_block_blend_mode_4x(texture_mode, add_fourth)    \\r
794 \r
795 #define render_sprite_blocks_switch_block_4x()                                 \\r
796   render_sprite_blocks_switch_block_texture_mode_4x(4bpp),                     \\r
797   render_sprite_blocks_switch_block_texture_mode_4x(8bpp),                     \\r
798   render_sprite_blocks_switch_block_texture_mode_4x(16bpp),                    \\r
799   render_sprite_blocks_switch_block_texture_mode_4x(4bpp)                      \\r
800 \r
801 \r
802 render_block_handler_struct render_sprite_block_handlers_4x[] =\r
803 {\r
804   render_sprite_blocks_switch_block_4x()\r
805 };\r
806 \r
807 \r
808 void render_sprite_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, u32 u, u32 v,\r
809  s32 width, s32 height, u32 flags, u32 color)\r
810 {\r
811   s32 x_right = x + width - 1;\r
812   s32 y_bottom = y + height - 1;\r
813 \r
814 #ifdef PROFILE\r
815   sprites++;\r
816 #endif\r
817 \r
818   if(x < psx_gpu->viewport_start_x)\r
819   {\r
820     u32 clip = psx_gpu->viewport_start_x - x;\r
821     x += clip;\r
822     u += clip;\r
823     width -= clip;\r
824   }\r
825 \r
826   if(y < psx_gpu->viewport_start_y)\r
827   {\r
828     s32 clip = psx_gpu->viewport_start_y - y;\r
829     y += clip;\r
830     v += clip;\r
831     height -= clip;\r
832   }\r
833 \r
834   if(x_right > psx_gpu->viewport_end_x)\r
835     width -= x_right - psx_gpu->viewport_end_x;\r
836 \r
837   if(y_bottom > psx_gpu->viewport_end_y)\r
838     height -= y_bottom - psx_gpu->viewport_end_y;\r
839 \r
840   if((width <= 0) || (height <= 0))\r
841     return;\r
842 \r
843   x *= 2;\r
844   y *= 2;\r
845 \r
846 #ifdef PROFILE\r
847   span_pixels += width * height;\r
848   spans += height;\r
849 #endif\r
850 \r
851   u32 render_state = flags &\r
852    (RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND |\r
853    RENDER_FLAGS_TEXTURE_MAP);\r
854   render_state |=\r
855    (psx_gpu->render_state_base & ~RENDER_STATE_DITHER);\r
856 \r
857   if((psx_gpu->render_state != render_state) ||\r
858    (psx_gpu->primitive_type != PRIMITIVE_TYPE_SPRITE))\r
859   {\r
860     psx_gpu->render_state = render_state;\r
861     flush_render_block_buffer(psx_gpu);\r
862 #ifdef PROFILE\r
863     state_changes++;\r
864 #endif\r
865   }\r
866 \r
867   psx_gpu->primitive_type = PRIMITIVE_TYPE_SPRITE;\r
868 \r
869   color &= 0xFFFFFF;\r
870 \r
871   if(psx_gpu->triangle_color != color)\r
872   {\r
873     flush_render_block_buffer(psx_gpu);\r
874     psx_gpu->triangle_color = color;\r
875   }\r
876 \r
877   if(color == 0x808080)\r
878     render_state |= RENDER_FLAGS_MODULATE_TEXELS;\r
879 \r
880   render_block_handler_struct *render_block_handler =\r
881    &(render_sprite_block_handlers_4x[render_state]);\r
882   psx_gpu->render_block_handler = render_block_handler;\r
883 \r
884   ((setup_sprite_function_type *)render_block_handler->setup_blocks)\r
885    (psx_gpu, x, y, u, v, width, height, color);\r
886 }\r
887 \r