335af35d65c48e259ffb761e99a3cd7eded6f7c5
[pcsx_rearmed.git] / plugins / gpu_neon / psx_gpu / psx_gpu_simd.c
1 /*
2  * Copyright (C) 2011 Gilead Kutnick "Exophase" <exophase@gmail.com>
3  * Copyright (C) 2022 GraÅžvydas Ignotas "notaz" <notasas@gmail.com>
4  *
5  * This program is free software; you can redistribute it and/or
6  * modify it under the terms of the GNU General Public License as
7  * published by the Free Software Foundation; either version 2 of
8  * the License, or (at your option) any later version.
9  *
10  * This program is distributed in the hope that it will be useful,
11  * but WITHOUT ANY WARRANTY; without even the implied warranty of
12  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
13  * General Public License for more details.
14  */
15
16 #include <string.h>
17 #include "psx_gpu.h"
18 #include "psx_gpu_simd.h"
19 //#define ASM_PROTOTYPES
20 //#include "psx_gpu_simd.h"
21 #ifndef SIMD_BUILD
22 #error "please define SIMD_BUILD if you want this gpu_neon C simd implementation"
23 #endif
24
25 typedef u8  gvu8   __attribute__((vector_size(16)));
26 typedef u16 gvu16  __attribute__((vector_size(16)));
27 typedef u32 gvu32  __attribute__((vector_size(16)));
28 typedef u64 gvu64  __attribute__((vector_size(16)));
29 typedef s8  gvs8   __attribute__((vector_size(16)));
30 typedef s16 gvs16  __attribute__((vector_size(16)));
31 typedef s32 gvs32  __attribute__((vector_size(16)));
32 typedef s64 gvs64  __attribute__((vector_size(16)));
33
34 typedef u8  gvhu8  __attribute__((vector_size(8)));
35 typedef u16 gvhu16 __attribute__((vector_size(8)));
36 typedef u32 gvhu32 __attribute__((vector_size(8)));
37 typedef u64 gvhu64 __attribute__((vector_size(8)));
38 typedef s8  gvhs8  __attribute__((vector_size(8)));
39 typedef s16 gvhs16 __attribute__((vector_size(8)));
40 typedef s32 gvhs32 __attribute__((vector_size(8)));
41 typedef s64 gvhs64 __attribute__((vector_size(8)));
42
43 typedef union
44 {
45   gvhu8  u8;
46   gvhu16 u16;
47   gvhu32 u32;
48   gvhu64 u64;
49   //u64    u64;
50   //uint64x1_t u64;
51   gvhs8  s8;
52   gvhs16 s16;
53   gvhs32 s32;
54   gvhs64 s64;
55   //s64    s64;
56   //int64x1_t s64;
57 } gvhreg;
58
59 typedef union
60 {
61   gvu8  u8;
62   gvu16 u16;
63   gvu32 u32;
64   gvu64 u64;
65   gvs8  s8;
66   gvs16 s16;
67   gvs32 s32;
68   gvs64 s64;
69   // this may be tempting, but it causes gcc to do lots of stack spills
70   //gvhreg h[2];
71 } gvreg;
72
73 #if defined(__ARM_NEON) || defined(__ARM_NEON__)
74 #include <arm_neon.h>
75
76 #define gvaddhn_u32(d, a, b)     d.u16 = vaddhn_u32(a.u32, b.u32)
77 #define gvaddw_s32(d, a, b)      d.s64 = vaddw_s32(a.s64, b.s32)
78 #define gvabsq_s32(d, s)         d.s32 = vabsq_s32(s.s32)
79 #define gvbic_n_u16(d, n)        d.u16 = vbic_u16(d.u16, vmov_n_u16(n))
80 #define gvbifq(d, a, b)          d.u8  = vbslq_u8(b.u8, d.u8, a.u8)
81 #define gvbit(d, a, b)           d.u8  = vbsl_u8(b.u8, a.u8, d.u8)
82 #define gvceqq_u16(d, a, b)      d.u16 = vceqq_u16(a.u16, b.u16)
83 #define gvcgt_s16(d, a, b)       d.u16 = vcgt_s16(a.s16, b.s16)
84 #define gvclt_s16(d, a, b)       d.u16 = vclt_s16(a.s16, b.s16)
85 #define gvcreate_s32(d, a, b)    d.s32 = vcreate_s32((u32)(a) | ((u64)(b) << 32))
86 #define gvcreate_u32(d, a, b)    d.u32 = vcreate_u32((u32)(a) | ((u64)(b) << 32))
87 #define gvcreate_s64(d, s)       d.s64 = (gvhs64)vcreate_s64(s)
88 #define gvcreate_u64(d, s)       d.u64 = (gvhu64)vcreate_u64(s)
89 #define gvcombine_u16(d, l, h)   d.u16 = vcombine_u16(l.u16, h.u16)
90 #define gvcombine_u32(d, l, h)   d.u32 = vcombine_u32(l.u32, h.u32)
91 #define gvcombine_s64(d, l, h)   d.s64 = vcombine_s64((int64x1_t)l.s64, (int64x1_t)h.s64)
92 #define gvdup_l_u8(d, s, l)      d.u8  = vdup_lane_u8(s.u8, l)
93 #define gvdup_l_u16(d, s, l)     d.u16 = vdup_lane_u16(s.u16, l)
94 #define gvdup_l_u32(d, s, l)     d.u32 = vdup_lane_u32(s.u32, l)
95 #define gvdupq_l_s64(d, s, l)    d.s64 = vdupq_lane_s64((int64x1_t)s.s64, l)
96 #define gvdupq_l_u32(d, s, l)    d.u32 = vdupq_lane_u32(s.u32, l)
97 #define gvdup_n_s64(d, n)        d.s64 = vdup_n_s64(n)
98 #define gvdup_n_u8(d, n)         d.u8  = vdup_n_u8(n)
99 #define gvdup_n_u16(d, n)        d.u16 = vdup_n_u16(n)
100 #define gvdup_n_u32(d, n)        d.u32 = vdup_n_u32(n)
101 #define gvdupq_n_u16(d, n)       d.u16 = vdupq_n_u16(n)
102 #define gvdupq_n_u32(d, n)       d.u32 = vdupq_n_u32(n)
103 #define gvdupq_n_s64(d, n)       d.s64 = vdupq_n_s64(n)
104 #define gvhaddq_u16(d, a, b)     d.u16 = vhaddq_u16(a.u16, b.u16)
105 #define gvmax_s16(d, a, b)       d.s16 = vmax_s16(a.s16, b.s16)
106 #define gvmin_s16(d, a, b)       d.s16 = vmin_s16(a.s16, b.s16)
107 #define gvminq_u8(d, a, b)       d.u8  = vminq_u8(a.u8, b.u8)
108 #define gvminq_u16(d, a, b)      d.u16 = vminq_u16(a.u16, b.u16)
109 #define gvmla_s32(d, a, b)       d.s32 = vmla_s32(d.s32, a.s32, b.s32)
110 #define gvmla_u32(d, a, b)       d.u32 = vmla_u32(d.u32, a.u32, b.u32)
111 #define gvmlaq_s32(d, a, b)      d.s32 = vmlaq_s32(d.s32, a.s32, b.s32)
112 #define gvmlaq_u32(d, a, b)      d.u32 = vmlaq_u32(d.u32, a.u32, b.u32)
113 #define gvmlal_s32(d, a, b)      d.s64 = vmlal_s32(d.s64, a.s32, b.s32)
114 #define gvmlal_u8(d, a, b)       d.u16 = vmlal_u8(d.u16, a.u8, b.u8)
115 #define gvmlsq_s32(d, a, b)      d.s32 = vmlsq_s32(d.s32, a.s32, b.s32)
116 #define gvmlsq_l_s32(d, a, b, l) d.s32 = vmlsq_lane_s32(d.s32, a.s32, b.s32, l)
117 #define gvmov_l_s32(d, s, l)     d.s32 = vset_lane_s32(s, d.s32, l)
118 #define gvmov_l_u32(d, s, l)     d.u32 = vset_lane_u32(s, d.u32, l)
119 #define gvmovl_u8(d, s)          d.u16 = vmovl_u8(s.u8)
120 #define gvmovl_s32(d, s)         d.s64 = vmovl_s32(s.s32)
121 #define gvmovn_u16(d, s)         d.u8  = vmovn_u16(s.u16)
122 #define gvmovn_u32(d, s)         d.u16 = vmovn_u32(s.u32)
123 #define gvmovn_u64(d, s)         d.u32 = vmovn_u64(s.u64)
124 #define gvmul_s32(d, a, b)       d.s32 = vmul_s32(a.s32, b.s32)
125 #define gvmull_s16(d, a, b)      d.s32 = vmull_s16(a.s16, b.s16)
126 #define gvmull_s32(d, a, b)      d.s64 = vmull_s32(a.s32, b.s32)
127 #define gvmull_u8(d, a, b)       d.u16 = vmull_u8(a.u8, b.u8)
128 #define gvmull_l_u32(d, a, b, l) d.u64 = vmull_lane_u32(a.u32, b.u32, l)
129 #define gvmlsl_s16(d, a, b)      d.s32 = vmlsl_s16(d.s32, a.s16, b.s16)
130 #define gvneg_s32(d, s)          d.s32 = vneg_s32(s.s32)
131 #define gvqadd_u8(d, a, b)       d.u8  = vqadd_u8(a.u8, b.u8)
132 #define gvqsub_u8(d, a, b)       d.u8  = vqsub_u8(a.u8, b.u8)
133 #define gvshl_u16(d, a, b)       d.u16 = vshl_u16(a.u16, b.s16)
134 #define gvshlq_s64(d, a, b)      d.s64 = vshlq_s64(a.s64, b.s64)
135 #define gvshlq_u32(d, a, b)      d.u32 = vshlq_u32(a.u32, b.s32)
136 #define gvshlq_u64(d, a, b)      d.u64 = vshlq_u64(a.u64, b.s64)
137 #define gvshrq_n_s16(d, s, n)    d.s16 = vshrq_n_s16(s.s16, n)
138 #define gvshrq_n_u16(d, s, n)    d.u16 = vshrq_n_u16(s.u16, n)
139 #define gvshl_n_u32(d, s, n)     d.u32 = vshl_n_u32(s.u32, n)
140 #define gvshlq_n_u16(d, s, n)    d.u16 = vshlq_n_u16(s.u16, n)
141 #define gvshlq_n_u32(d, s, n)    d.u32 = vshlq_n_u32(s.u32, n)
142 #define gvshll_n_s8(d, s, n)     d.s16 = vshll_n_s8(s.s8, n)
143 #define gvshll_n_u8(d, s, n)     d.u16 = vshll_n_u8(s.u8, n)
144 #define gvshll_n_u16(d, s, n)    d.u32 = vshll_n_u16(s.u16, n)
145 #define gvshr_n_u8(d, s, n)      d.u8  = vshr_n_u8(s.u8, n)
146 #define gvshr_n_u16(d, s, n)     d.u16 = vshr_n_u16(s.u16, n)
147 #define gvshr_n_u32(d, s, n)     d.u32 = vshr_n_u32(s.u32, n)
148 #define gvshr_n_u64(d, s, n)     d.u64 = (gvhu64)vshr_n_u64((uint64x1_t)s.u64, n)
149 #define gvshrn_n_s64(d, s, n)    d.s32 = vshrn_n_s64(s.s64, n)
150 #define gvshrn_n_u16(d, s, n)    d.u8  = vshrn_n_u16(s.u16, n)
151 #define gvshrn_n_u32(d, s, n)    d.u16 = vshrn_n_u32(s.u32, n)
152 #define gvsli_n_u8(d, s, n)      d.u8  = vsli_n_u8(d.u8, s.u8, n)
153 #define gvsri_n_u8(d, s, n)      d.u8  = vsri_n_u8(d.u8, s.u8, n)
154 #define gvtstq_u16(d, a, b)      d.u16 = vtstq_u16(a.u16, b.u16)
155 #define gvqshrun_n_s16(d, s, n)  d.u8  = vqshrun_n_s16(s.s16, n)
156 #define gvqsubq_u8(d, a, b)      d.u8  = vqsubq_u8(a.u8, b.u8)
157 #define gvqsubq_u16(d, a, b)     d.u16 = vqsubq_u16(a.u16, b.u16)
158
159 #define gvget_lo(d, s)           d.u16 = vget_low_u16(s.u16)
160 #define gvget_hi(d, s)           d.u16 = vget_high_u16(s.u16)
161 #define gvlo(s)                  ({gvhreg t_; gvget_lo(t_, s); t_;})
162 #define gvhi(s)                  ({gvhreg t_; gvget_hi(t_, s); t_;})
163
164 #define gvset_lo(d, s)           d.u16 = vcombine_u16(s.u16, gvhi(d).u16)
165 #define gvset_hi(d, s)           d.u16 = vcombine_u16(gvlo(d).u16, s.u16)
166
167 #define gvtbl2_u8(d, a, b) { \
168   uint8x8x2_t v_; \
169   v_.val[0] = vget_low_u8(a.u8); v_.val[1] = vget_high_u8(a.u8); \
170   d.u8 = vtbl2_u8(v_, b.u8); \
171 }
172
173 #define gvzip_u8(d, a, b) { \
174   uint8x8x2_t v_ = vzip_u8(a.u8, b.u8); \
175   d.u8 = vcombine_u8(v_.val[0], v_.val[1]); \
176 }
177 #define gvzipq_u16(d0, d1, s0, s1) { \
178   uint16x8x2_t v_ = vzipq_u16(s0.u16, s1.u16); \
179   d0.u16 = v_.val[0]; d1.u16 = v_.val[1]; \
180 }
181
182 #define gvld1_u8(d, s)           d.u8  = vld1_u8(s)
183 #define gvld1_u32(d, s)          d.u32 = vld1_u32((const u32 *)(s))
184 #define gvld1q_u8(d, s)          d.u8  = vld1q_u8(s)
185 #define gvld1q_u16(d, s)         d.u16 = vld1q_u16(s)
186 #define gvld1q_u32(d, s)         d.u32 = vld1q_u32((const u32 *)(s))
187 #define gvld2_dup(v0, v1, p) { \
188   uint8x8x2_t v_ = vld2_dup_u8(p); \
189   v0.u8 = v_.val[0]; v1.u8 = v_.val[1]; \
190 }
191 #define gvld2q_u8(v0, v1, p) { \
192   uint8x16x2_t v_ = vld2q_u8(p); \
193   v0.u8 = v_.val[0]; v1.u8 = v_.val[1]; \
194 }
195
196 #define gvst1_u8(v, p) \
197   vst1_u8(p, v.u8)
198 #define gvst1q_u16(v, p) \
199   vst1q_u16(p, v.u16)
200 #define gvst1q_inc_u32(v, p, i) { \
201   vst1q_u32((u32 *)(p), v.u32); \
202   p += (i) / sizeof(*p); \
203 }
204 #define gvst2_u8(v0, v1, p) { \
205   uint8x8x2_t v_; \
206   v_.val[0] = v0.u8; v_.val[1] = v1.u8; \
207   vst2_u8(p, v_); \
208 }
209 #define gvst2_u16(v0, v1, p) { \
210   uint16x4x2_t v_; \
211   v_.val[0] = v0.u16; v_.val[1] = v1.u16; \
212   vst2_u16(p, v_); \
213 }
214 #define gvst2q_u8(v0, v1, p) { \
215   uint8x16x2_t v_; \
216   v_.val[0] = v0.u8; v_.val[1] = v1.u8; \
217   vst2q_u8(p, v_); \
218 }
219 #define gvst4_4_inc_u32(v0, v1, v2, v3, p, i) { \
220   uint32x2x4_t v_; \
221   v_.val[0] = v0.u32; v_.val[1] = v1.u32; v_.val[2] = v2.u32; v_.val[3] = v3.u32; \
222   vst4_u32(p, v_); p += (i) / sizeof(*p); \
223 }
224 #define gvst4_pi_u16(v0, v1, v2, v3, p) { \
225   uint16x4x4_t v_; \
226   v_.val[0] = v0.u16; v_.val[1] = v1.u16; v_.val[2] = v2.u16; v_.val[3] = v3.u16; \
227   vst4_u16((u16 *)(p), v_); p += sizeof(v_) / sizeof(*p); \
228 }
229 #define gvst1q_pi_u32(v, p) \
230   gvst1q_inc_u32(v, p, sizeof(v))
231 // could use vst1q_u32_x2 but that's not always available
232 #define gvst1q_2_pi_u32(v0, v1, p) { \
233   gvst1q_inc_u32(v0, p, sizeof(v0)); \
234   gvst1q_inc_u32(v1, p, sizeof(v1)); \
235 }
236
237 /* notes:
238  - gcc > 9: (arm32) int64x1_t type produces ops on gp regs
239             (also u64 __attribute__((vector_size(8))) :( )
240  - gcc <11: (arm32) handles '<vec> == 0' poorly
241 */
242
243 /*
244 #elif defined(__SSE2__)
245 #include <x86intrin.h>
246 */
247 #else
248 #error "arch not supported or SIMD support was not enabled by your compiler"
249 #endif
250
251 // the below have intrinsics but they evaluate to basic operations on both gcc and clang
252 #define gvadd_s64(d, a, b)       d.s64 = a.s64 + b.s64
253 #define gvadd_u8(d, a, b)        d.u8  = a.u8  + b.u8
254 #define gvadd_u16(d, a, b)       d.u16 = a.u16 + b.u16
255 #define gvadd_u32(d, a, b)       d.u32 = a.u32 + b.u32
256 #define gvaddq_s64               gvadd_s64
257 #define gvaddq_u16               gvadd_u16
258 #define gvaddq_u32               gvadd_u32
259 #define gvand(d, a, b)           d.u32 = a.u32 & b.u32
260 #define gvbic(d, a, b)           d.u32 = a.u32 & ~b.u32
261 #define gvbicq                   gvbic
262 #define gveor(d, a, b)           d.u32 = a.u32 ^ b.u32
263 #define gveorq                   gveor
264 #define gvceqz_u16(d, s)         d.u16 = s.u16 == 0
265 #define gvceqzq_u16              gvceqz_u16
266 #define gvcltz_s16(d, s)         d.s16 = s.s16 < 0
267 #define gvcltzq_s16              gvcltz_s16
268 #define gvsub_u16(d, a, b)       d.u16 = a.u16 - b.u16
269 #define gvsub_u32(d, a, b)       d.u32 = a.u32 - b.u32
270 #define gvsubq_u16               gvsub_u16
271 #define gvsubq_u32               gvsub_u32
272 #define gvorr(d, a, b)           d.u32 = a.u32 | b.u32
273 #define gvorrq                   gvorr
274
275 #if defined(__arm__)
276
277 #define gssub16(d, a, b)    asm("ssub16 %0,%1,%2" : "=r"(d) : "r"(a), "r"(b))
278 #define gsmusdx(d, a, b)    asm("smusdx %0,%1,%2" : "=r"(d) : "r"(a), "r"(b))
279
280 #if 0
281 // gcc/config/arm/arm.c
282 #undef gvadd_s64
283 #define gvadd_s64(d, a, b)  asm("vadd.i64 %P0,%P1,%P2" : "=w"(d.s64) : "w"(a.s64), "w"(b.s64))
284 #endif
285
286 #else
287
288 #define gssub16(d, a, b)    d = (u16)((a) - (b)) | ((((a) >> 16) - ((b) >> 16)) << 16)
289 #define gsmusdx(d, a, b)    d = ((s32)(s16)(a) * ((s32)(b) >> 16)) \
290                               - (((s32)(a) >> 16) * (s16)(b))
291
292 #endif
293
294 // for compatibility with the original psx_gpu.c code
295 #define vec_2x64s gvreg
296 #define vec_2x64u gvreg
297 #define vec_4x32s gvreg
298 #define vec_4x32u gvreg
299 #define vec_8x16s gvreg
300 #define vec_8x16u gvreg
301 #define vec_16x8s gvreg
302 #define vec_16x8u gvreg
303 #define vec_1x64s gvhreg
304 #define vec_1x64u gvhreg
305 #define vec_2x32s gvhreg
306 #define vec_2x32u gvhreg
307 #define vec_4x16s gvhreg
308 #define vec_4x16u gvhreg
309 #define vec_8x8s  gvhreg
310 #define vec_8x8u  gvhreg
311
312 #if 0
313 #include <stdio.h>
314 #include <stdlib.h>
315 #include <unistd.h>
316 static int ccount;
317 void cmpp(const char *name, const void *a_, const void *b_, size_t len)
318 {
319   const uint32_t *a = a_, *b = b_, masks[] = { 0, 0xff, 0xffff, 0xffffff };
320   size_t i, left;
321   uint32_t mask;
322   for (i = 0; i < (len + 3)/4; i++) {
323     left = len - i*4;
324     mask = left >= 4 ? ~0u : masks[left];
325     if ((a[i] ^ b[i]) & mask) {
326       printf("%s: %08x %08x [%03zx/%zu] #%d\n",
327         name, a[i] & mask, b[i] & mask, i*4, i, ccount);
328       exit(1);
329     }
330   }
331   ccount++;
332 }
333 #define ccmpf(n)   cmpp(#n, &psx_gpu->n, &n##_c, sizeof(n##_c))
334 #define ccmpa(n,c) cmpp(#n, &psx_gpu->n, &n##_c, sizeof(n##_c[0]) * c)
335
336 void dump_r_(const char *name, void *dump, int is_q)
337 {
338   unsigned long long *u = dump;
339   //if (ccount > 1) return;
340   printf("%10s %016llx ", name, u[0]);
341   if (is_q)
342     printf("%016llx", u[1]);
343   puts("");
344 }
345 void __attribute__((noinline,noclone)) dump_r_d(const char *name, void *dump)
346 { dump_r_(name, dump, 0); }
347 void __attribute__((noinline,noclone)) dump_r_q(const char *name, void *dump)
348 { dump_r_(name, dump, 1); }
349 #define dumprd(n) { u8 dump_[8]; gvst1_u8(n, dump_); dump_r_d(#n, dump_); }
350 #define dumprq(n) { u16 dump_[8]; gvst1q_u16(n, dump_); dump_r_q(#n, dump_); }
351 #endif
352
353 void compute_all_gradients(psx_gpu_struct * __restrict__ psx_gpu,
354  const vertex_struct * __restrict__ a, const vertex_struct * __restrict__ b,
355  const vertex_struct * __restrict__ c)
356 {
357   union { double d; struct { u32 l; u32 h; } i; } divident, divider;
358   union { double d; gvhreg v; } d30;
359
360 #if 0
361  compute_all_gradients_(psx_gpu, a, b, c);
362  return;
363 #endif
364   // First compute the triangle area reciprocal and shift. The division will
365   // happen concurrently with much of the work which follows.
366
367   // load exponent of 62 into upper half of double
368   u32 shift = __builtin_clz(psx_gpu->triangle_area);
369   u32 triangle_area_normalized = psx_gpu->triangle_area << shift;
370
371   // load area normalized into lower half of double
372   divident.i.l = triangle_area_normalized >> 10;
373   divident.i.h = (62 + 1023) << 20;
374
375   divider.i.l = triangle_area_normalized << 20;
376   divider.i.h = ((1022 + 31) << 20) + (triangle_area_normalized >> 11);
377
378   d30.d = divident.d / divider.d;       // d30 = ((1 << 62) + ta_n) / ta_n
379
380   // ((x1 - x0) * (y2 - y1)) - ((x2 - x1) * (y1 - y0)) =
381   // ( d0       *  d1      ) - ( d2       *  d3      ) =
382   // ( m0                  ) - ( m1                  ) = gradient
383
384   // This is split to do 12 elements at a time over three sets: a, b, and c.
385   // Technically we only need to do 10 elements (uvrgb_x and uvrgb_y), so
386   // two of the slots are unused.
387
388   // Inputs are all 16-bit signed. The m0/m1 results are 32-bit signed, as
389   // is g.
390
391   // First type is:  uvrg bxxx xxxx
392   // Second type is: yyyy ybyy uvrg
393   // Since x_a and y_c are the same the same variable is used for both.
394
395   gvreg v0;
396   gvreg v1;
397   gvreg v2;
398   gvreg uvrg_xxxx0;
399   gvreg uvrg_xxxx1;
400   gvreg uvrg_xxxx2;
401
402   gvreg y0_ab;
403   gvreg y1_ab;
404   gvreg y2_ab;
405
406   gvreg d0_ab;
407   gvreg d1_ab;
408   gvreg d2_ab;
409   gvreg d3_ab;
410
411   gvreg ga_uvrg_x;
412   gvreg ga_uvrg_y;
413   gvreg gw_rg_x;
414   gvreg gw_rg_y;
415   gvreg w_mask;
416   gvreg r_shift;
417   gvreg uvrg_dx2, uvrg_dx3;
418   gvreg uvrgb_phase;
419   gvhreg zero, tmp_lo, tmp_hi;
420
421   gvld1q_u8(v0, (u8 *)a);               // v0 = { uvrg0, b0, x0, y0 }
422   gvld1q_u8(v1, (u8 *)b);               // v1 = { uvrg1, b1, x1, y1 }
423   gvld1q_u8(v2, (u8 *)c);               // v2 = { uvrg2, b2, x2, y2 }
424
425   gvmovl_u8(uvrg_xxxx0, gvlo(v0));      // uvrg_xxxx0 = { uv0, rg0, b0-, -- }
426   gvmovl_u8(uvrg_xxxx1, gvlo(v1));      // uvrg_xxxx1 = { uv1, rg1, b1-, -- }
427   gvmovl_u8(uvrg_xxxx2, gvlo(v2));      // uvrg_xxxx2 = { uv2, rg2, b2-, -- }
428
429   gvdup_l_u16(tmp_lo, gvhi(v0), 1);     // yyyy0 = { yy0, yy0 }
430   gvcombine_u16(y0_ab, tmp_lo, gvlo(uvrg_xxxx0));
431
432   gvdup_l_u16(tmp_lo, gvhi(v0), 0);     // xxxx0 = { xx0, xx0 }
433   gvset_hi(uvrg_xxxx0, tmp_lo);
434
435   u32 x1_x2 = (u16)b->x | (c->x << 16); // x1_x2 = { x1, x2 }
436   u32 x0_x1 = (u16)a->x | (b->x << 16); // x0_x1 = { x0, x1 }
437
438   gvdup_l_u16(tmp_lo, gvhi(v1), 1);     // yyyy1 = { yy1, yy1 }
439   gvcombine_u16(y1_ab, tmp_lo, gvlo(uvrg_xxxx1));
440
441   gvdup_l_u16(tmp_lo, gvhi(v1), 0);     // xxxx1 = { xx1, xx1 }
442   gvset_hi(uvrg_xxxx1, tmp_lo);
443
444   gvdup_l_u16(tmp_lo, gvhi(v2), 1);     // yyyy2 = { yy2, yy2 }
445   gvcombine_u16(y2_ab, tmp_lo, gvlo(uvrg_xxxx2));
446
447   gvdup_l_u16(tmp_lo, gvhi(v2), 0);     // xxxx2 = { xx2, xx2 }
448   gvset_hi(uvrg_xxxx2, tmp_lo);
449
450   u32 y0_y1 = (u16)a->y | (b->y << 16); // y0_y1 = { y0, y1 }
451   u32 y1_y2 = (u16)b->y | (c->y << 16); // y1_y2 = { y1, y2 }
452
453   gvsubq_u16(d0_ab, uvrg_xxxx1, uvrg_xxxx0);
454
455   u32 b1_b2 = b->b | (c->b << 16);      // b1_b2 = { b1, b2 }
456
457   gvsubq_u16(d2_ab, uvrg_xxxx2, uvrg_xxxx1);
458
459   gvsubq_u16(d1_ab, y2_ab, y1_ab);
460
461   u32 b0_b1 = a->b | (b->b << 16);      // b0_b1 = { b0, b1 }
462
463   u32 dx, dy, db;
464   gssub16(dx, x1_x2, x0_x1);            // dx = { x1 - x0, x2 - x1 }
465   gssub16(dy, y1_y2, y0_y1);            // dy = { y1 - y0, y2 - y1 }
466   gssub16(db, b1_b2, b0_b1);            // db = { b1 - b0, b2 - b1 }
467
468   u32 ga_by, ga_bx;
469   gvsubq_u16(d3_ab, y1_ab, y0_ab);
470   gsmusdx(ga_by, dx, db);               // ga_by = ((x1 - x0) * (b2 - b1)) -
471                                         //         ((x2 - X1) * (b1 - b0))
472   gvmull_s16(ga_uvrg_x, gvlo(d0_ab), gvlo(d1_ab));
473   gsmusdx(ga_bx, db, dy);               // ga_bx = ((b1 - b0) * (y2 - y1)) -
474                                         //         ((b2 - b1) * (y1 - y0))
475   gvmlsl_s16(ga_uvrg_x, gvlo(d2_ab), gvlo(d3_ab));
476   u32 gs_bx = (s32)ga_bx >> 31;         // movs
477
478   gvmull_s16(ga_uvrg_y, gvhi(d0_ab), gvhi(d1_ab));
479   if ((s32)gs_bx < 0) ga_bx = -ga_bx;   // rsbmi
480
481   gvmlsl_s16(ga_uvrg_y, gvhi(d2_ab), gvhi(d3_ab));
482   u32 gs_by = (s32)ga_by >> 31;         // movs
483
484   gvhreg d0;
485   gvshr_n_u64(d0, d30.v, 22);           // note: on "d30 >> 22" gcc generates junk code
486
487   gvdupq_n_u32(uvrgb_phase, psx_gpu->uvrgb_phase);
488   u32 b_base = psx_gpu->uvrgb_phase + (a->b << 16);
489
490   if ((s32)gs_by < 0) ga_by = -ga_by;   // rsbmi
491   gvreg gs_uvrg_x, gs_uvrg_y;
492   gs_uvrg_x.s32 = ga_uvrg_x.s32 < 0;    // gs_uvrg_x = ga_uvrg_x < 0
493   gs_uvrg_y.s32 = ga_uvrg_y.s32 < 0;    // gs_uvrg_y = ga_uvrg_y < 0
494
495   gvdupq_n_u32(w_mask, -psx_gpu->triangle_winding); // w_mask = { -w, -w, -w, -w }
496   shift -= 62 - 12;                     // shift -= (62 - FIXED_BITS)
497
498   gvreg uvrg_base;
499   gvshll_n_u16(uvrg_base, gvlo(uvrg_xxxx0), 16); // uvrg_base = uvrg0 << 16
500   gvdupq_n_u32(r_shift, shift);         // r_shift = { shift, shift, shift, shift }
501
502   gvaddq_u32(uvrg_base, uvrg_base, uvrgb_phase);
503   gvabsq_s32(ga_uvrg_x, ga_uvrg_x);     // ga_uvrg_x = abs(ga_uvrg_x)
504
505   u32 area_r_s = d0.u32[0];             // area_r_s = triangle_reciprocal
506   gvabsq_s32(ga_uvrg_y, ga_uvrg_y);     // ga_uvrg_y = abs(ga_uvrg_y)
507
508   gvmull_l_u32(gw_rg_x, gvhi(ga_uvrg_x), d0, 0);
509   gvmull_l_u32(ga_uvrg_x, gvlo(ga_uvrg_x), d0, 0);
510   gvmull_l_u32(gw_rg_y, gvhi(ga_uvrg_y), d0, 0);
511   gvmull_l_u32(ga_uvrg_y, gvlo(ga_uvrg_y), d0, 0);
512
513   gvshlq_u64(gw_rg_x, gw_rg_x, r_shift);
514   gvshlq_u64(ga_uvrg_x, ga_uvrg_x, r_shift);
515   gvshlq_u64(gw_rg_y, gw_rg_y, r_shift);
516   gvshlq_u64(ga_uvrg_y, ga_uvrg_y, r_shift);
517
518   gveorq(gs_uvrg_x, gs_uvrg_x, w_mask);
519   gvmovn_u64(tmp_lo, ga_uvrg_x);
520
521   gveorq(gs_uvrg_y, gs_uvrg_y, w_mask);
522   gvmovn_u64(tmp_hi, gw_rg_x);
523
524   gvcombine_u32(ga_uvrg_x, tmp_lo, tmp_hi);
525
526   gveorq(ga_uvrg_x, ga_uvrg_x, gs_uvrg_x);
527   gvmovn_u64(tmp_lo, ga_uvrg_y);
528
529   gvsubq_u32(ga_uvrg_x, ga_uvrg_x, gs_uvrg_x);
530   gvmovn_u64(tmp_hi, gw_rg_y);
531
532   gvcombine_u32(ga_uvrg_y, tmp_lo, tmp_hi);
533
534   gveorq(ga_uvrg_y, ga_uvrg_y, gs_uvrg_y);
535   ga_bx = ga_bx << 13;
536
537   gvsubq_u32(ga_uvrg_y, ga_uvrg_y, gs_uvrg_y);
538   ga_by = ga_by << 13;
539
540   u32 gw_bx_h, gw_by_h;
541   gw_bx_h = (u64)ga_bx * area_r_s >> 32;
542
543   gvshlq_n_u32(ga_uvrg_x, ga_uvrg_x, 4);
544   gvshlq_n_u32(ga_uvrg_y, ga_uvrg_y, 4);
545
546   gw_by_h = (u64)ga_by * area_r_s >> 32;
547   gvdup_n_u32(tmp_lo, a->x);
548   gvmlsq_l_s32(uvrg_base, ga_uvrg_x, tmp_lo, 0);
549
550   gs_bx = gs_bx ^ -psx_gpu->triangle_winding;
551   gvaddq_u32(uvrg_dx2, ga_uvrg_x, ga_uvrg_x);
552
553   gs_by = gs_by ^ -psx_gpu->triangle_winding;
554
555   u32 r11 = -shift;                         // r11 = negative shift for scalar lsr
556   u32 *store_a = psx_gpu->uvrg.e;
557   r11 = r11 - (32 - 13);
558   u32 *store_b = store_a + 16 / sizeof(u32);
559
560   gvaddq_u32(uvrg_dx3, uvrg_dx2, ga_uvrg_x);
561   gvst1q_inc_u32(uvrg_base, store_a, 32);
562
563   gvst1q_inc_u32(ga_uvrg_x, store_b, 32);
564   u32 g_bx = (u32)gw_bx_h >> r11;
565
566   gvst1q_inc_u32(ga_uvrg_y, store_a, 32);
567   u32 g_by = (u32)gw_by_h >> r11;
568
569   gvdup_n_u32(zero, 0);
570
571   gvst4_4_inc_u32(zero, gvlo(ga_uvrg_x), gvlo(uvrg_dx2), gvlo(uvrg_dx3), store_b, 32);
572   g_bx = g_bx ^ gs_bx;
573
574   gvst4_4_inc_u32(zero, gvhi(ga_uvrg_x), gvhi(uvrg_dx2), gvhi(uvrg_dx3), store_b, 32);
575   g_bx = g_bx - gs_bx;
576
577   g_bx = g_bx << 4;
578   g_by = g_by ^ gs_by;
579
580   b_base -= g_bx * a->x;
581   g_by = g_by - gs_by;
582
583   g_by = g_by << 4;
584
585   u32 g_bx2 = g_bx + g_bx;
586   u32 g_bx3 = g_bx + g_bx2;
587
588   // 112
589   store_b[0] = 0;
590   store_b[1] = g_bx;
591   store_b[2] = g_bx2;
592   store_b[3] = g_bx3;
593   store_b[4] = b_base;
594   store_b[5] = g_by; // 132
595 }
596
597 #define setup_spans_debug_check(span_edge_data_element)                        \
598
599 #define setup_spans_prologue_alternate_yes()                                   \
600   vec_2x64s alternate_x;                                                       \
601   vec_2x64s alternate_dx_dy;                                                   \
602   vec_4x32s alternate_x_32;                                                    \
603   vec_2x32s alternate_x_16;                                                    \
604                                                                                \
605   vec_4x16u alternate_select;                                                  \
606   vec_4x16s y_mid_point;                                                       \
607                                                                                \
608   s32 y_b = v_b->y;                                                            \
609   s64 edge_alt;                                                                \
610   s32 edge_dx_dy_alt;                                                          \
611   u32 edge_shift_alt                                                           \
612
613 #define setup_spans_prologue_alternate_no()                                    \
614
615 #define setup_spans_prologue(alternate_active)                                 \
616   edge_data_struct *span_edge_data;                                            \
617   vec_4x32u *span_uvrg_offset;                                                 \
618   u32 *span_b_offset;                                                          \
619                                                                                \
620   s32 clip;                                                                    \
621   vec_4x32u v_clip;                                                            \
622                                                                                \
623   union { vec_2x64s full; vec_1x64s h[2]; } edges_xy;                          \
624   vec_2x32s edges_dx_dy;                                                       \
625   vec_2x32u edge_shifts;                                                       \
626                                                                                \
627   vec_2x64s left_x, right_x;                                                   \
628   vec_2x64s left_dx_dy, right_dx_dy;                                           \
629   vec_4x32s left_x_32, right_x_32;                                             \
630   vec_2x32s left_x_32_lo, right_x_32_lo;                                       \
631   vec_2x32s left_x_32_hi, right_x_32_hi;                                       \
632   vec_4x16s left_right_x_16_lo, left_right_x_16_hi;                            \
633   vec_4x16s y_x4;                                                              \
634   vec_8x16s left_edge;                                                         \
635   vec_8x16s right_edge;                                                        \
636   vec_4x16u span_shift;                                                        \
637                                                                                \
638   vec_2x32u c_0x01;                                                            \
639   vec_4x16u c_0x04;                                                            \
640   vec_4x16u c_0xFFFE;                                                          \
641   vec_4x16u c_0x07;                                                            \
642                                                                                \
643   vec_2x32s x_starts;                                                          \
644   vec_2x32s x_ends;                                                            \
645                                                                                \
646   s32 x_a = v_a->x;                                                            \
647   s32 x_b = v_b->x;                                                            \
648   s32 x_c = v_c->x;                                                            \
649   s32 y_a = v_a->y;                                                            \
650   s32 y_c = v_c->y;                                                            \
651                                                                                \
652   vec_4x32u uvrg;                                                              \
653   vec_4x32u uvrg_dy;                                                           \
654   u32 b = psx_gpu->b;                                                          \
655   u32 b_dy = psx_gpu->b_dy;                                                    \
656   const u32 *reciprocal_table = psx_gpu->reciprocal_table_ptr;                 \
657                                                                                \
658   gvld1q_u32(uvrg, psx_gpu->uvrg.e);                                           \
659   gvld1q_u32(uvrg_dy, psx_gpu->uvrg_dy.e);                                     \
660   gvdup_n_u32(c_0x01, 0x01);                                                   \
661   setup_spans_prologue_alternate_##alternate_active()                          \
662
663 #define setup_spans_prologue_b()                                               \
664   span_edge_data = psx_gpu->span_edge_data;                                    \
665   span_uvrg_offset = (vec_4x32u *)psx_gpu->span_uvrg_offset;                   \
666   span_b_offset = psx_gpu->span_b_offset;                                      \
667                                                                                \
668   vec_8x16u c_0x0001;                                                          \
669                                                                                \
670   gvdupq_n_u16(c_0x0001, 0x0001);                                              \
671   gvdupq_n_u16(left_edge, psx_gpu->viewport_start_x);                          \
672   gvdupq_n_u16(right_edge, psx_gpu->viewport_end_x);                           \
673   gvaddq_u16(right_edge, right_edge, c_0x0001);                                \
674   gvdup_n_u16(c_0x04, 0x04);                                                   \
675   gvdup_n_u16(c_0x07, 0x07);                                                   \
676   gvdup_n_u16(c_0xFFFE, 0xFFFE);                                               \
677
678
679 #define compute_edge_delta_x2()                                                \
680 {                                                                              \
681   vec_2x32s heights;                                                           \
682   vec_2x32s height_reciprocals;                                                \
683   vec_2x32s heights_b;                                                         \
684   vec_2x32u widths;                                                            \
685                                                                                \
686   u32 edge_shift = reciprocal_table[height];                                   \
687                                                                                \
688   gvdup_n_u32(heights, height);                                                \
689   gvsub_u32(widths, x_ends, x_starts);                                         \
690                                                                                \
691   gvdup_n_u32(edge_shifts, edge_shift);                                        \
692   gvsub_u32(heights_b, heights, c_0x01);                                       \
693   gvshr_n_u32(height_reciprocals, edge_shifts, 10);                            \
694                                                                                \
695   gvmla_s32(heights_b, x_starts, heights);                                     \
696   gvbic_n_u16(edge_shifts, 0xE0);                                              \
697   gvmul_s32(edges_dx_dy, widths, height_reciprocals);                          \
698   gvmull_s32(edges_xy.full, heights_b, height_reciprocals);                    \
699 }                                                                              \
700
701 #define compute_edge_delta_x3(start_c, height_a, height_b)                     \
702 {                                                                              \
703   vec_2x32s heights;                                                           \
704   vec_2x32s height_reciprocals;                                                \
705   vec_2x32s heights_b;                                                         \
706   vec_2x32u widths;                                                            \
707                                                                                \
708   u32 width_alt;                                                               \
709   s32 height_b_alt;                                                            \
710   u32 height_reciprocal_alt;                                                   \
711                                                                                \
712   gvcreate_u32(heights, height_a, height_b);                                   \
713   gvcreate_u32(edge_shifts, reciprocal_table[height_a], reciprocal_table[height_b]); \
714                                                                                \
715   edge_shift_alt = reciprocal_table[height_minor_b];                           \
716                                                                                \
717   gvsub_u32(widths, x_ends, x_starts);                                         \
718   width_alt = x_c - start_c;                                                   \
719                                                                                \
720   gvshr_n_u32(height_reciprocals, edge_shifts, 10);                            \
721   height_reciprocal_alt = edge_shift_alt >> 10;                                \
722                                                                                \
723   gvbic_n_u16(edge_shifts, 0xE0);                                              \
724   edge_shift_alt &= 0x1F;                                                      \
725                                                                                \
726   gvsub_u32(heights_b, heights, c_0x01);                                       \
727   height_b_alt = height_minor_b - 1;                                           \
728                                                                                \
729   gvmla_s32(heights_b, x_starts, heights);                                     \
730   height_b_alt += height_minor_b * start_c;                                    \
731                                                                                \
732   gvmull_s32(edges_xy.full, heights_b, height_reciprocals);                    \
733   edge_alt = (s64)height_b_alt * height_reciprocal_alt;                        \
734                                                                                \
735   gvmul_s32(edges_dx_dy, widths, height_reciprocals);                          \
736   edge_dx_dy_alt = width_alt * height_reciprocal_alt;                          \
737 }                                                                              \
738
739
740 #define setup_spans_adjust_y_up()                                              \
741   gvsub_u32(y_x4, y_x4, c_0x04)                                                \
742
743 #define setup_spans_adjust_y_down()                                            \
744   gvadd_u32(y_x4, y_x4, c_0x04)                                                \
745
746 #define setup_spans_adjust_interpolants_up()                                   \
747   gvsubq_u32(uvrg, uvrg, uvrg_dy);                                             \
748   b -= b_dy                                                                    \
749
750 #define setup_spans_adjust_interpolants_down()                                 \
751   gvaddq_u32(uvrg, uvrg, uvrg_dy);                                             \
752   b += b_dy                                                                    \
753
754
755 #define setup_spans_clip_interpolants_increment()                              \
756   gvmlaq_s32(uvrg, uvrg_dy, v_clip);                                           \
757   b += b_dy * clip                                                             \
758
759 #define setup_spans_clip_interpolants_decrement()                              \
760   gvmlsq_s32(uvrg, uvrg_dy, v_clip);                                           \
761   b -= b_dy * clip                                                             \
762
763 #define setup_spans_clip_alternate_yes()                                       \
764   edge_alt += edge_dx_dy_alt * (s64)(clip)                                     \
765
766 #define setup_spans_clip_alternate_no()                                        \
767
768 #define setup_spans_clip(direction, alternate_active)                          \
769 {                                                                              \
770   gvdupq_n_u32(v_clip, clip);                                                  \
771   gvmlal_s32(edges_xy.full, edges_dx_dy, gvlo(v_clip));                        \
772   setup_spans_clip_alternate_##alternate_active();                             \
773   setup_spans_clip_interpolants_##direction();                                 \
774 }                                                                              \
775
776
777 #define setup_spans_adjust_edges_alternate_no(left_index, right_index)         \
778 {                                                                              \
779   vec_2x64s edge_shifts_64;                                                    \
780   union { vec_2x64s full; vec_1x64s h[2]; } edges_dx_dy_64;                    \
781   vec_1x64s left_x_hi, right_x_hi;                                             \
782                                                                                \
783   gvmovl_s32(edge_shifts_64, edge_shifts);                                     \
784   gvshlq_s64(edges_xy.full, edges_xy.full, edge_shifts_64);                    \
785                                                                                \
786   gvmovl_s32(edges_dx_dy_64.full, edges_dx_dy);                                \
787   gvshlq_s64(edges_dx_dy_64.full, edges_dx_dy_64.full, edge_shifts_64);        \
788                                                                                \
789   gvdupq_l_s64(left_x, edges_xy.h[left_index], 0);                             \
790   gvdupq_l_s64(right_x, edges_xy.h[right_index], 0);                           \
791                                                                                \
792   gvdupq_l_s64(left_dx_dy, edges_dx_dy_64.h[left_index], 0);                   \
793   gvdupq_l_s64(right_dx_dy, edges_dx_dy_64.h[right_index], 0);                 \
794                                                                                \
795   gvadd_s64(left_x_hi, gvlo(left_x), gvlo(left_dx_dy));                        \
796   gvadd_s64(right_x_hi, gvlo(right_x), gvlo(right_dx_dy));                     \
797                                                                                \
798   gvset_hi(left_x, left_x_hi);                                                 \
799   gvset_hi(right_x, right_x_hi);                                               \
800                                                                                \
801   gvaddq_s64(left_dx_dy, left_dx_dy, left_dx_dy);                              \
802   gvaddq_s64(right_dx_dy, right_dx_dy, right_dx_dy);                           \
803 }                                                                              \
804
805 #define setup_spans_adjust_edges_alternate_yes(left_index, right_index)        \
806 {                                                                              \
807   setup_spans_adjust_edges_alternate_no(left_index, right_index);              \
808   s64 edge_dx_dy_alt_64;                                                       \
809   vec_1x64s alternate_x_hi;                                                    \
810                                                                                \
811   gvdup_n_u16(y_mid_point, y_b);                                               \
812                                                                                \
813   edge_alt <<= edge_shift_alt;                                                 \
814   edge_dx_dy_alt_64 = (s64)edge_dx_dy_alt << edge_shift_alt;                   \
815                                                                                \
816   gvdupq_n_s64(alternate_x, edge_alt);                                         \
817   gvdupq_n_s64(alternate_dx_dy, edge_dx_dy_alt_64);                            \
818                                                                                \
819   gvadd_s64(alternate_x_hi, gvlo(alternate_x), gvlo(alternate_dx_dy));         \
820   gvaddq_s64(alternate_dx_dy, alternate_dx_dy, alternate_dx_dy);               \
821   gvset_hi(alternate_x, alternate_x_hi);                                       \
822 }                                                                              \
823
824
825 #define setup_spans_y_select_up()                                              \
826   gvclt_s16(alternate_select, y_x4, y_mid_point)                               \
827
828 #define setup_spans_y_select_down()                                            \
829   gvcgt_s16(alternate_select, y_x4, y_mid_point)                               \
830
831 #define setup_spans_y_select_alternate_yes(direction)                          \
832   setup_spans_y_select_##direction()                                           \
833
834 #define setup_spans_y_select_alternate_no(direction)                           \
835
836 #define setup_spans_alternate_select_left()                                    \
837   gvbit(left_right_x_16_lo, alternate_x_16, alternate_select);                 \
838
839 #define setup_spans_alternate_select_right()                                   \
840   gvbit(left_right_x_16_hi, alternate_x_16, alternate_select);                 \
841
842 #define setup_spans_alternate_select_none()                                    \
843
844 #define setup_spans_increment_alternate_yes()                                  \
845 {                                                                              \
846   vec_2x32s alternate_x_32_lo, alternate_x_32_hi;                              \
847   gvshrn_n_s64(alternate_x_32_lo, alternate_x, 32);                            \
848   gvaddq_s64(alternate_x, alternate_x, alternate_dx_dy);                       \
849   gvshrn_n_s64(alternate_x_32_hi, alternate_x, 32);                            \
850   gvaddq_s64(alternate_x, alternate_x, alternate_dx_dy);                       \
851   gvcombine_u32(alternate_x_32, alternate_x_32_lo, alternate_x_32_hi);         \
852   gvmovn_u32(alternate_x_16, alternate_x_32);                                  \
853 }                                                                              \
854
855 #define setup_spans_increment_alternate_no()                                   \
856
857 #define setup_spans_set_x4(alternate, direction, alternate_active)             \
858 {                                                                              \
859   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
860   *span_b_offset++ = b;                                                        \
861   setup_spans_adjust_interpolants_##direction();                               \
862                                                                                \
863   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
864   *span_b_offset++ = b;                                                        \
865   setup_spans_adjust_interpolants_##direction();                               \
866                                                                                \
867   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
868   *span_b_offset++ = b;                                                        \
869   setup_spans_adjust_interpolants_##direction();                               \
870                                                                                \
871   gvst1q_pi_u32(uvrg, span_uvrg_offset);                                       \
872   *span_b_offset++ = b;                                                        \
873   setup_spans_adjust_interpolants_##direction();                               \
874                                                                                \
875   gvshrn_n_s64(left_x_32_lo, left_x, 32);                                      \
876   gvshrn_n_s64(right_x_32_lo, right_x, 32);                                    \
877                                                                                \
878   gvaddq_s64(left_x, left_x, left_dx_dy);                                      \
879   gvaddq_s64(right_x, right_x, right_dx_dy);                                   \
880                                                                                \
881   gvshrn_n_s64(left_x_32_hi, left_x, 32);                                      \
882   gvshrn_n_s64(right_x_32_hi, right_x, 32);                                    \
883                                                                                \
884   gvaddq_s64(left_x, left_x, left_dx_dy);                                      \
885   gvaddq_s64(right_x, right_x, right_dx_dy);                                   \
886                                                                                \
887   gvcombine_s64(left_x_32, left_x_32_lo, left_x_32_hi);                        \
888   gvcombine_s64(right_x_32, right_x_32_lo, right_x_32_hi);                     \
889                                                                                \
890   gvmovn_u32(left_right_x_16_lo, left_x_32);                                   \
891   gvmovn_u32(left_right_x_16_hi, right_x_32);                                  \
892                                                                                \
893   setup_spans_increment_alternate_##alternate_active();                        \
894   setup_spans_y_select_alternate_##alternate_active(direction);                \
895   setup_spans_alternate_select_##alternate();                                  \
896                                                                                \
897   gvmax_s16(left_right_x_16_lo, left_right_x_16_lo, gvlo(left_edge));          \
898   gvmax_s16(left_right_x_16_hi, left_right_x_16_hi, gvhi(left_edge));          \
899   gvmin_s16(left_right_x_16_lo, left_right_x_16_lo, gvlo(right_edge));         \
900   gvmin_s16(left_right_x_16_hi, left_right_x_16_hi, gvhi(right_edge));         \
901                                                                                \
902   gvsub_u16(left_right_x_16_hi, left_right_x_16_hi, left_right_x_16_lo);       \
903   gvadd_u16(left_right_x_16_hi, left_right_x_16_hi, c_0x07);                   \
904   gvand(span_shift, left_right_x_16_hi, c_0x07);                               \
905   gvshl_u16(span_shift, c_0xFFFE, span_shift);                                 \
906   gvshr_n_u16(left_right_x_16_hi, left_right_x_16_hi, 3);                      \
907                                                                                \
908   gvst4_pi_u16(left_right_x_16_lo, left_right_x_16_hi, span_shift, y_x4,       \
909     span_edge_data);                                                           \
910                                                                                \
911   setup_spans_adjust_y_##direction();                                          \
912 }                                                                              \
913
914
915 #define setup_spans_alternate_adjust_yes()                                     \
916   edge_alt -= edge_dx_dy_alt * (s64)height_minor_a                             \
917
918 #define setup_spans_alternate_adjust_no()                                      \
919
920
921 #define setup_spans_down(left_index, right_index, alternate, alternate_active) \
922   setup_spans_alternate_adjust_##alternate_active();                           \
923   if(y_c > psx_gpu->viewport_end_y)                                            \
924     height -= y_c - psx_gpu->viewport_end_y - 1;                               \
925                                                                                \
926   clip = psx_gpu->viewport_start_y - y_a;                                      \
927   if(clip > 0)                                                                 \
928   {                                                                            \
929     height -= clip;                                                            \
930     y_a += clip;                                                               \
931     setup_spans_clip(increment, alternate_active);                             \
932   }                                                                            \
933                                                                                \
934   setup_spans_prologue_b();                                                    \
935                                                                                \
936   if(height > 0)                                                               \
937   {                                                                            \
938     u64 y_x4_ = ((u64)(y_a + 3) << 48) | ((u64)(u16)(y_a + 2) << 32)           \
939               | (u32)((y_a + 1) << 16) | (u16)y_a;                             \
940     gvcreate_u64(y_x4, y_x4_);                                                 \
941     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
942      right_index);                                                             \
943                                                                                \
944     psx_gpu->num_spans = height;                                               \
945     do                                                                         \
946     {                                                                          \
947       setup_spans_set_x4(alternate, down, alternate_active);                   \
948       height -= 4;                                                             \
949     } while(height > 0);                                                       \
950   }                                                                            \
951
952
953 #define setup_spans_alternate_pre_increment_yes()                              \
954   edge_alt += edge_dx_dy_alt                                                   \
955
956 #define setup_spans_alternate_pre_increment_no()                               \
957
958 #define setup_spans_up_decrement_height_yes()                                  \
959   height--                                                                     \
960
961 #define setup_spans_up_decrement_height_no()                                   \
962   {}                                                                           \
963
964 #define setup_spans_up(left_index, right_index, alternate, alternate_active)   \
965   setup_spans_alternate_adjust_##alternate_active();                           \
966   y_a--;                                                                       \
967                                                                                \
968   if(y_c < psx_gpu->viewport_start_y)                                          \
969     height -= psx_gpu->viewport_start_y - y_c;                                 \
970   else                                                                         \
971     setup_spans_up_decrement_height_##alternate_active();                      \
972                                                                                \
973   clip = y_a - psx_gpu->viewport_end_y;                                        \
974   if(clip > 0)                                                                 \
975   {                                                                            \
976     height -= clip;                                                            \
977     y_a -= clip;                                                               \
978     setup_spans_clip(decrement, alternate_active);                             \
979   }                                                                            \
980                                                                                \
981   setup_spans_prologue_b();                                                    \
982                                                                                \
983   if(height > 0)                                                               \
984   {                                                                            \
985     u64 y_x4_ = ((u64)(y_a - 3) << 48) | ((u64)(u16)(y_a - 2) << 32)           \
986               | (u32)((y_a - 1) << 16) | (u16)y_a;                             \
987     gvcreate_u64(y_x4, y_x4_);                                                 \
988     gvaddw_s32(edges_xy.full, edges_xy.full, edges_dx_dy);                     \
989     setup_spans_alternate_pre_increment_##alternate_active();                  \
990     setup_spans_adjust_edges_alternate_##alternate_active(left_index,          \
991      right_index);                                                             \
992     setup_spans_adjust_interpolants_up();                                      \
993                                                                                \
994     psx_gpu->num_spans = height;                                               \
995     while(height > 0)                                                          \
996     {                                                                          \
997       setup_spans_set_x4(alternate, up, alternate_active);                     \
998       height -= 4;                                                             \
999     }                                                                          \
1000   }                                                                            \
1001
1002 #define index_left  0
1003 #define index_right 1
1004
1005 #define setup_spans_up_up(minor, major)                                        \
1006   setup_spans_prologue(yes);                                                   \
1007   s32 height_minor_a = y_a - y_b;                                              \
1008   s32 height_minor_b = y_b - y_c;                                              \
1009   s32 height = y_a - y_c;                                                      \
1010                                                                                \
1011   gvdup_n_u32(x_starts, x_a);                                                  \
1012   gvcreate_u32(x_ends, x_c, x_b);                                              \
1013                                                                                \
1014   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1015   setup_spans_up(index_##major, index_##minor, minor, yes)                     \
1016
1017 void setup_spans_up_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1018  vertex_struct *v_b, vertex_struct *v_c)
1019 {
1020 #if 0
1021   setup_spans_up_left_(psx_gpu, v_a, v_b, v_c);
1022   return;
1023 #endif
1024   setup_spans_up_up(left, right)
1025 }
1026
1027 void setup_spans_up_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1028  vertex_struct *v_b, vertex_struct *v_c)
1029 {
1030 #if 0
1031   setup_spans_up_right_(psx_gpu, v_a, v_b, v_c);
1032   return;
1033 #endif
1034   setup_spans_up_up(right, left)
1035 }
1036
1037 #define setup_spans_down_down(minor, major)                                    \
1038   setup_spans_prologue(yes);                                                   \
1039   s32 height_minor_a = y_b - y_a;                                              \
1040   s32 height_minor_b = y_c - y_b;                                              \
1041   s32 height = y_c - y_a;                                                      \
1042                                                                                \
1043   gvdup_n_u32(x_starts, x_a);                                                  \
1044   gvcreate_u32(x_ends, x_c, x_b);                                              \
1045                                                                                \
1046   compute_edge_delta_x3(x_b, height, height_minor_a);                          \
1047   setup_spans_down(index_##major, index_##minor, minor, yes)                   \
1048
1049 void setup_spans_down_left(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1050  vertex_struct *v_b, vertex_struct *v_c)
1051 {
1052 #if 0
1053   setup_spans_down_left_(psx_gpu, v_a, v_b, v_c);
1054   return;
1055 #endif
1056   setup_spans_down_down(left, right)
1057 }
1058
1059 void setup_spans_down_right(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1060  vertex_struct *v_b, vertex_struct *v_c)
1061 {
1062 #if 0
1063   setup_spans_down_right_(psx_gpu, v_a, v_b, v_c);
1064   return;
1065 #endif
1066   setup_spans_down_down(right, left)
1067 }
1068
1069 #define setup_spans_up_flat()                                                  \
1070   s32 height = y_a - y_c;                                                      \
1071                                                                                \
1072   compute_edge_delta_x2();                                                     \
1073   setup_spans_up(index_left, index_right, none, no)                            \
1074
1075 void setup_spans_up_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1076  vertex_struct *v_b, vertex_struct *v_c)
1077 {
1078 #if 0
1079   setup_spans_up_a_(psx_gpu, v_a, v_b, v_c);
1080   return;
1081 #endif
1082   setup_spans_prologue(no);
1083
1084   gvcreate_u32(x_starts, x_a, x_b);
1085   gvdup_n_u32(x_ends, x_c);
1086
1087   setup_spans_up_flat()
1088 }
1089
1090 void setup_spans_up_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1091  vertex_struct *v_b, vertex_struct *v_c)
1092 {
1093 #if 0
1094   setup_spans_up_b_(psx_gpu, v_a, v_b, v_c);
1095   return;
1096 #endif
1097   setup_spans_prologue(no);
1098
1099   gvdup_n_u32(x_starts, x_a);
1100   gvcreate_u32(x_ends, x_b, x_c);
1101
1102   setup_spans_up_flat()
1103 }
1104
1105 #define setup_spans_down_flat()                                                \
1106   s32 height = y_c - y_a;                                                      \
1107                                                                                \
1108   compute_edge_delta_x2();                                                     \
1109   setup_spans_down(index_left, index_right, none, no)                          \
1110
1111 void setup_spans_down_a(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1112  vertex_struct *v_b, vertex_struct *v_c)
1113 {
1114 #if 0
1115   setup_spans_down_a_(psx_gpu, v_a, v_b, v_c);
1116   return;
1117 #endif
1118   setup_spans_prologue(no);
1119
1120   gvcreate_u32(x_starts, x_a, x_b);
1121   gvdup_n_u32(x_ends, x_c);
1122
1123   setup_spans_down_flat()
1124 }
1125
1126 void setup_spans_down_b(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1127  vertex_struct *v_b, vertex_struct *v_c)
1128 {
1129 #if 0
1130   setup_spans_down_b_(psx_gpu, v_a, v_b, v_c);
1131   return;
1132 #endif
1133   setup_spans_prologue(no)
1134
1135   gvdup_n_u32(x_starts, x_a);
1136   gvcreate_u32(x_ends, x_b, x_c);
1137
1138   setup_spans_down_flat()
1139 }
1140
1141 void setup_spans_up_down(psx_gpu_struct *psx_gpu, vertex_struct *v_a,
1142  vertex_struct *v_b, vertex_struct *v_c)
1143 {
1144 #if 0
1145   setup_spans_up_down_(psx_gpu, v_a, v_b, v_c);
1146   return;
1147 #endif
1148   setup_spans_prologue(no);
1149
1150   s32 y_b = v_b->y;
1151   s64 edge_alt;
1152   s32 edge_dx_dy_alt;
1153   u32 edge_shift_alt;
1154
1155   s32 middle_y = y_a;
1156   s32 height_minor_a = y_a - y_b;
1157   s32 height_minor_b = y_c - y_a;
1158   s32 height_major = y_c - y_b;
1159
1160   vec_2x64s edges_xy_b;
1161   vec_1x64s edges_xy_b_left;
1162   vec_2x32s edges_dx_dy_b;
1163   vec_2x32u edge_shifts_b;
1164
1165   vec_2x32s height_increment;
1166
1167   gvcreate_u32(x_starts, x_a, x_c);
1168   gvdup_n_u32(x_ends, x_b);
1169
1170   compute_edge_delta_x3(x_a, height_minor_a, height_major);
1171
1172   gvcreate_s32(height_increment, 0, height_minor_b);
1173
1174   gvmlal_s32(edges_xy.full, edges_dx_dy, height_increment);
1175
1176   gvcreate_s64(edges_xy_b_left, edge_alt);
1177   gvcombine_s64(edges_xy_b, edges_xy_b_left, gvhi(edges_xy.full));
1178
1179   edge_shifts_b = edge_shifts;
1180   gvmov_l_u32(edge_shifts_b, edge_shift_alt, 0);
1181
1182   gvneg_s32(edges_dx_dy_b, edges_dx_dy);
1183   gvmov_l_s32(edges_dx_dy_b, edge_dx_dy_alt, 0);
1184
1185   y_a--;
1186
1187   if(y_b < psx_gpu->viewport_start_y)
1188     height_minor_a -= psx_gpu->viewport_start_y - y_b;
1189
1190   clip = y_a - psx_gpu->viewport_end_y;
1191   if(clip > 0)
1192   {
1193     height_minor_a -= clip;
1194     y_a -= clip;
1195     setup_spans_clip(decrement, no);
1196   }
1197
1198   setup_spans_prologue_b();
1199
1200   if(height_minor_a > 0)
1201   {
1202     u64 y_x4_ = ((u64)(y_a - 3) << 48) | ((u64)(u16)(y_a - 2) << 32)
1203               | (u32)((y_a - 1) << 16) | (u16)y_a;
1204     gvcreate_u64(y_x4, y_x4_);
1205     gvaddw_s32(edges_xy.full, edges_xy.full, edges_dx_dy);
1206     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1207     setup_spans_adjust_interpolants_up();
1208
1209     psx_gpu->num_spans = height_minor_a;
1210     while(height_minor_a > 0)
1211     {
1212       setup_spans_set_x4(none, up, no);
1213       height_minor_a -= 4;
1214     }
1215
1216     span_edge_data += height_minor_a;
1217     span_uvrg_offset += height_minor_a;
1218     span_b_offset += height_minor_a;
1219   }
1220
1221   edges_xy.full = edges_xy_b;
1222   edges_dx_dy = edges_dx_dy_b;
1223   edge_shifts = edge_shifts_b;
1224
1225   gvld1q_u32(uvrg, psx_gpu->uvrg.e);
1226   b = psx_gpu->b;
1227
1228   y_a = middle_y;
1229
1230   if(y_c > psx_gpu->viewport_end_y)
1231     height_minor_b -= y_c - psx_gpu->viewport_end_y - 1;
1232
1233   clip = psx_gpu->viewport_start_y - y_a;
1234   if(clip > 0)
1235   {
1236     height_minor_b -= clip;
1237     y_a += clip;
1238     setup_spans_clip(increment, no);
1239   }
1240
1241   if(height_minor_b > 0)
1242   {
1243     u64 y_x4_ = ((u64)(y_a + 3) << 48) | ((u64)(u16)(y_a + 2) << 32)
1244               | (u32)((y_a + 1) << 16) | (u16)y_a;
1245     gvcreate_u64(y_x4, y_x4_);
1246     setup_spans_adjust_edges_alternate_no(index_left, index_right);
1247
1248     // FIXME: overflow corner case
1249     if(psx_gpu->num_spans + height_minor_b == MAX_SPANS)
1250       height_minor_b &= ~3;
1251
1252     psx_gpu->num_spans += height_minor_b;
1253     while(height_minor_b > 0)
1254     {
1255       setup_spans_set_x4(none, down, no);
1256       height_minor_b -= 4;
1257     }
1258   }
1259 }
1260
1261
1262 #define dither_table_entry_normal(value)                                       \
1263   (value)                                                                      \
1264
1265 #define setup_blocks_load_msb_mask_indirect()                                  \
1266
1267 #define setup_blocks_load_msb_mask_direct()                                    \
1268   vec_8x16u msb_mask;                                                          \
1269   gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
1270
1271 #define setup_blocks_variables_shaded_textured(target)                         \
1272   vec_4x32u u_block;                                                           \
1273   vec_4x32u v_block;                                                           \
1274   vec_4x32u r_block;                                                           \
1275   vec_4x32u g_block;                                                           \
1276   vec_4x32u b_block;                                                           \
1277   vec_4x32u uvrg_dx;                                                           \
1278   vec_4x32u uvrg_dx4;                                                          \
1279   vec_4x32u uvrg_dx8;                                                          \
1280   vec_4x32u uvrg;                                                              \
1281   vec_16x8u texture_mask;                                                      \
1282   vec_8x8u texture_mask_lo, texture_mask_hi;                                   \
1283   u32 b_dx = psx_gpu->b_block_span.e[1];                                       \
1284   u32 b_dx4 = b_dx << 2;                                                       \
1285   u32 b_dx8 = b_dx << 3;                                                       \
1286   u32 b;                                                                       \
1287                                                                                \
1288   gvld1q_u32(uvrg_dx, psx_gpu->uvrg_dx.e);                                     \
1289   gvshlq_n_u32(uvrg_dx4, uvrg_dx, 2);                                          \
1290   gvshlq_n_u32(uvrg_dx8, uvrg_dx, 3);                                          \
1291   gvld2_dup(texture_mask_lo, texture_mask_hi, &psx_gpu->texture_mask_width);   \
1292   gvcombine_u16(texture_mask, texture_mask_lo, texture_mask_hi)                \
1293
1294 #define setup_blocks_variables_shaded_untextured(target)                       \
1295   vec_4x32u r_block;                                                           \
1296   vec_4x32u g_block;                                                           \
1297   vec_4x32u b_block;                                                           \
1298   vec_4x32u rgb_dx;                                                            \
1299   vec_2x32u rgb_dx_lo, rgb_dx_hi;                                              \
1300   vec_4x32u rgb_dx4;                                                           \
1301   vec_4x32u rgb_dx8;                                                           \
1302   vec_4x32u rgb;                                                               \
1303   vec_2x32u rgb_lo, rgb_hi;                                                    \
1304                                                                                \
1305   vec_8x8u d64_0x07;                                                           \
1306   vec_8x8u d64_1;                                                              \
1307   vec_8x8u d64_4;                                                              \
1308   vec_8x8u d64_128;                                                            \
1309                                                                                \
1310   gvdup_n_u8(d64_0x07, 0x07);                                                  \
1311   gvdup_n_u8(d64_1, 1);                                                        \
1312   gvdup_n_u8(d64_4, 4);                                                        \
1313   gvdup_n_u8(d64_128, 128);                                                    \
1314                                                                                \
1315   gvld1_u32(rgb_dx_lo, &psx_gpu->uvrg_dx.e[2]);                                \
1316   gvcreate_u32(rgb_dx_hi, psx_gpu->b_block_span.e[1], 0);                      \
1317   gvcombine_u32(rgb_dx, rgb_dx_lo, rgb_dx_hi);                                 \
1318   gvshlq_n_u32(rgb_dx4, rgb_dx, 2);                                            \
1319   gvshlq_n_u32(rgb_dx8, rgb_dx, 3)                                             \
1320
1321 #define setup_blocks_variables_unshaded_textured(target)                       \
1322   vec_4x32u u_block;                                                           \
1323   vec_4x32u v_block;                                                           \
1324   vec_2x32u uv_dx;                                                             \
1325   vec_2x32u uv_dx4;                                                            \
1326   vec_2x32u uv_dx8;                                                            \
1327   vec_2x32u uv;                                                                \
1328   vec_16x8u texture_mask;                                                      \
1329   vec_8x8u texture_mask_lo, texture_mask_hi;                                   \
1330                                                                                \
1331   gvld1_u32(uv_dx, psx_gpu->uvrg_dx.e);                                        \
1332   gvld1_u32(uv, psx_gpu->uvrg.e);                                              \
1333   gvshl_n_u32(uv_dx4, uv_dx, 2);                                               \
1334   gvshl_n_u32(uv_dx8, uv_dx, 3);                                               \
1335   gvld2_dup(texture_mask_lo, texture_mask_hi, &psx_gpu->texture_mask_width);   \
1336   gvcombine_u16(texture_mask, texture_mask_lo, texture_mask_hi)                \
1337
1338 #define setup_blocks_variables_unshaded_untextured_direct()                    \
1339   gvorrq(colors, colors, msb_mask)                                             \
1340
1341 #define setup_blocks_variables_unshaded_untextured_indirect()                  \
1342
1343 #define setup_blocks_variables_unshaded_untextured(target)                     \
1344   u32 color = psx_gpu->triangle_color;                                         \
1345   vec_8x16u colors;                                                            \
1346                                                                                \
1347   u32 color_r = color & 0xFF;                                                  \
1348   u32 color_g = (color >> 8) & 0xFF;                                           \
1349   u32 color_b = (color >> 16) & 0xFF;                                          \
1350                                                                                \
1351   color = (color_r >> 3) | ((color_g >> 3) << 5) |                             \
1352    ((color_b >> 3) << 10);                                                     \
1353   gvdupq_n_u16(colors, color);                                                 \
1354   setup_blocks_variables_unshaded_untextured_##target()                        \
1355
1356 #define setup_blocks_span_initialize_dithered_textured()                       \
1357   vec_8x16u dither_offsets;                                                    \
1358   gvshll_n_s8(dither_offsets, dither_offsets_short, 4)                         \
1359
1360 #define setup_blocks_span_initialize_dithered_untextured()                     \
1361   vec_8x8u dither_offsets;                                                     \
1362   gvadd_u8(dither_offsets, dither_offsets_short, d64_4)                        \
1363
1364 #define setup_blocks_span_initialize_dithered(texturing)                       \
1365   u32 dither_row = psx_gpu->dither_table[y & 0x3];                             \
1366   u32 dither_shift = (span_edge_data->left_x & 0x3) * 8;                       \
1367   vec_8x8s dither_offsets_short;                                               \
1368                                                                                \
1369   dither_row =                                                                 \
1370    (dither_row >> dither_shift) | (dither_row << (32 - dither_shift));         \
1371   gvdup_n_u32(dither_offsets_short, dither_row);                               \
1372   setup_blocks_span_initialize_dithered_##texturing()                          \
1373
1374 #define setup_blocks_span_initialize_undithered(texturing)                     \
1375
1376 #define setup_blocks_span_initialize_shaded_textured()                         \
1377 {                                                                              \
1378   u32 left_x = span_edge_data->left_x;                                         \
1379   vec_4x32u block_span;                                                        \
1380   vec_4x32u v_left_x;                                                          \
1381                                                                                \
1382   gvld1q_u32(uvrg, span_uvrg_offset);                                          \
1383   gvdupq_n_u32(v_left_x, left_x);                                              \
1384   gvmlaq_u32(uvrg, uvrg_dx, v_left_x);                                         \
1385   b = *span_b_offset;                                                          \
1386   b += b_dx * left_x;                                                          \
1387                                                                                \
1388   gvdupq_l_u32(u_block, gvlo(uvrg), 0);                                        \
1389   gvdupq_l_u32(v_block, gvlo(uvrg), 1);                                        \
1390   gvdupq_l_u32(r_block, gvhi(uvrg), 0);                                        \
1391   gvdupq_l_u32(g_block, gvhi(uvrg), 1);                                        \
1392   gvdupq_n_u32(b_block, b);                                                    \
1393                                                                                \
1394   gvld1q_u32(block_span, psx_gpu->u_block_span.e);                             \
1395   gvaddq_u32(u_block, u_block, block_span);                                    \
1396   gvld1q_u32(block_span, psx_gpu->v_block_span.e);                             \
1397   gvaddq_u32(v_block, v_block, block_span);                                    \
1398   gvld1q_u32(block_span, psx_gpu->r_block_span.e);                             \
1399   gvaddq_u32(r_block, r_block, block_span);                                    \
1400   gvld1q_u32(block_span, psx_gpu->g_block_span.e);                             \
1401   gvaddq_u32(g_block, g_block, block_span);                                    \
1402   gvld1q_u32(block_span, psx_gpu->b_block_span.e);                             \
1403   gvaddq_u32(b_block, b_block, block_span);                                    \
1404 }
1405
1406 #define setup_blocks_span_initialize_shaded_untextured()                       \
1407 {                                                                              \
1408   u32 left_x = span_edge_data->left_x;                                         \
1409   u32 *span_uvrg_offset_high = (u32 *)span_uvrg_offset + 2;                    \
1410   vec_4x32u block_span;                                                        \
1411   vec_4x32u v_left_x;                                                          \
1412                                                                                \
1413   gvld1_u32(rgb_lo, span_uvrg_offset_high);                                    \
1414   gvcreate_u32(rgb_hi, *span_b_offset, 0);                                     \
1415   gvcombine_u32(rgb, rgb_lo, rgb_hi);                                          \
1416   gvdupq_n_u32(v_left_x, left_x);                                              \
1417   gvmlaq_u32(rgb, rgb_dx, v_left_x);                                           \
1418                                                                                \
1419   gvdupq_l_u32(r_block, gvlo(rgb), 0);                                         \
1420   gvdupq_l_u32(g_block, gvlo(rgb), 1);                                         \
1421   gvdupq_l_u32(b_block, gvhi(rgb), 0);                                         \
1422                                                                                \
1423   gvld1q_u32(block_span, psx_gpu->r_block_span.e);                             \
1424   gvaddq_u32(r_block, r_block, block_span);                                    \
1425   gvld1q_u32(block_span, psx_gpu->g_block_span.e);                             \
1426   gvaddq_u32(g_block, g_block, block_span);                                    \
1427   gvld1q_u32(block_span, psx_gpu->b_block_span.e);                             \
1428   gvaddq_u32(b_block, b_block, block_span);                                    \
1429 }                                                                              \
1430
1431 #define setup_blocks_span_initialize_unshaded_textured()                       \
1432 {                                                                              \
1433   u32 left_x = span_edge_data->left_x;                                         \
1434   vec_4x32u block_span;                                                        \
1435   vec_2x32u v_left_x;                                                          \
1436                                                                                \
1437   gvld1_u32(uv, span_uvrg_offset);                                             \
1438   gvdup_n_u32(v_left_x, left_x);                                               \
1439   gvmla_u32(uv, uv_dx, v_left_x);                                              \
1440                                                                                \
1441   gvdupq_l_u32(u_block, uv, 0);                                                \
1442   gvdupq_l_u32(v_block, uv, 1);                                                \
1443                                                                                \
1444   gvld1q_u32(block_span, psx_gpu->u_block_span.e);                             \
1445   gvaddq_u32(u_block, u_block, block_span);                                    \
1446   gvld1q_u32(block_span, psx_gpu->v_block_span.e);                             \
1447   gvaddq_u32(v_block, v_block, block_span);                                    \
1448 }                                                                              \
1449
1450 #define setup_blocks_span_initialize_unshaded_untextured()                     \
1451
1452 #define setup_blocks_texture_swizzled()                                        \
1453 {                                                                              \
1454   vec_8x8u u_saved = u;                                                        \
1455   gvsli_n_u8(u, v, 4);                                                         \
1456   gvsri_n_u8(v, u_saved, 4);                                                   \
1457 }                                                                              \
1458
1459 #define setup_blocks_texture_unswizzled()                                      \
1460
1461 #define setup_blocks_store_shaded_textured(swizzling, dithering, target,       \
1462  edge_type)                                                                    \
1463 {                                                                              \
1464   vec_8x16u u_whole;                                                           \
1465   vec_8x16u v_whole;                                                           \
1466   vec_8x16u r_whole;                                                           \
1467   vec_8x16u g_whole;                                                           \
1468   vec_8x16u b_whole;                                                           \
1469   vec_4x16u u_whole_lo, u_whole_hi;                                            \
1470   vec_4x16u v_whole_lo, v_whole_hi;                                            \
1471   vec_4x16u r_whole_lo, r_whole_hi;                                            \
1472   vec_4x16u g_whole_lo, g_whole_hi;                                            \
1473   vec_4x16u b_whole_lo, b_whole_hi;                                            \
1474                                                                                \
1475   vec_8x8u u;                                                                  \
1476   vec_8x8u v;                                                                  \
1477   vec_8x8u r;                                                                  \
1478   vec_8x8u g;                                                                  \
1479   vec_8x8u b;                                                                  \
1480                                                                                \
1481   vec_4x32u dx4;                                                               \
1482   vec_4x32u dx8;                                                               \
1483                                                                                \
1484   gvshrn_n_u32(u_whole_lo, u_block, 16);                                       \
1485   gvshrn_n_u32(v_whole_lo, v_block, 16);                                       \
1486   gvshrn_n_u32(r_whole_lo, r_block, 16);                                       \
1487   gvshrn_n_u32(g_whole_lo, g_block, 16);                                       \
1488   gvshrn_n_u32(b_whole_lo, b_block, 16);                                       \
1489                                                                                \
1490   gvdupq_l_u32(dx4, gvlo(uvrg_dx4), 0);                                        \
1491   gvaddhn_u32(u_whole_hi, u_block, dx4);                                       \
1492   gvdupq_l_u32(dx4, gvlo(uvrg_dx4), 1);                                        \
1493   gvaddhn_u32(v_whole_hi, v_block, dx4);                                       \
1494   gvdupq_l_u32(dx4, gvhi(uvrg_dx4), 0);                                        \
1495   gvaddhn_u32(r_whole_hi, r_block, dx4);                                       \
1496   gvdupq_l_u32(dx4, gvhi(uvrg_dx4), 1);                                        \
1497   gvaddhn_u32(g_whole_hi, g_block, dx4);                                       \
1498   gvdupq_n_u32(dx4, b_dx4);                                                    \
1499   gvaddhn_u32(b_whole_hi, b_block, dx4);                                       \
1500                                                                                \
1501   gvcombine_u16(u_whole, u_whole_lo, u_whole_hi);                              \
1502   gvcombine_u16(v_whole, v_whole_lo, v_whole_hi);                              \
1503   gvcombine_u16(r_whole, r_whole_lo, r_whole_hi);                              \
1504   gvcombine_u16(g_whole, g_whole_lo, g_whole_hi);                              \
1505   gvcombine_u16(b_whole, b_whole_lo, b_whole_hi);                              \
1506   gvmovn_u16(u, u_whole);                                                      \
1507   gvmovn_u16(v, v_whole);                                                      \
1508   gvmovn_u16(r, r_whole);                                                      \
1509   gvmovn_u16(g, g_whole);                                                      \
1510   gvmovn_u16(b, b_whole);                                                      \
1511                                                                                \
1512   gvdupq_l_u32(dx8, gvlo(uvrg_dx8), 0);                                        \
1513   gvaddq_u32(u_block, u_block, dx8);                                           \
1514   gvdupq_l_u32(dx8, gvlo(uvrg_dx8), 1);                                        \
1515   gvaddq_u32(v_block, v_block, dx8);                                           \
1516   gvdupq_l_u32(dx8, gvhi(uvrg_dx8), 0);                                        \
1517   gvaddq_u32(r_block, r_block, dx8);                                           \
1518   gvdupq_l_u32(dx8, gvhi(uvrg_dx8), 1);                                        \
1519   gvaddq_u32(g_block, g_block, dx8);                                           \
1520   gvdupq_n_u32(dx8, b_dx8);                                                    \
1521   gvaddq_u32(b_block, b_block, dx8);                                           \
1522                                                                                \
1523   gvand(u, u, gvlo(texture_mask));                                             \
1524   gvand(v, v, gvhi(texture_mask));                                             \
1525   setup_blocks_texture_##swizzling();                                          \
1526                                                                                \
1527   gvst2_u8(u, v, (u8 *)block->uv.e);                                           \
1528   gvst1_u8(r, block->r.e);                                                     \
1529   gvst1_u8(g, block->g.e);                                                     \
1530   gvst1_u8(b, block->b.e);                                                     \
1531   gvst1q_u16(dither_offsets, (u16 *)block->dither_offsets.e);                  \
1532   block->fb_ptr = fb_ptr;                                                      \
1533 }                                                                              \
1534
1535 #define setup_blocks_store_unshaded_textured(swizzling, dithering, target,     \
1536  edge_type)                                                                    \
1537 {                                                                              \
1538   vec_8x16u u_whole;                                                           \
1539   vec_8x16u v_whole;                                                           \
1540   vec_4x16u u_whole_lo, u_whole_hi;                                            \
1541   vec_4x16u v_whole_lo, v_whole_hi;                                            \
1542                                                                                \
1543   vec_8x8u u;                                                                  \
1544   vec_8x8u v;                                                                  \
1545                                                                                \
1546   vec_4x32u dx4;                                                               \
1547   vec_4x32u dx8;                                                               \
1548                                                                                \
1549   gvshrn_n_u32(u_whole_lo, u_block, 16);                                       \
1550   gvshrn_n_u32(v_whole_lo, v_block, 16);                                       \
1551                                                                                \
1552   gvdupq_l_u32(dx4, uv_dx4, 0);                                                \
1553   gvaddhn_u32(u_whole_hi, u_block, dx4);                                       \
1554   gvdupq_l_u32(dx4, uv_dx4, 1);                                                \
1555   gvaddhn_u32(v_whole_hi, v_block, dx4);                                       \
1556                                                                                \
1557   gvcombine_u16(u_whole, u_whole_lo, u_whole_hi);                              \
1558   gvcombine_u16(v_whole, v_whole_lo, v_whole_hi);                              \
1559   gvmovn_u16(u, u_whole);                                                      \
1560   gvmovn_u16(v, v_whole);                                                      \
1561                                                                                \
1562   gvdupq_l_u32(dx8, uv_dx8, 0);                                                \
1563   gvaddq_u32(u_block, u_block, dx8);                                           \
1564   gvdupq_l_u32(dx8, uv_dx8, 1);                                                \
1565   gvaddq_u32(v_block, v_block, dx8);                                           \
1566                                                                                \
1567   gvand(u, u, gvlo(texture_mask));                                             \
1568   gvand(v, v, gvhi(texture_mask));                                             \
1569   setup_blocks_texture_##swizzling();                                          \
1570                                                                                \
1571   gvst2_u8(u, v, (u8 *)block->uv.e);                                           \
1572   gvst1q_u16(dither_offsets, (u16 *)block->dither_offsets.e);                  \
1573   block->fb_ptr = fb_ptr;                                                      \
1574 }                                                                              \
1575
1576 #define setup_blocks_store_shaded_untextured_dithered()                        \
1577   gvqadd_u8(r, r, dither_offsets);                                             \
1578   gvqadd_u8(g, g, dither_offsets);                                             \
1579   gvqadd_u8(b, b, dither_offsets);                                             \
1580                                                                                \
1581   gvqsub_u8(r, r, d64_4);                                                      \
1582   gvqsub_u8(g, g, d64_4);                                                      \
1583   gvqsub_u8(b, b, d64_4)                                                       \
1584
1585 #define setup_blocks_store_shaded_untextured_undithered()                      \
1586
1587 #define setup_blocks_store_untextured_pixels_indirect_full(_pixels)            \
1588   gvst1q_u16(_pixels, block->pixels.e);                                        \
1589   block->fb_ptr = fb_ptr                                                       \
1590
1591 #define setup_blocks_store_untextured_pixels_indirect_edge(_pixels)            \
1592   gvst1q_u16(_pixels, block->pixels.e);                                        \
1593   block->fb_ptr = fb_ptr                                                       \
1594
1595 #define setup_blocks_store_shaded_untextured_seed_pixels_indirect()            \
1596   gvmull_u8(pixels, r, d64_1)                                                  \
1597
1598 #define setup_blocks_store_untextured_pixels_direct_full(_pixels)              \
1599   gvst1q_u16(_pixels, fb_ptr)                                                  \
1600
1601 #define setup_blocks_store_untextured_pixels_direct_edge(_pixels)              \
1602 {                                                                              \
1603   vec_8x16u fb_pixels;                                                         \
1604   vec_8x16u draw_mask;                                                         \
1605   vec_8x16u test_mask;                                                         \
1606                                                                                \
1607   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
1608   gvld1q_u16(fb_pixels, fb_ptr);                                               \
1609   gvdupq_n_u16(draw_mask, span_edge_data->right_mask);                         \
1610   gvtstq_u16(draw_mask, draw_mask, test_mask);                                 \
1611   gvbifq(fb_pixels, _pixels, draw_mask);                                       \
1612   gvst1q_u16(fb_pixels, fb_ptr);                                               \
1613 }                                                                              \
1614
1615 #define setup_blocks_store_shaded_untextured_seed_pixels_direct()              \
1616   pixels = msb_mask;                                                           \
1617   gvmlal_u8(pixels, r, d64_1)                                                  \
1618
1619 #define setup_blocks_store_shaded_untextured(swizzling, dithering, target,     \
1620  edge_type)                                                                    \
1621 {                                                                              \
1622   vec_8x16u r_whole;                                                           \
1623   vec_8x16u g_whole;                                                           \
1624   vec_8x16u b_whole;                                                           \
1625   vec_4x16u r_whole_lo, r_whole_hi;                                            \
1626   vec_4x16u g_whole_lo, g_whole_hi;                                            \
1627   vec_4x16u b_whole_lo, b_whole_hi;                                            \
1628                                                                                \
1629   vec_8x8u r;                                                                  \
1630   vec_8x8u g;                                                                  \
1631   vec_8x8u b;                                                                  \
1632                                                                                \
1633   vec_4x32u dx4;                                                               \
1634   vec_4x32u dx8;                                                               \
1635                                                                                \
1636   vec_8x16u pixels;                                                            \
1637                                                                                \
1638   gvshrn_n_u32(r_whole_lo, r_block, 16);                                       \
1639   gvshrn_n_u32(g_whole_lo, g_block, 16);                                       \
1640   gvshrn_n_u32(b_whole_lo, b_block, 16);                                       \
1641                                                                                \
1642   gvdupq_l_u32(dx4, gvlo(rgb_dx4), 0);                                         \
1643   gvaddhn_u32(r_whole_hi, r_block, dx4);                                       \
1644   gvdupq_l_u32(dx4, gvlo(rgb_dx4), 1);                                         \
1645   gvaddhn_u32(g_whole_hi, g_block, dx4);                                       \
1646   gvdupq_l_u32(dx4, gvhi(rgb_dx4), 0);                                         \
1647   gvaddhn_u32(b_whole_hi, b_block, dx4);                                       \
1648                                                                                \
1649   gvcombine_u16(r_whole, r_whole_lo, r_whole_hi);                              \
1650   gvcombine_u16(g_whole, g_whole_lo, g_whole_hi);                              \
1651   gvcombine_u16(b_whole, b_whole_lo, b_whole_hi);                              \
1652   gvmovn_u16(r, r_whole);                                                      \
1653   gvmovn_u16(g, g_whole);                                                      \
1654   gvmovn_u16(b, b_whole);                                                      \
1655                                                                                \
1656   gvdupq_l_u32(dx8, gvlo(rgb_dx8), 0);                                         \
1657   gvaddq_u32(r_block, r_block, dx8);                                           \
1658   gvdupq_l_u32(dx8, gvlo(rgb_dx8), 1);                                         \
1659   gvaddq_u32(g_block, g_block, dx8);                                           \
1660   gvdupq_l_u32(dx8, gvhi(rgb_dx8), 0);                                         \
1661   gvaddq_u32(b_block, b_block, dx8);                                           \
1662                                                                                \
1663   setup_blocks_store_shaded_untextured_##dithering();                          \
1664                                                                                \
1665   gvshr_n_u8(r, r, 3);                                                         \
1666   gvbic(g, g, d64_0x07);                                                       \
1667   gvbic(b, b, d64_0x07);                                                       \
1668                                                                                \
1669   setup_blocks_store_shaded_untextured_seed_pixels_##target();                 \
1670   gvmlal_u8(pixels, g, d64_4);                                                 \
1671   gvmlal_u8(pixels, b, d64_128);                                               \
1672                                                                                \
1673   setup_blocks_store_untextured_pixels_##target##_##edge_type(pixels);         \
1674 }                                                                              \
1675
1676 #define setup_blocks_store_unshaded_untextured(swizzling, dithering, target,   \
1677  edge_type)                                                                    \
1678   setup_blocks_store_untextured_pixels_##target##_##edge_type(colors)          \
1679
1680 #define setup_blocks_store_draw_mask_textured_indirect(_block, bits)           \
1681   (_block)->draw_mask_bits = bits                                              \
1682
1683 #define setup_blocks_store_draw_mask_untextured_indirect(_block, bits)         \
1684 {                                                                              \
1685   vec_8x16u bits_mask;                                                         \
1686   vec_8x16u test_mask;                                                         \
1687                                                                                \
1688   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
1689   gvdupq_n_u16(bits_mask, bits);                                               \
1690   gvtstq_u16(bits_mask, bits_mask, test_mask);                                 \
1691   gvst1q_u16(bits_mask, (_block)->draw_mask.e);                                \
1692 }                                                                              \
1693
1694 #define setup_blocks_store_draw_mask_untextured_direct(_block, bits)           \
1695
1696 #define setup_blocks_add_blocks_indirect()                                     \
1697   num_blocks += span_num_blocks;                                               \
1698                                                                                \
1699   if(num_blocks > MAX_BLOCKS)                                                  \
1700   {                                                                            \
1701     psx_gpu->num_blocks = num_blocks - span_num_blocks;                        \
1702     flush_render_block_buffer(psx_gpu);                                        \
1703     num_blocks = span_num_blocks;                                              \
1704     block = psx_gpu->blocks;                                                   \
1705   }                                                                            \
1706
1707 #define setup_blocks_add_blocks_direct()                                       \
1708
1709 #define setup_blocks_do(shading, texturing, dithering, sw, target)             \
1710   setup_blocks_load_msb_mask_##target();                                       \
1711   setup_blocks_variables_##shading##_##texturing(target);                      \
1712                                                                                \
1713   edge_data_struct *span_edge_data = psx_gpu->span_edge_data;                  \
1714   vec_4x32u *span_uvrg_offset = (vec_4x32u *)psx_gpu->span_uvrg_offset;        \
1715   u32 *span_b_offset = psx_gpu->span_b_offset;                                 \
1716                                                                                \
1717   block_struct *block = psx_gpu->blocks + psx_gpu->num_blocks;                 \
1718                                                                                \
1719   u32 num_spans = psx_gpu->num_spans;                                          \
1720                                                                                \
1721   u16 *fb_ptr;                                                                 \
1722   u32 y;                                                                       \
1723                                                                                \
1724   u32 num_blocks = psx_gpu->num_blocks;                                        \
1725   u32 span_num_blocks;                                                         \
1726                                                                                \
1727   while(num_spans)                                                             \
1728   {                                                                            \
1729     span_num_blocks = span_edge_data->num_blocks;                              \
1730     if(span_num_blocks)                                                        \
1731     {                                                                          \
1732       y = span_edge_data->y;                                                   \
1733       fb_ptr = psx_gpu->vram_out_ptr + span_edge_data->left_x + (y * 1024);    \
1734                                                                                \
1735       setup_blocks_span_initialize_##shading##_##texturing();                  \
1736       setup_blocks_span_initialize_##dithering(texturing);                     \
1737                                                                                \
1738       setup_blocks_add_blocks_##target();                                      \
1739                                                                                \
1740       s32 pixel_span = span_num_blocks * 8;                                    \
1741       pixel_span -= __builtin_popcount(span_edge_data->right_mask & 0xFF);     \
1742                                                                                \
1743       span_num_blocks--;                                                       \
1744       while(span_num_blocks)                                                   \
1745       {                                                                        \
1746         setup_blocks_store_##shading##_##texturing(sw, dithering, target,      \
1747          full);                                                                \
1748         setup_blocks_store_draw_mask_##texturing##_##target(block, 0x00);      \
1749                                                                                \
1750         fb_ptr += 8;                                                           \
1751         block++;                                                               \
1752         span_num_blocks--;                                                     \
1753       }                                                                        \
1754                                                                                \
1755       setup_blocks_store_##shading##_##texturing(sw, dithering, target, edge); \
1756       setup_blocks_store_draw_mask_##texturing##_##target(block,               \
1757        span_edge_data->right_mask);                                            \
1758                                                                                \
1759       block++;                                                                 \
1760     }                                                                          \
1761                                                                                \
1762     num_spans--;                                                               \
1763     span_edge_data++;                                                          \
1764     span_uvrg_offset++;                                                        \
1765     span_b_offset++;                                                           \
1766   }                                                                            \
1767                                                                                \
1768   psx_gpu->num_blocks = num_blocks                                             \
1769
1770 void setup_blocks_shaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1771  *psx_gpu)
1772 {
1773 #if 0
1774   setup_blocks_shaded_textured_dithered_swizzled_indirect_(psx_gpu);
1775   return;
1776 #endif
1777   setup_blocks_do(shaded, textured, dithered, swizzled, indirect);
1778 }
1779
1780 void setup_blocks_shaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1781  *psx_gpu)
1782 {
1783 #if 0
1784   setup_blocks_shaded_textured_dithered_unswizzled_indirect_(psx_gpu);
1785   return;
1786 #endif
1787   setup_blocks_do(shaded, textured, dithered, unswizzled, indirect);
1788 }
1789
1790 void setup_blocks_unshaded_textured_dithered_swizzled_indirect(psx_gpu_struct
1791  *psx_gpu)
1792 {
1793 #if 0
1794   setup_blocks_unshaded_textured_dithered_swizzled_indirect_(psx_gpu);
1795   return;
1796 #endif
1797   setup_blocks_do(unshaded, textured, dithered, swizzled, indirect);
1798 }
1799
1800 void setup_blocks_unshaded_textured_dithered_unswizzled_indirect(psx_gpu_struct
1801  *psx_gpu)
1802 {
1803 #if 0
1804   setup_blocks_unshaded_textured_dithered_unswizzled_indirect_(psx_gpu);
1805   return;
1806 #endif
1807   setup_blocks_do(unshaded, textured, dithered, unswizzled, indirect);
1808 }
1809
1810 void setup_blocks_unshaded_untextured_undithered_unswizzled_indirect(
1811  psx_gpu_struct *psx_gpu)
1812 {
1813 #if 0
1814   setup_blocks_unshaded_untextured_undithered_unswizzled_indirect_(psx_gpu);
1815   return;
1816 #endif
1817   setup_blocks_do(unshaded, untextured, undithered, unswizzled, indirect);
1818 }
1819
1820 void setup_blocks_unshaded_untextured_undithered_unswizzled_direct(
1821  psx_gpu_struct *psx_gpu)
1822 {
1823 #if 0
1824   setup_blocks_unshaded_untextured_undithered_unswizzled_direct_(psx_gpu);
1825   return;
1826 #endif
1827   setup_blocks_do(unshaded, untextured, undithered, unswizzled, direct);
1828 }
1829
1830 void setup_blocks_shaded_untextured_undithered_unswizzled_indirect(psx_gpu_struct
1831  *psx_gpu)
1832 {
1833 #if 0
1834   setup_blocks_shaded_untextured_undithered_unswizzled_indirect_(psx_gpu);
1835   return;
1836 #endif
1837   setup_blocks_do(shaded, untextured, undithered, unswizzled, indirect);
1838 }
1839
1840 void setup_blocks_shaded_untextured_dithered_unswizzled_indirect(psx_gpu_struct
1841  *psx_gpu)
1842 {
1843 #if 0
1844   setup_blocks_shaded_untextured_dithered_unswizzled_indirect_(psx_gpu);
1845   return;
1846 #endif
1847   setup_blocks_do(shaded, untextured, dithered, unswizzled, indirect);
1848 }
1849
1850 void setup_blocks_shaded_untextured_undithered_unswizzled_direct(
1851  psx_gpu_struct *psx_gpu)
1852 {
1853 #if 0
1854   setup_blocks_shaded_untextured_undithered_unswizzled_direct_(psx_gpu);
1855   return;
1856 #endif
1857   setup_blocks_do(shaded, untextured, undithered, unswizzled, direct);
1858 }
1859
1860 void setup_blocks_shaded_untextured_dithered_unswizzled_direct(psx_gpu_struct
1861  *psx_gpu)
1862 {
1863 #if 0
1864   setup_blocks_shaded_untextured_dithered_unswizzled_direct_(psx_gpu);
1865   return;
1866 #endif
1867   setup_blocks_do(shaded, untextured, dithered, unswizzled, direct);
1868 }
1869
1870 static void update_texture_4bpp_cache(psx_gpu_struct *psx_gpu)
1871 {
1872   u32 current_texture_page = psx_gpu->current_texture_page;
1873   u8 *texture_page_ptr = psx_gpu->texture_page_base;
1874   const u16 *vram_ptr = psx_gpu->vram_ptr;
1875   u32 tile_x, tile_y;
1876   u32 sub_y;
1877   vec_8x16u c_0x00f0;
1878
1879   vram_ptr += (current_texture_page >> 4) * 256 * 1024;
1880   vram_ptr += (current_texture_page & 0xF) * 64;
1881
1882   gvdupq_n_u16(c_0x00f0, 0x00f0);
1883
1884   psx_gpu->dirty_textures_4bpp_mask &= ~(psx_gpu->current_texture_mask);
1885
1886   for (tile_y = 16; tile_y; tile_y--)
1887   {
1888     for (tile_x = 16; tile_x; tile_x--)
1889     {
1890       for (sub_y = 8; sub_y; sub_y--)
1891       {
1892         vec_8x8u texel_block_a, texel_block_b;
1893         vec_8x16u texel_block_expanded_a, texel_block_expanded_b;
1894         vec_8x16u texel_block_expanded_c, texel_block_expanded_d;
1895         vec_8x16u texel_block_expanded_ab, texel_block_expanded_cd;
1896
1897         gvld1_u8(texel_block_a, (u8 *)vram_ptr); vram_ptr += 1024;
1898         gvld1_u8(texel_block_b, (u8 *)vram_ptr); vram_ptr += 1024;
1899
1900         gvmovl_u8(texel_block_expanded_a, texel_block_a);
1901         gvshll_n_u8(texel_block_expanded_b, texel_block_a, 4);
1902         gvmovl_u8(texel_block_expanded_c, texel_block_b);
1903         gvshll_n_u8(texel_block_expanded_d, texel_block_b, 4);
1904
1905         gvbicq(texel_block_expanded_a, texel_block_expanded_a, c_0x00f0);
1906         gvbicq(texel_block_expanded_b, texel_block_expanded_b, c_0x00f0);
1907         gvbicq(texel_block_expanded_c, texel_block_expanded_c, c_0x00f0);
1908         gvbicq(texel_block_expanded_d, texel_block_expanded_d, c_0x00f0);
1909
1910         gvorrq(texel_block_expanded_ab, texel_block_expanded_a, texel_block_expanded_b);
1911         gvorrq(texel_block_expanded_cd, texel_block_expanded_c, texel_block_expanded_d);
1912
1913         gvst1q_2_pi_u32(texel_block_expanded_ab, texel_block_expanded_cd, texture_page_ptr);
1914       }
1915
1916       vram_ptr -= (1024 * 16) - 4;
1917     }
1918
1919     vram_ptr += (16 * 1024) - (4 * 16);
1920   }
1921 }
1922
1923 void update_texture_8bpp_cache_slice(psx_gpu_struct *psx_gpu,
1924  u32 texture_page)
1925 {
1926 #if 0
1927   update_texture_8bpp_cache_slice_(psx_gpu, texture_page);
1928   return;
1929 #endif
1930   u16 *texture_page_ptr = psx_gpu->texture_page_base;
1931   u16 *vram_ptr = psx_gpu->vram_ptr;
1932
1933   u32 tile_x, tile_y;
1934   u32 sub_y;
1935
1936   vram_ptr += (texture_page >> 4) * 256 * 1024;
1937   vram_ptr += (texture_page & 0xF) * 64;
1938
1939   if((texture_page ^ psx_gpu->current_texture_page) & 0x1)
1940     texture_page_ptr += (8 * 16) * 8;
1941
1942   for (tile_y = 16; tile_y; tile_y--)
1943   {
1944     for (tile_x = 8; tile_x; tile_x--)
1945     {
1946       for (sub_y = 4; sub_y; sub_y--)
1947       {
1948         vec_4x32u texels_a, texels_b, texels_c, texels_d = {};
1949         gvld1q_u32(texels_a, vram_ptr); vram_ptr += 1024;
1950         gvld1q_u32(texels_b, vram_ptr); vram_ptr += 1024;
1951         gvld1q_u32(texels_c, vram_ptr); vram_ptr += 1024;
1952         gvld1q_u32(texels_d, vram_ptr); vram_ptr += 1024;
1953
1954         gvst1q_2_pi_u32(texels_a, texels_b, texture_page_ptr);
1955         gvst1q_2_pi_u32(texels_c, texels_d, texture_page_ptr);
1956       }
1957
1958       vram_ptr -= (1024 * 16) - 8;
1959     }
1960
1961     vram_ptr -= (8 * 8);
1962     vram_ptr += (16 * 1024);
1963
1964     texture_page_ptr += (8 * 16) * 8;
1965   }
1966 }
1967
1968 void texture_blocks_untextured(psx_gpu_struct *psx_gpu)
1969 {
1970 }
1971
1972 void texture_blocks_4bpp(psx_gpu_struct *psx_gpu)
1973 {
1974 #if 0
1975   texture_blocks_4bpp_(psx_gpu);
1976   return;
1977 #endif
1978   block_struct *block = psx_gpu->blocks;
1979   u32 num_blocks = psx_gpu->num_blocks;
1980
1981   vec_8x8u texels_low;
1982   vec_8x8u texels_high;
1983
1984   vec_16x8u clut_low;
1985   vec_16x8u clut_high;
1986
1987   const u8 *texture_ptr_8bpp = psx_gpu->texture_page_ptr;
1988
1989   gvld2q_u8(clut_low, clut_high, (u8 *)psx_gpu->clut_ptr);
1990
1991   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)
1992     update_texture_4bpp_cache(psx_gpu);
1993
1994   while(num_blocks)
1995   {
1996     vec_8x8u texels =
1997     {
1998       .u8 =
1999       {
2000         texture_ptr_8bpp[block->uv.e[0]],
2001         texture_ptr_8bpp[block->uv.e[1]],
2002         texture_ptr_8bpp[block->uv.e[2]],
2003         texture_ptr_8bpp[block->uv.e[3]],
2004         texture_ptr_8bpp[block->uv.e[4]],
2005         texture_ptr_8bpp[block->uv.e[5]],
2006         texture_ptr_8bpp[block->uv.e[6]],
2007         texture_ptr_8bpp[block->uv.e[7]]
2008       }
2009     };
2010
2011     gvtbl2_u8(texels_low, clut_low, texels);
2012     gvtbl2_u8(texels_high, clut_high, texels);
2013
2014     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);
2015
2016     num_blocks--;
2017     block++;
2018   }
2019 }
2020
2021 void texture_blocks_8bpp(psx_gpu_struct *psx_gpu)
2022 {
2023 #if 0
2024   texture_blocks_8bpp_(psx_gpu);
2025   return;
2026 #endif
2027   u32 num_blocks = psx_gpu->num_blocks;
2028
2029   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)
2030     update_texture_8bpp_cache(psx_gpu);
2031
2032   const u8 * __restrict__ texture_ptr_8bpp = psx_gpu->texture_page_ptr;
2033   const u16 * __restrict__ clut_ptr = psx_gpu->clut_ptr;
2034   block_struct * __restrict__ block = psx_gpu->blocks;
2035
2036   while(num_blocks)
2037   {
2038     u16 offset;
2039     #define load_one(i_) \
2040       offset = block->uv.e[i_]; u16 texel##i_ = texture_ptr_8bpp[offset]
2041     #define store_one(i_) \
2042       block->texels.e[i_] = clut_ptr[texel##i_]
2043     load_one(0); load_one(1); load_one(2); load_one(3);
2044     load_one(4); load_one(5); load_one(6); load_one(7);
2045     store_one(0); store_one(1); store_one(2); store_one(3);
2046     store_one(4); store_one(5); store_one(6); store_one(7);
2047     #undef load_one
2048     #undef store_one
2049
2050     num_blocks--;
2051     block++;
2052   }
2053 }
2054
2055 void texture_blocks_16bpp(psx_gpu_struct *psx_gpu)
2056 {
2057 #if 0
2058   texture_blocks_16bpp_(psx_gpu);
2059   return;
2060 #endif
2061   u32 num_blocks = psx_gpu->num_blocks;
2062   const u16 * __restrict__ texture_ptr_16bpp = psx_gpu->texture_page_ptr;
2063   block_struct * __restrict__ block = psx_gpu->blocks;
2064
2065   while(num_blocks)
2066   {
2067     u32 offset;
2068     #define load_one(i_) \
2069       offset = block->uv.e[i_]; \
2070       offset += ((offset & 0xFF00) * 3); \
2071       u16 texel##i_ = texture_ptr_16bpp[offset]
2072     #define store_one(i_) \
2073       block->texels.e[i_] = texel##i_
2074     load_one(0); load_one(1); load_one(2); load_one(3);
2075     load_one(4); load_one(5); load_one(6); load_one(7);
2076     store_one(0); store_one(1); store_one(2); store_one(3);
2077     store_one(4); store_one(5); store_one(6); store_one(7);
2078     #undef load_one
2079     #undef store_one
2080
2081     num_blocks--;
2082     block++;
2083   }
2084 }
2085
2086 #define shade_blocks_load_msb_mask_indirect()                                  \
2087
2088 #define shade_blocks_load_msb_mask_direct()                                    \
2089   vec_8x16u msb_mask;                                                          \
2090   gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
2091
2092 #define shade_blocks_store_indirect(_draw_mask, _pixels)                       \
2093   gvst1q_u16(_draw_mask, block->draw_mask.e);                                  \
2094   gvst1q_u16(_pixels, block->pixels.e);                                        \
2095
2096 #define shade_blocks_store_direct(_draw_mask, _pixels)                         \
2097 {                                                                              \
2098   vec_8x16u fb_pixels;                                                         \
2099   gvorrq(_pixels, _pixels, msb_mask);                                          \
2100   gvld1q_u16(fb_pixels, block->fb_ptr);                                        \
2101   gvbifq(fb_pixels, _pixels, _draw_mask);                                      \
2102   gvst1q_u16(fb_pixels, block->fb_ptr);                                        \
2103 }                                                                              \
2104
2105 #define shade_blocks_textured_false_modulated_check_dithered(target)           \
2106
2107 #define shade_blocks_textured_false_modulated_check_undithered(target)         \
2108   if(psx_gpu->triangle_color == 0x808080)                                      \
2109   {                                                                            \
2110     shade_blocks_textured_unmodulated_##target(psx_gpu);                       \
2111     return;                                                                    \
2112   }                                                                            \
2113
2114 #define shade_blocks_textured_modulated_shaded_primitive_load(dithering,       \
2115  target)                                                                       \
2116
2117 #define shade_blocks_textured_modulated_unshaded_primitive_load(dithering,     \
2118  target)                                                                       \
2119 {                                                                              \
2120   u32 color = psx_gpu->triangle_color;                                         \
2121   gvdup_n_u8(colors_r, color);                                                 \
2122   gvdup_n_u8(colors_g, color >> 8);                                            \
2123   gvdup_n_u8(colors_b, color >> 16);                                           \
2124   shade_blocks_textured_false_modulated_check_##dithering(target);             \
2125 }                                                                              \
2126
2127 #define shade_blocks_textured_modulated_shaded_block_load()                    \
2128   gvld1_u8(colors_r, block->r.e);                                              \
2129   gvld1_u8(colors_g, block->g.e);                                              \
2130   gvld1_u8(colors_b, block->b.e)                                               \
2131
2132 #define shade_blocks_textured_modulated_unshaded_block_load()                  \
2133
2134 #define shade_blocks_textured_modulate_dithered(component)                     \
2135   gvld1q_u16(pixels_##component, block->dither_offsets.e);                     \
2136   gvmlal_u8(pixels_##component, texels_##component, colors_##component)        \
2137
2138 #define shade_blocks_textured_modulate_undithered(component)                   \
2139   gvmull_u8(pixels_##component, texels_##component, colors_##component)        \
2140
2141 #define shade_blocks_textured_modulated_do(shading, dithering, target)         \
2142   block_struct *block = psx_gpu->blocks;                                       \
2143   u32 num_blocks = psx_gpu->num_blocks;                                        \
2144   vec_8x16u texels;                                                            \
2145                                                                                \
2146   vec_8x8u texels_r;                                                           \
2147   vec_8x8u texels_g;                                                           \
2148   vec_8x8u texels_b;                                                           \
2149                                                                                \
2150   vec_8x8u colors_r;                                                           \
2151   vec_8x8u colors_g;                                                           \
2152   vec_8x8u colors_b;                                                           \
2153                                                                                \
2154   vec_8x8u pixels_r_low;                                                       \
2155   vec_8x8u pixels_g_low;                                                       \
2156   vec_8x8u pixels_b_low;                                                       \
2157   vec_8x16u pixels;                                                            \
2158                                                                                \
2159   vec_8x16u pixels_r;                                                          \
2160   vec_8x16u pixels_g;                                                          \
2161   vec_8x16u pixels_b;                                                          \
2162                                                                                \
2163   vec_8x16u draw_mask;                                                         \
2164   vec_8x16u zero_mask;                                                         \
2165                                                                                \
2166   vec_8x8u d64_0x07;                                                           \
2167   vec_8x8u d64_0x1F;                                                           \
2168   vec_8x8u d64_1;                                                              \
2169   vec_8x8u d64_4;                                                              \
2170   vec_8x8u d64_128;                                                            \
2171                                                                                \
2172   vec_8x16u d128_0x8000;                                                       \
2173                                                                                \
2174   vec_8x16u test_mask;                                                         \
2175   u32 draw_mask_bits;                                                          \
2176                                                                                \
2177   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
2178   shade_blocks_load_msb_mask_##target();                                       \
2179                                                                                \
2180   gvdup_n_u8(d64_0x07, 0x07);                                                  \
2181   gvdup_n_u8(d64_0x1F, 0x1F);                                                  \
2182   gvdup_n_u8(d64_1, 1);                                                        \
2183   gvdup_n_u8(d64_4, 4);                                                        \
2184   gvdup_n_u8(d64_128, 128);                                                    \
2185                                                                                \
2186   gvdupq_n_u16(d128_0x8000, 0x8000);                                           \
2187                                                                                \
2188   shade_blocks_textured_modulated_##shading##_primitive_load(dithering,        \
2189    target);                                                                    \
2190                                                                                \
2191   while(num_blocks)                                                            \
2192   {                                                                            \
2193     draw_mask_bits = block->draw_mask_bits;                                    \
2194     gvdupq_n_u16(draw_mask, draw_mask_bits);                                   \
2195     gvtstq_u16(draw_mask, draw_mask, test_mask);                               \
2196                                                                                \
2197     shade_blocks_textured_modulated_##shading##_block_load();                  \
2198                                                                                \
2199     gvld1q_u16(texels, block->texels.e);                                       \
2200                                                                                \
2201     gvmovn_u16(texels_r, texels);                                              \
2202     gvshrn_n_u16(texels_g, texels, 5);                                         \
2203     gvshrn_n_u16(texels_b, texels, 7);                                         \
2204                                                                                \
2205     gvand(texels_r, texels_r, d64_0x1F);                                       \
2206     gvand(texels_g, texels_g, d64_0x1F);                                       \
2207     gvshr_n_u8(texels_b, texels_b, 3);                                         \
2208                                                                                \
2209     shade_blocks_textured_modulate_##dithering(r);                             \
2210     shade_blocks_textured_modulate_##dithering(g);                             \
2211     shade_blocks_textured_modulate_##dithering(b);                             \
2212                                                                                \
2213     gvceqzq_u16(zero_mask, texels);                                            \
2214     gvand(pixels, texels, d128_0x8000);                                        \
2215                                                                                \
2216     gvqshrun_n_s16(pixels_r_low, pixels_r, 4);                                 \
2217     gvqshrun_n_s16(pixels_g_low, pixels_g, 4);                                 \
2218     gvqshrun_n_s16(pixels_b_low, pixels_b, 4);                                 \
2219                                                                                \
2220     gvorrq(zero_mask, draw_mask, zero_mask);                                   \
2221                                                                                \
2222     gvshr_n_u8(pixels_r_low, pixels_r_low, 3);                                 \
2223     gvbic(pixels_g_low, pixels_g_low, d64_0x07);                               \
2224     gvbic(pixels_b_low, pixels_b_low, d64_0x07);                               \
2225                                                                                \
2226     gvmlal_u8(pixels, pixels_r_low, d64_1);                                    \
2227     gvmlal_u8(pixels, pixels_g_low, d64_4);                                    \
2228     gvmlal_u8(pixels, pixels_b_low, d64_128);                                  \
2229                                                                                \
2230     shade_blocks_store_##target(zero_mask, pixels);                            \
2231                                                                                \
2232     num_blocks--;                                                              \
2233     block++;                                                                   \
2234   }                                                                            \
2235
2236 void shade_blocks_shaded_textured_modulated_dithered_direct(psx_gpu_struct
2237  *psx_gpu)
2238 {
2239 #if 0
2240   shade_blocks_shaded_textured_modulated_dithered_direct_(psx_gpu);
2241   return;
2242 #endif
2243   shade_blocks_textured_modulated_do(shaded, dithered, direct);
2244 }
2245
2246 void shade_blocks_shaded_textured_modulated_undithered_direct(psx_gpu_struct
2247  *psx_gpu)
2248 {
2249 #if 0
2250   shade_blocks_shaded_textured_modulated_undithered_direct_(psx_gpu);
2251   return;
2252 #endif
2253   shade_blocks_textured_modulated_do(shaded, undithered, direct);
2254 }
2255
2256 void shade_blocks_unshaded_textured_modulated_dithered_direct(psx_gpu_struct
2257  *psx_gpu)
2258 {
2259 #if 0
2260   shade_blocks_unshaded_textured_modulated_dithered_direct_(psx_gpu);
2261   return;
2262 #endif
2263   shade_blocks_textured_modulated_do(unshaded, dithered, direct);
2264 }
2265
2266 void shade_blocks_unshaded_textured_modulated_undithered_direct(psx_gpu_struct
2267  *psx_gpu)
2268 {
2269 #if 0
2270   shade_blocks_unshaded_textured_modulated_undithered_direct_(psx_gpu);
2271   return;
2272 #endif
2273   shade_blocks_textured_modulated_do(unshaded, undithered, direct);
2274 }
2275
2276 void shade_blocks_shaded_textured_modulated_dithered_indirect(psx_gpu_struct
2277  *psx_gpu)
2278 {
2279 #if 0
2280   shade_blocks_shaded_textured_modulated_dithered_indirect_(psx_gpu);
2281   return;
2282 #endif
2283   shade_blocks_textured_modulated_do(shaded, dithered, indirect);
2284 }
2285
2286 void shade_blocks_shaded_textured_modulated_undithered_indirect(psx_gpu_struct
2287  *psx_gpu)
2288 {
2289 #if 0
2290   shade_blocks_shaded_textured_modulated_undithered_indirect_(psx_gpu);
2291   return;
2292 #endif
2293   shade_blocks_textured_modulated_do(shaded, undithered, indirect);
2294 }
2295
2296 void shade_blocks_unshaded_textured_modulated_dithered_indirect(psx_gpu_struct
2297  *psx_gpu)
2298 {
2299 #if 0
2300   shade_blocks_unshaded_textured_modulated_dithered_indirect_(psx_gpu);
2301   return;
2302 #endif
2303   shade_blocks_textured_modulated_do(unshaded, dithered, indirect);
2304 }
2305
2306 void shade_blocks_unshaded_textured_modulated_undithered_indirect(psx_gpu_struct
2307  *psx_gpu)
2308 {
2309 #if 0
2310   shade_blocks_unshaded_textured_modulated_undithered_indirect_(psx_gpu);
2311   return;
2312 #endif
2313   shade_blocks_textured_modulated_do(unshaded, undithered, indirect);
2314 }
2315
2316 #define shade_blocks_textured_unmodulated_do(target)                           \
2317   block_struct *block = psx_gpu->blocks;                                       \
2318   u32 num_blocks = psx_gpu->num_blocks;                                        \
2319   vec_8x16u draw_mask;                                                         \
2320   vec_8x16u test_mask;                                                         \
2321   u32 draw_mask_bits;                                                          \
2322                                                                                \
2323   vec_8x16u pixels;                                                            \
2324                                                                                \
2325   gvld1q_u16(test_mask, psx_gpu->test_mask.e);                                 \
2326   shade_blocks_load_msb_mask_##target();                                       \
2327                                                                                \
2328   while(num_blocks)                                                            \
2329   {                                                                            \
2330     vec_8x16u zero_mask;                                                       \
2331                                                                                \
2332     draw_mask_bits = block->draw_mask_bits;                                    \
2333     gvdupq_n_u16(draw_mask, draw_mask_bits);                                   \
2334     gvtstq_u16(draw_mask, draw_mask, test_mask);                               \
2335                                                                                \
2336     gvld1q_u16(pixels, block->texels.e);                                       \
2337                                                                                \
2338     gvceqzq_u16(zero_mask, pixels);                                            \
2339     gvorrq(zero_mask, draw_mask, zero_mask);                                   \
2340                                                                                \
2341     shade_blocks_store_##target(zero_mask, pixels);                            \
2342                                                                                \
2343     num_blocks--;                                                              \
2344     block++;                                                                   \
2345   }                                                                            \
2346
2347 void shade_blocks_textured_unmodulated_indirect(psx_gpu_struct *psx_gpu)
2348 {
2349 #if 0
2350   shade_blocks_textured_unmodulated_indirect_(psx_gpu);
2351   return;
2352 #endif
2353   shade_blocks_textured_unmodulated_do(indirect)
2354 }
2355
2356 void shade_blocks_textured_unmodulated_direct(psx_gpu_struct *psx_gpu)
2357 {
2358 #if 0
2359   shade_blocks_textured_unmodulated_direct_(psx_gpu);
2360   return;
2361 #endif
2362   shade_blocks_textured_unmodulated_do(direct)
2363 }
2364
2365 void shade_blocks_unshaded_untextured_indirect(psx_gpu_struct *psx_gpu)
2366 {
2367 }
2368
2369 void shade_blocks_unshaded_untextured_direct(psx_gpu_struct *psx_gpu)
2370 {
2371 #if 0
2372   shade_blocks_unshaded_untextured_direct_(psx_gpu);
2373   return;
2374 #endif
2375   block_struct *block = psx_gpu->blocks;
2376   u32 num_blocks = psx_gpu->num_blocks;
2377
2378   vec_8x16u pixels;
2379   gvld1q_u16(pixels, block->texels.e);
2380   shade_blocks_load_msb_mask_direct();
2381
2382   while(num_blocks)
2383   {
2384     vec_8x16u draw_mask;
2385     gvld1q_u16(draw_mask, block->draw_mask.e);
2386     shade_blocks_store_direct(draw_mask, pixels);
2387
2388     num_blocks--;
2389     block++;
2390   }
2391 }
2392
2393 #define blend_blocks_mask_evaluate_on()                                        \
2394   vec_8x16u mask_pixels;                                                       \
2395   gvcltzq_s16(mask_pixels, framebuffer_pixels);                                \
2396   gvorrq(draw_mask, draw_mask, mask_pixels)                                    \
2397
2398 #define blend_blocks_mask_evaluate_off()                                       \
2399
2400 #define blend_blocks_average()                                                 \
2401 {                                                                              \
2402   vec_8x16u pixels_no_msb;                                                     \
2403   vec_8x16u fb_pixels_no_msb;                                                  \
2404                                                                                \
2405   vec_8x16u d128_0x0421;                                                       \
2406                                                                                \
2407   gvdupq_n_u16(d128_0x0421, 0x0421);                                           \
2408                                                                                \
2409   gveorq(blend_pixels, pixels, framebuffer_pixels);                            \
2410   gvbicq(pixels_no_msb, pixels, d128_0x8000);                                  \
2411   gvand(blend_pixels, blend_pixels, d128_0x0421);                              \
2412   gvsubq_u16(blend_pixels, pixels_no_msb, blend_pixels);                       \
2413   gvbicq(fb_pixels_no_msb, framebuffer_pixels, d128_0x8000);                   \
2414   gvhaddq_u16(blend_pixels, fb_pixels_no_msb, blend_pixels);                   \
2415 }                                                                              \
2416
2417 #define blend_blocks_add()                                                     \
2418 {                                                                              \
2419   vec_8x16u pixels_rb, pixels_g;                                               \
2420   vec_8x16u fb_rb, fb_g;                                                       \
2421                                                                                \
2422   vec_8x16u d128_0x7C1F;                                                       \
2423   vec_8x16u d128_0x03E0;                                                       \
2424                                                                                \
2425   gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
2426   gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
2427                                                                                \
2428   gvand(pixels_rb, pixels, d128_0x7C1F);                                       \
2429   gvand(pixels_g, pixels, d128_0x03E0);                                        \
2430                                                                                \
2431   gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
2432   gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
2433                                                                                \
2434   gvaddq_u16(fb_rb, fb_rb, pixels_rb);                                         \
2435   gvaddq_u16(fb_g, fb_g, pixels_g);                                            \
2436                                                                                \
2437   gvminq_u8(fb_rb, fb_rb, d128_0x7C1F);                                        \
2438   gvminq_u16(fb_g, fb_g, d128_0x03E0);                                         \
2439                                                                                \
2440   gvorrq(blend_pixels, fb_rb, fb_g);                                           \
2441 }                                                                              \
2442
2443 #define blend_blocks_subtract()                                                \
2444 {                                                                              \
2445   vec_8x16u pixels_rb, pixels_g;                                               \
2446   vec_8x16u fb_rb, fb_g;                                                       \
2447                                                                                \
2448   vec_8x16u d128_0x7C1F;                                                       \
2449   vec_8x16u d128_0x03E0;                                                       \
2450                                                                                \
2451   gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
2452   gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
2453                                                                                \
2454   gvand(pixels_rb, pixels, d128_0x7C1F);                                       \
2455   gvand(pixels_g, pixels, d128_0x03E0);                                        \
2456                                                                                \
2457   gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
2458   gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
2459                                                                                \
2460   gvqsubq_u8(fb_rb, fb_rb, pixels_rb);                                         \
2461   gvqsubq_u16(fb_g, fb_g, pixels_g);                                           \
2462                                                                                \
2463   gvorrq(blend_pixels, fb_rb, fb_g);                                           \
2464 }                                                                              \
2465
2466 #define blend_blocks_add_fourth()                                              \
2467 {                                                                              \
2468   vec_8x16u pixels_rb, pixels_g;                                               \
2469   vec_8x16u pixels_fourth;                                                     \
2470   vec_8x16u fb_rb, fb_g;                                                       \
2471                                                                                \
2472   vec_8x16u d128_0x7C1F;                                                       \
2473   vec_8x16u d128_0x1C07;                                                       \
2474   vec_8x16u d128_0x03E0;                                                       \
2475   vec_8x16u d128_0x00E0;                                                       \
2476                                                                                \
2477   gvdupq_n_u16(d128_0x7C1F, 0x7C1F);                                           \
2478   gvdupq_n_u16(d128_0x1C07, 0x1C07);                                           \
2479   gvdupq_n_u16(d128_0x03E0, 0x03E0);                                           \
2480   gvdupq_n_u16(d128_0x00E0, 0x00E0);                                           \
2481                                                                                \
2482   gvshrq_n_u16(pixels_fourth, pixels, 2);                                      \
2483                                                                                \
2484   gvand(fb_rb, framebuffer_pixels, d128_0x7C1F);                               \
2485   gvand(fb_g, framebuffer_pixels, d128_0x03E0);                                \
2486                                                                                \
2487   gvand(pixels_rb, pixels_fourth, d128_0x1C07);                                \
2488   gvand(pixels_g, pixels_fourth, d128_0x00E0);                                 \
2489                                                                                \
2490   gvaddq_u16(fb_rb, fb_rb, pixels_rb);                                         \
2491   gvaddq_u16(fb_g, fb_g, pixels_g);                                            \
2492                                                                                \
2493   gvminq_u8(fb_rb, fb_rb, d128_0x7C1F);                                        \
2494   gvminq_u16(fb_g, fb_g, d128_0x03E0);                                         \
2495                                                                                \
2496   gvorrq(blend_pixels, fb_rb, fb_g);                                           \
2497 }                                                                              \
2498
2499 #define blend_blocks_blended_combine_textured()                                \
2500 {                                                                              \
2501   vec_8x16u blend_mask;                                                        \
2502   gvcltzq_s16(blend_mask, pixels);                                             \
2503                                                                                \
2504   gvorrq(blend_pixels, blend_pixels, d128_0x8000);                             \
2505   gvbifq(blend_pixels, pixels, blend_mask);                                    \
2506 }                                                                              \
2507
2508 #define blend_blocks_blended_combine_untextured()                              \
2509
2510 #define blend_blocks_body_blend(blend_mode, texturing)                         \
2511 {                                                                              \
2512   blend_blocks_##blend_mode();                                                 \
2513   blend_blocks_blended_combine_##texturing();                                  \
2514 }                                                                              \
2515
2516 #define blend_blocks_body_average(texturing)                                   \
2517   blend_blocks_body_blend(average, texturing)                                  \
2518
2519 #define blend_blocks_body_add(texturing)                                       \
2520   blend_blocks_body_blend(add, texturing)                                      \
2521
2522 #define blend_blocks_body_subtract(texturing)                                  \
2523   blend_blocks_body_blend(subtract, texturing)                                 \
2524
2525 #define blend_blocks_body_add_fourth(texturing)                                \
2526   blend_blocks_body_blend(add_fourth, texturing)                               \
2527
2528 #define blend_blocks_body_unblended(texturing)                                 \
2529   blend_pixels = pixels                                                        \
2530
2531 #define blend_blocks_do(texturing, blend_mode, mask_evaluate)                  \
2532   block_struct *block = psx_gpu->blocks;                                       \
2533   u32 num_blocks = psx_gpu->num_blocks;                                        \
2534   vec_8x16u draw_mask;                                                         \
2535   vec_8x16u pixels;                                                            \
2536   vec_8x16u blend_pixels;                                                      \
2537   vec_8x16u framebuffer_pixels;                                                \
2538   vec_8x16u msb_mask;                                                          \
2539   vec_8x16u d128_0x8000;                                                       \
2540                                                                                \
2541   u16 *fb_ptr;                                                                 \
2542                                                                                \
2543   gvdupq_n_u16(d128_0x8000, 0x8000);                                           \
2544   gvdupq_n_u16(msb_mask, psx_gpu->mask_msb);                                   \
2545   (void)d128_0x8000; /* sometimes unused */                                    \
2546                                                                                \
2547   while(num_blocks)                                                            \
2548   {                                                                            \
2549     gvld1q_u16(pixels, block->pixels.e);                                       \
2550     gvld1q_u16(draw_mask, block->draw_mask.e);                                 \
2551     fb_ptr = block->fb_ptr;                                                    \
2552                                                                                \
2553     gvld1q_u16(framebuffer_pixels, fb_ptr);                                    \
2554                                                                                \
2555     blend_blocks_mask_evaluate_##mask_evaluate();                              \
2556     blend_blocks_body_##blend_mode(texturing);                                 \
2557                                                                                \
2558     gvorrq(blend_pixels, blend_pixels, msb_mask);                              \
2559     gvbifq(framebuffer_pixels, blend_pixels, draw_mask);                       \
2560     gvst1q_u16(framebuffer_pixels, fb_ptr);                                    \
2561                                                                                \
2562     num_blocks--;                                                              \
2563     block++;                                                                   \
2564   }                                                                            \
2565
2566
2567 void blend_blocks_textured_average_off(psx_gpu_struct *psx_gpu)
2568 {
2569 #if 0
2570   blend_blocks_textured_average_off_(psx_gpu);
2571   return;
2572 #endif
2573   blend_blocks_do(textured, average, off);
2574 }
2575
2576 void blend_blocks_untextured_average_off(psx_gpu_struct *psx_gpu)
2577 {
2578 #if 0
2579   blend_blocks_untextured_average_off_(psx_gpu);
2580   return;
2581 #endif
2582   blend_blocks_do(untextured, average, off);
2583 }
2584
2585 void blend_blocks_textured_average_on(psx_gpu_struct *psx_gpu)
2586 {
2587 #if 0
2588   blend_blocks_textured_average_on_(psx_gpu);
2589   return;
2590 #endif
2591   blend_blocks_do(textured, average, on);
2592 }
2593
2594 void blend_blocks_untextured_average_on(psx_gpu_struct *psx_gpu)
2595 {
2596 #if 0
2597   blend_blocks_untextured_average_on_(psx_gpu);
2598   return;
2599 #endif
2600   blend_blocks_do(untextured, average, on);
2601 }
2602
2603 void blend_blocks_textured_add_off(psx_gpu_struct *psx_gpu)
2604 {
2605 #if 0
2606   blend_blocks_textured_add_off_(psx_gpu);
2607   return;
2608 #endif
2609   blend_blocks_do(textured, add, off);
2610 }
2611
2612 void blend_blocks_textured_add_on(psx_gpu_struct *psx_gpu)
2613 {
2614 #if 0
2615   blend_blocks_textured_add_on_(psx_gpu);
2616   return;
2617 #endif
2618   blend_blocks_do(textured, add, on);
2619 }
2620
2621 void blend_blocks_untextured_add_off(psx_gpu_struct *psx_gpu)
2622 {
2623 #if 0
2624   blend_blocks_untextured_add_off_(psx_gpu);
2625   return;
2626 #endif
2627   blend_blocks_do(untextured, add, off);
2628 }
2629
2630 void blend_blocks_untextured_add_on(psx_gpu_struct *psx_gpu)
2631 {
2632 #if 0
2633   blend_blocks_untextured_add_on_(psx_gpu);
2634   return;
2635 #endif
2636   blend_blocks_do(untextured, add, on);
2637 }
2638
2639 void blend_blocks_textured_subtract_off(psx_gpu_struct *psx_gpu)
2640 {
2641 #if 0
2642   blend_blocks_textured_subtract_off_(psx_gpu);
2643   return;
2644 #endif
2645   blend_blocks_do(textured, subtract, off);
2646 }
2647
2648 void blend_blocks_textured_subtract_on(psx_gpu_struct *psx_gpu)
2649 {
2650 #if 0
2651   blend_blocks_textured_subtract_on_(psx_gpu);
2652   return;
2653 #endif
2654   blend_blocks_do(textured, subtract, on);
2655 }
2656
2657 void blend_blocks_untextured_subtract_off(psx_gpu_struct *psx_gpu)
2658 {
2659 #if 0
2660   blend_blocks_untextured_subtract_off_(psx_gpu);
2661   return;
2662 #endif
2663   blend_blocks_do(untextured, subtract, off);
2664 }
2665
2666 void blend_blocks_untextured_subtract_on(psx_gpu_struct *psx_gpu)
2667 {
2668 #if 0
2669   blend_blocks_untextured_subtract_on_(psx_gpu);
2670   return;
2671 #endif
2672   blend_blocks_do(untextured, subtract, on);
2673 }
2674
2675 void blend_blocks_textured_add_fourth_off(psx_gpu_struct *psx_gpu)
2676 {
2677 #if 0
2678   blend_blocks_textured_add_fourth_off_(psx_gpu);
2679   return;
2680 #endif
2681   blend_blocks_do(textured, add_fourth, off);
2682 }
2683
2684 void blend_blocks_textured_add_fourth_on(psx_gpu_struct *psx_gpu)
2685 {
2686 #if 0
2687   blend_blocks_textured_add_fourth_on_(psx_gpu);
2688   return;
2689 #endif
2690   blend_blocks_do(textured, add_fourth, on);
2691 }
2692
2693 void blend_blocks_untextured_add_fourth_off(psx_gpu_struct *psx_gpu)
2694 {
2695 #if 0
2696   blend_blocks_untextured_add_fourth_off_(psx_gpu);
2697   return;
2698 #endif
2699   blend_blocks_do(untextured, add_fourth, off);
2700 }
2701
2702 void blend_blocks_untextured_add_fourth_on(psx_gpu_struct *psx_gpu)
2703 {
2704 #if 0
2705   blend_blocks_untextured_add_fourth_on_(psx_gpu);
2706   return;
2707 #endif
2708   blend_blocks_do(untextured, add_fourth, on);
2709 }
2710
2711 void blend_blocks_textured_unblended_on(psx_gpu_struct *psx_gpu)
2712 {
2713 #if 0
2714   blend_blocks_textured_unblended_on_(psx_gpu);
2715   return;
2716 #endif
2717   blend_blocks_do(textured, unblended, on);
2718 }
2719
2720 void blend_blocks_textured_unblended_off(psx_gpu_struct *psx_gpu)
2721 {
2722 }
2723
2724 void setup_sprite_untextured(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u,
2725  s32 v, s32 width, s32 height, u32 color)
2726 {
2727   if((psx_gpu->render_state & (RENDER_STATE_MASK_EVALUATE |
2728    RENDER_FLAGS_MODULATE_TEXELS | RENDER_FLAGS_BLEND)) == 0 &&
2729    (psx_gpu->render_mode & RENDER_INTERLACE_ENABLED) == 0)
2730   {
2731     setup_sprite_untextured_simple(psx_gpu, x, y, u, v, width, height, color);
2732     return;
2733   }
2734
2735 #if 0
2736   setup_sprite_untextured_(psx_gpu, x, y, u, v, width, height, color);
2737   return;
2738 #endif
2739   u32 right_width = ((width - 1) & 0x7) + 1;
2740   u32 right_mask_bits = (0xFF << right_width);
2741   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + x;
2742   u32 block_width = (width + 7) / 8;
2743   u32 fb_ptr_pitch = 1024 - ((block_width - 1) * 8);
2744   u32 blocks_remaining;
2745   u32 num_blocks = psx_gpu->num_blocks;
2746   block_struct *block = psx_gpu->blocks + num_blocks;
2747
2748   u32 color_r = color & 0xFF;
2749   u32 color_g = (color >> 8) & 0xFF;
2750   u32 color_b = (color >> 16) & 0xFF;
2751   vec_8x16u colors;
2752   vec_8x16u right_mask;
2753   vec_8x16u test_mask;
2754   vec_8x16u zero_mask;
2755
2756   gvld1q_u16(test_mask, psx_gpu->test_mask.e);
2757   color = (color_r >> 3) | ((color_g >> 3) << 5) | ((color_b >> 3) << 10);
2758
2759   gvdupq_n_u16(colors, color);
2760   gvdupq_n_u16(zero_mask, 0x00);
2761   gvdupq_n_u16(right_mask, right_mask_bits);
2762   gvtstq_u16(right_mask, right_mask, test_mask);
2763
2764   while(height)
2765   {
2766     blocks_remaining = block_width - 1;
2767     num_blocks += block_width;
2768
2769     if(num_blocks > MAX_BLOCKS)
2770     {
2771       flush_render_block_buffer(psx_gpu);
2772       num_blocks = block_width;
2773       block = psx_gpu->blocks;
2774     }
2775
2776     while(blocks_remaining)
2777     {
2778       gvst1q_u16(colors, block->pixels.e);
2779       gvst1q_u16(zero_mask, block->draw_mask.e);
2780       block->fb_ptr = fb_ptr;
2781
2782       fb_ptr += 8;
2783       block++;
2784       blocks_remaining--;
2785     }
2786
2787     gvst1q_u16(colors, block->pixels.e);
2788     gvst1q_u16(right_mask, block->draw_mask.e);
2789     block->fb_ptr = fb_ptr;
2790
2791     block++;
2792     fb_ptr += fb_ptr_pitch;
2793
2794     height--;
2795     psx_gpu->num_blocks = num_blocks;
2796   }
2797 }
2798
2799 #define setup_sprite_tiled_initialize_4bpp_clut()                              \
2800   vec_16x8u clut_low, clut_high;                                               \
2801                                                                                \
2802   gvld2q_u8(clut_low, clut_high, (u8 *)psx_gpu->clut_ptr)                      \
2803
2804 #define setup_sprite_tiled_initialize_4bpp()                                   \
2805   setup_sprite_tiled_initialize_4bpp_clut();                                   \
2806                                                                                \
2807   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_4bpp_mask)        \
2808     update_texture_4bpp_cache(psx_gpu)                                         \
2809
2810 #define setup_sprite_tiled_initialize_8bpp()                                   \
2811   if(psx_gpu->current_texture_mask & psx_gpu->dirty_textures_8bpp_mask)        \
2812     update_texture_8bpp_cache(psx_gpu)                                         \
2813
2814 #define setup_sprite_tile_fetch_texel_block_8bpp(offset)                       \
2815   texture_block_ptr = psx_gpu->texture_page_ptr +                              \
2816    ((texture_offset + offset) & texture_mask);                                 \
2817                                                                                \
2818   gvld1_u8(texels, (u8 *)texture_block_ptr)                                    \
2819
2820 #define setup_sprite_tile_add_blocks(tile_num_blocks)                          \
2821   num_blocks += tile_num_blocks;                                               \
2822                                                                                \
2823   if(num_blocks > MAX_BLOCKS)                                                  \
2824   {                                                                            \
2825     flush_render_block_buffer(psx_gpu);                                        \
2826     num_blocks = tile_num_blocks;                                              \
2827     block = psx_gpu->blocks;                                                   \
2828   }                                                                            \
2829
2830 #define setup_sprite_tile_full_4bpp(edge)                                      \
2831 {                                                                              \
2832   vec_8x8u texels_low, texels_high;                                            \
2833   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
2834                                                                                \
2835   while(sub_tile_height)                                                       \
2836   {                                                                            \
2837     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
2838     gvtbl2_u8(texels_low, clut_low, texels);                                   \
2839     gvtbl2_u8(texels_high, clut_high, texels);                                 \
2840                                                                                \
2841     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
2842     block->draw_mask_bits = left_mask_bits;                                    \
2843     block->fb_ptr = fb_ptr;                                                    \
2844     block++;                                                                   \
2845                                                                                \
2846     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
2847     gvtbl2_u8(texels_low, clut_low, texels);                                   \
2848     gvtbl2_u8(texels_high, clut_high, texels);                                 \
2849                                                                                \
2850     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
2851     block->draw_mask_bits = right_mask_bits;                                   \
2852     block->fb_ptr = fb_ptr + 8;                                                \
2853     block++;                                                                   \
2854                                                                                \
2855     fb_ptr += 1024;                                                            \
2856     texture_offset += 0x10;                                                    \
2857     sub_tile_height--;                                                         \
2858   }                                                                            \
2859   texture_offset += 0xF00;                                                     \
2860   psx_gpu->num_blocks = num_blocks;                                            \
2861 }                                                                              \
2862
2863 #define setup_sprite_tile_half_4bpp(edge)                                      \
2864 {                                                                              \
2865   vec_8x8u texels_low, texels_high;                                            \
2866   setup_sprite_tile_add_blocks(sub_tile_height);                               \
2867                                                                                \
2868   while(sub_tile_height)                                                       \
2869   {                                                                            \
2870     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
2871     gvtbl2_u8(texels_low, clut_low, texels);                                   \
2872     gvtbl2_u8(texels_high, clut_high, texels);                                 \
2873                                                                                \
2874     gvst2_u8(texels_low, texels_high, (u8 *)block->texels.e);                  \
2875     block->draw_mask_bits = edge##_mask_bits;                                  \
2876     block->fb_ptr = fb_ptr;                                                    \
2877     block++;                                                                   \
2878                                                                                \
2879     fb_ptr += 1024;                                                            \
2880     texture_offset += 0x10;                                                    \
2881     sub_tile_height--;                                                         \
2882   }                                                                            \
2883   texture_offset += 0xF00;                                                     \
2884   psx_gpu->num_blocks = num_blocks;                                            \
2885 }                                                                              \
2886
2887 #define setup_sprite_tile_full_8bpp(edge)                                      \
2888 {                                                                              \
2889   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
2890                                                                                \
2891   while(sub_tile_height)                                                       \
2892   {                                                                            \
2893     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
2894     gvst1_u8(texels, block->r.e);                                              \
2895     block->draw_mask_bits = left_mask_bits;                                    \
2896     block->fb_ptr = fb_ptr;                                                    \
2897     block++;                                                                   \
2898                                                                                \
2899     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
2900     gvst1_u8(texels, block->r.e);                                              \
2901     block->draw_mask_bits = right_mask_bits;                                   \
2902     block->fb_ptr = fb_ptr + 8;                                                \
2903     block++;                                                                   \
2904                                                                                \
2905     fb_ptr += 1024;                                                            \
2906     texture_offset += 0x10;                                                    \
2907     sub_tile_height--;                                                         \
2908   }                                                                            \
2909   texture_offset += 0xF00;                                                     \
2910   psx_gpu->num_blocks = num_blocks;                                            \
2911 }                                                                              \
2912
2913 #define setup_sprite_tile_half_8bpp(edge)                                      \
2914 {                                                                              \
2915   setup_sprite_tile_add_blocks(sub_tile_height * 2);                           \
2916                                                                                \
2917   while(sub_tile_height)                                                       \
2918   {                                                                            \
2919     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
2920     gvst1_u8(texels, block->r.e);                                              \
2921     block->draw_mask_bits = edge##_mask_bits;                                  \
2922     block->fb_ptr = fb_ptr;                                                    \
2923     block++;                                                                   \
2924                                                                                \
2925     fb_ptr += 1024;                                                            \
2926     texture_offset += 0x10;                                                    \
2927     sub_tile_height--;                                                         \
2928   }                                                                            \
2929   texture_offset += 0xF00;                                                     \
2930   psx_gpu->num_blocks = num_blocks;                                            \
2931 }                                                                              \
2932
2933 #define setup_sprite_tile_column_edge_pre_adjust_half_right()                  \
2934   texture_offset = texture_offset_base + 8;                                    \
2935   fb_ptr += 8                                                                  \
2936
2937 #define setup_sprite_tile_column_edge_pre_adjust_half_left()                   \
2938   texture_offset = texture_offset_base                                         \
2939
2940 #define setup_sprite_tile_column_edge_pre_adjust_half(edge)                    \
2941   setup_sprite_tile_column_edge_pre_adjust_half_##edge()                       \
2942
2943 #define setup_sprite_tile_column_edge_pre_adjust_full(edge)                    \
2944   texture_offset = texture_offset_base                                         \
2945
2946 #define setup_sprite_tile_column_edge_post_adjust_half_right()                 \
2947   fb_ptr -= 8                                                                  \
2948
2949 #define setup_sprite_tile_column_edge_post_adjust_half_left()                  \
2950
2951 #define setup_sprite_tile_column_edge_post_adjust_half(edge)                   \
2952   setup_sprite_tile_column_edge_post_adjust_half_##edge()                      \
2953
2954 #define setup_sprite_tile_column_edge_post_adjust_full(edge)                   \
2955
2956
2957 #define setup_sprite_tile_column_height_single(edge_mode, edge, texture_mode,  \
2958  x4mode)                                                                       \
2959 do                                                                             \
2960 {                                                                              \
2961   sub_tile_height = column_data;                                               \
2962   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
2963   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
2964   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
2965 } while(0)                                                                     \
2966
2967 #define setup_sprite_tile_column_height_multi(edge_mode, edge, texture_mode,   \
2968  x4mode)                                                                       \
2969 do                                                                             \
2970 {                                                                              \
2971   u32 tiles_remaining = column_data >> 16;                                     \
2972   sub_tile_height = column_data & 0xFF;                                        \
2973   setup_sprite_tile_column_edge_pre_adjust_##edge_mode##x4mode(edge);          \
2974   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
2975   tiles_remaining -= 1;                                                        \
2976                                                                                \
2977   while(tiles_remaining)                                                       \
2978   {                                                                            \
2979     sub_tile_height = 16;                                                      \
2980     setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);              \
2981     tiles_remaining--;                                                         \
2982   }                                                                            \
2983                                                                                \
2984   sub_tile_height = (column_data >> 8) & 0xFF;                                 \
2985   setup_sprite_tile_##edge_mode##_##texture_mode##x4mode(edge);                \
2986   setup_sprite_tile_column_edge_post_adjust_##edge_mode##x4mode(edge);         \
2987 } while(0)                                                                     \
2988
2989
2990 #define setup_sprite_column_data_single()                                      \
2991   column_data = height                                                         \
2992
2993 #define setup_sprite_column_data_multi()                                       \
2994   column_data = 16 - offset_v;                                                 \
2995   column_data |= ((height_rounded & 0xF) + 1) << 8;                            \
2996   column_data |= (tile_height - 1) << 16                                       \
2997
2998 #define RIGHT_MASK_BIT_SHIFT 8
2999 #define RIGHT_MASK_BIT_SHIFT_4x 16
3000
3001 #define setup_sprite_tile_column_width_single(texture_mode, multi_height,      \
3002  edge_mode, edge, x4mode)                                                      \
3003 {                                                                              \
3004   setup_sprite_column_data_##multi_height();                                   \
3005   left_mask_bits = left_block_mask | right_block_mask;                         \
3006   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3007                                                                                \
3008   setup_sprite_tile_column_height_##multi_height(edge_mode, edge,              \
3009    texture_mode, x4mode);                                                      \
3010 }                                                                              \
3011
3012 #define setup_sprite_tiled_advance_column()                                    \
3013   texture_offset_base += 0x100;                                                \
3014   if((texture_offset_base & 0xF00) == 0)                                       \
3015     texture_offset_base -= (0x100 + 0xF00)                                     \
3016
3017 #define FB_PTR_MULTIPLIER 1
3018 #define FB_PTR_MULTIPLIER_4x 2
3019
3020 #define setup_sprite_tile_column_width_multi(texture_mode, multi_height,       \
3021  left_mode, right_mode, x4mode)                                                \
3022 {                                                                              \
3023   setup_sprite_column_data_##multi_height();                                   \
3024   s32 fb_ptr_advance_column = (16 - (1024 * height))                           \
3025     * FB_PTR_MULTIPLIER##x4mode;                                               \
3026                                                                                \
3027   tile_width -= 2;                                                             \
3028   left_mask_bits = left_block_mask;                                            \
3029   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3030                                                                                \
3031   setup_sprite_tile_column_height_##multi_height(left_mode, right,             \
3032    texture_mode, x4mode);                                                      \
3033   fb_ptr += fb_ptr_advance_column;                                             \
3034                                                                                \
3035   left_mask_bits = 0x00;                                                       \
3036   right_mask_bits = 0x00;                                                      \
3037                                                                                \
3038   while(tile_width)                                                            \
3039   {                                                                            \
3040     setup_sprite_tiled_advance_column();                                       \
3041     setup_sprite_tile_column_height_##multi_height(full, none,                 \
3042      texture_mode, x4mode);                                                    \
3043     fb_ptr += fb_ptr_advance_column;                                           \
3044     tile_width--;                                                              \
3045   }                                                                            \
3046                                                                                \
3047   left_mask_bits = right_block_mask;                                           \
3048   right_mask_bits = left_mask_bits >> RIGHT_MASK_BIT_SHIFT##x4mode;            \
3049                                                                                \
3050   setup_sprite_tiled_advance_column();                                         \
3051   setup_sprite_tile_column_height_##multi_height(right_mode, left,             \
3052    texture_mode, x4mode);                                                      \
3053 }                                                                              \
3054
3055
3056 /* 4x stuff */
3057 #define setup_sprite_tiled_initialize_4bpp_4x()                                \
3058   setup_sprite_tiled_initialize_4bpp_clut()                                    \
3059
3060 #define setup_sprite_tiled_initialize_8bpp_4x()                                \
3061
3062 #define setup_sprite_tile_full_4bpp_4x(edge)                                   \
3063 {                                                                              \
3064   vec_8x8u texels_low, texels_high;                                            \
3065   vec_8x16u pixels;                                                            \
3066   vec_4x16u pixels_half;                                                       \
3067   setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
3068   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
3069   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
3070   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
3071   u32 right_mask_bits_b = right_mask_bits >> 8;                                \
3072                                                                                \
3073   while(sub_tile_height)                                                       \
3074   {                                                                            \
3075     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3076     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3077     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3078     gvzip_u8(pixels, texels_low, texels_high);                                 \
3079                                                                                \
3080     gvget_lo(pixels_half, pixels);                                             \
3081     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3082     block->draw_mask_bits = left_mask_bits_a;                                  \
3083     block->fb_ptr = fb_ptr;                                                    \
3084     block++;                                                                   \
3085                                                                                \
3086     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3087     block->draw_mask_bits = left_mask_bits_a;                                  \
3088     block->fb_ptr = fb_ptr + 1024;                                             \
3089     block++;                                                                   \
3090                                                                                \
3091     gvget_hi(pixels_half, pixels);                                             \
3092     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3093     block->draw_mask_bits = left_mask_bits_b;                                  \
3094     block->fb_ptr = fb_ptr + 8;                                                \
3095     block++;                                                                   \
3096                                                                                \
3097     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3098     block->draw_mask_bits = left_mask_bits_b;                                  \
3099     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3100     block++;                                                                   \
3101                                                                                \
3102     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3103     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3104     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3105     gvzip_u8(pixels, texels_low, texels_high);                                 \
3106                                                                                \
3107     gvget_lo(pixels_half, pixels);                                             \
3108     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3109     block->draw_mask_bits = right_mask_bits_a;                                 \
3110     block->fb_ptr = fb_ptr + 16;                                               \
3111     block++;                                                                   \
3112                                                                                \
3113     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3114     block->draw_mask_bits = right_mask_bits_a;                                 \
3115     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3116     block++;                                                                   \
3117                                                                                \
3118     gvget_hi(pixels_half, pixels);                                             \
3119     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3120     block->draw_mask_bits = right_mask_bits_b;                                 \
3121     block->fb_ptr = fb_ptr + 24;                                               \
3122     block++;                                                                   \
3123                                                                                \
3124     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3125     block->draw_mask_bits = right_mask_bits_b;                                 \
3126     block->fb_ptr = fb_ptr + 1024 + 24;                                        \
3127     block++;                                                                   \
3128                                                                                \
3129     fb_ptr += 2048;                                                            \
3130     texture_offset += 0x10;                                                    \
3131     sub_tile_height--;                                                         \
3132   }                                                                            \
3133   texture_offset += 0xF00;                                                     \
3134   psx_gpu->num_blocks = num_blocks;                                            \
3135 }                                                                              \
3136
3137 #define setup_sprite_tile_half_4bpp_4x(edge)                                   \
3138 {                                                                              \
3139   vec_8x8u texels_low, texels_high;                                            \
3140   vec_8x16u pixels;                                                            \
3141   vec_4x16u pixels_half;                                                       \
3142   setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
3143   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
3144   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
3145                                                                                \
3146   while(sub_tile_height)                                                       \
3147   {                                                                            \
3148     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3149     gvtbl2_u8(texels_low, clut_low, texels);                                   \
3150     gvtbl2_u8(texels_high, clut_high, texels);                                 \
3151     gvzip_u8(pixels, texels_low, texels_high);                                 \
3152                                                                                \
3153     gvget_lo(pixels_half, pixels);                                             \
3154     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3155     block->draw_mask_bits = edge##_mask_bits_a;                                \
3156     block->fb_ptr = fb_ptr;                                                    \
3157     block++;                                                                   \
3158                                                                                \
3159     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3160     block->draw_mask_bits = edge##_mask_bits_a;                                \
3161     block->fb_ptr = fb_ptr + 1024;                                             \
3162     block++;                                                                   \
3163                                                                                \
3164     gvget_hi(pixels_half, pixels);                                             \
3165     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3166     block->draw_mask_bits = edge##_mask_bits_b;                                \
3167     block->fb_ptr = fb_ptr + 8;                                                \
3168     block++;                                                                   \
3169                                                                                \
3170     gvst2_u16(pixels_half, pixels_half, block->texels.e);                      \
3171     block->draw_mask_bits = edge##_mask_bits_b;                                \
3172     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3173     block++;                                                                   \
3174                                                                                \
3175     fb_ptr += 2048;                                                            \
3176     texture_offset += 0x10;                                                    \
3177     sub_tile_height--;                                                         \
3178   }                                                                            \
3179   texture_offset += 0xF00;                                                     \
3180   psx_gpu->num_blocks = num_blocks;                                            \
3181 }                                                                              \
3182
3183 #define setup_sprite_tile_full_8bpp_4x(edge)                                   \
3184 {                                                                              \
3185   setup_sprite_tile_add_blocks(sub_tile_height * 2 * 4);                       \
3186   vec_8x16u texels_wide;                                                       \
3187   vec_4x16u texels_half;                                                       \
3188   u32 left_mask_bits_a = left_mask_bits & 0xFF;                                \
3189   u32 left_mask_bits_b = left_mask_bits >> 8;                                  \
3190   u32 right_mask_bits_a = right_mask_bits & 0xFF;                              \
3191   u32 right_mask_bits_b = right_mask_bits >> 8;                                \
3192                                                                                \
3193   while(sub_tile_height)                                                       \
3194   {                                                                            \
3195     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3196     gvzip_u8(texels_wide, texels, texels);                                     \
3197     gvget_lo(texels_half, texels_wide);                                        \
3198     gvst1_u8(texels_half, block->r.e);                                         \
3199     block->draw_mask_bits = left_mask_bits_a;                                  \
3200     block->fb_ptr = fb_ptr;                                                    \
3201     block++;                                                                   \
3202                                                                                \
3203     gvst1_u8(texels_half, block->r.e);                                         \
3204     block->draw_mask_bits = left_mask_bits_a;                                  \
3205     block->fb_ptr = fb_ptr + 1024;                                             \
3206     block++;                                                                   \
3207                                                                                \
3208     gvget_hi(texels_half, texels_wide);                                        \
3209     gvst1_u8(texels_half, block->r.e);                                         \
3210     block->draw_mask_bits = left_mask_bits_b;                                  \
3211     block->fb_ptr = fb_ptr + 8;                                                \
3212     block++;                                                                   \
3213                                                                                \
3214     gvst1_u8(texels_half, block->r.e);                                         \
3215     block->draw_mask_bits = left_mask_bits_b;                                  \
3216     block->fb_ptr = fb_ptr + 1024 + 8;                                         \
3217     block++;                                                                   \
3218                                                                                \
3219     setup_sprite_tile_fetch_texel_block_8bpp(8);                               \
3220     gvzip_u8(texels_wide, texels, texels);                                     \
3221     gvget_lo(texels_half, texels_wide);                                        \
3222     gvst1_u8(texels_half, block->r.e);                                         \
3223     block->draw_mask_bits = right_mask_bits_a;                                 \
3224     block->fb_ptr = fb_ptr + 16;                                               \
3225     block++;                                                                   \
3226                                                                                \
3227     gvst1_u8(texels_half, block->r.e);                                         \
3228     block->draw_mask_bits = right_mask_bits_a;                                 \
3229     block->fb_ptr = fb_ptr + 1024 + 16;                                        \
3230     block++;                                                                   \
3231                                                                                \
3232     gvget_hi(texels_half, texels_wide);                                        \
3233     gvst1_u8(texels_half, block->r.e);                                         \
3234     block->draw_mask_bits = right_mask_bits_b;                                 \
3235     block->fb_ptr = fb_ptr + 24;                                               \
3236     block++;                                                                   \
3237                                                                                \
3238     gvst1_u8(texels_half, block->r.e);                                         \
3239     block->draw_mask_bits = right_mask_bits_b;                                 \
3240     block->fb_ptr = fb_ptr + 24 + 1024;                                        \
3241     block++;                                                                   \
3242                                                                                \
3243     fb_ptr += 2048;                                                            \
3244     texture_offset += 0x10;                                                    \
3245     sub_tile_height--;                                                         \
3246   }                                                                            \
3247   texture_offset += 0xF00;                                                     \
3248   psx_gpu->num_blocks = num_blocks;                                            \
3249 }                                                                              \
3250
3251 #define setup_sprite_tile_half_8bpp_4x(edge)                                   \
3252 {                                                                              \
3253   setup_sprite_tile_add_blocks(sub_tile_height * 4);                           \
3254   vec_8x16u texels_wide;                                                       \
3255   vec_4x16u texels_half;                                                       \
3256   u32 edge##_mask_bits_a = edge##_mask_bits & 0xFF;                            \
3257   u32 edge##_mask_bits_b = edge##_mask_bits >> 8;                              \
3258                                                                                \
3259   while(sub_tile_height)                                                       \
3260   {                                                                            \
3261     setup_sprite_tile_fetch_texel_block_8bpp(0);                               \
3262     gvzip_u8(texels_wide, texels, texels);                                     \
3263     gvget_lo(texels_half, texels_wide);                                        \
3264     gvst1_u8(texels_half, block->r.e);                                         \
3265     block->draw_mask_bits = edge##_mask_bits_a;                                \
3266     block->fb_ptr = fb_ptr;                                                    \
3267     block++;                                                                   \
3268                                                                                \
3269     gvst1_u8(texels_half, block->r.e);                                         \
3270     block->draw_mask_bits = edge##_mask_bits_a;                                \
3271     block->fb_ptr = fb_ptr + 1024;                                             \
3272     block++;                                                                   \
3273                                                                                \
3274     gvget_hi(texels_half, texels_wide);                                        \
3275     gvst1_u8(texels_half, block->r.e);                                         \
3276     block->draw_mask_bits = edge##_mask_bits_b;                                \
3277     block->fb_ptr = fb_ptr + 8;                                                \
3278     block++;                                                                   \
3279                                                                                \
3280     gvst1_u8(texels_half, block->r.e);                                         \
3281     block->draw_mask_bits = edge##_mask_bits_b;                                \
3282     block->fb_ptr = fb_ptr + 8 + 1024;                                         \
3283     block++;                                                                   \
3284                                                                                \
3285     fb_ptr += 2048;                                                            \
3286     texture_offset += 0x10;                                                    \
3287     sub_tile_height--;                                                         \
3288   }                                                                            \
3289   texture_offset += 0xF00;                                                     \
3290   psx_gpu->num_blocks = num_blocks;                                            \
3291 }                                                                              \
3292
3293 #define setup_sprite_tile_column_edge_pre_adjust_half_right_4x()               \
3294   texture_offset = texture_offset_base + 8;                                    \
3295   fb_ptr += 16                                                                 \
3296
3297 #define setup_sprite_tile_column_edge_pre_adjust_half_left_4x()                \
3298   texture_offset = texture_offset_base                                         \
3299
3300 #define setup_sprite_tile_column_edge_pre_adjust_half_4x(edge)                 \
3301   setup_sprite_tile_column_edge_pre_adjust_half_##edge##_4x()                  \
3302
3303 #define setup_sprite_tile_column_edge_pre_adjust_full_4x(edge)                 \
3304   texture_offset = texture_offset_base                                         \
3305
3306 #define setup_sprite_tile_column_edge_post_adjust_half_right_4x()              \
3307   fb_ptr -= 16                                                                 \
3308
3309 #define setup_sprite_tile_column_edge_post_adjust_half_left_4x()               \
3310
3311 #define setup_sprite_tile_column_edge_post_adjust_half_4x(edge)                \
3312   setup_sprite_tile_column_edge_post_adjust_half_##edge##_4x()                 \
3313
3314 #define setup_sprite_tile_column_edge_post_adjust_full_4x(edge)                \
3315
3316 #define setup_sprite_offset_u_adjust()                                         \
3317
3318 #define setup_sprite_comapre_left_block_mask()                                 \
3319   ((left_block_mask & 0xFF) == 0xFF)                                           \
3320
3321 #define setup_sprite_comapre_right_block_mask()                                \
3322   (((right_block_mask >> 8) & 0xFF) == 0xFF)                                   \
3323
3324 #define setup_sprite_offset_u_adjust_4x()                                      \
3325   offset_u *= 2;                                                               \
3326   offset_u_right = offset_u_right * 2 + 1                                      \
3327
3328 #define setup_sprite_comapre_left_block_mask_4x()                              \
3329   ((left_block_mask & 0xFFFF) == 0xFFFF)                                       \
3330
3331 #define setup_sprite_comapre_right_block_mask_4x()                             \
3332   (((right_block_mask >> 16) & 0xFFFF) == 0xFFFF)                              \
3333
3334
3335 #define setup_sprite_tiled_do(texture_mode, x4mode)                            \
3336   s32 offset_u = u & 0xF;                                                      \
3337   s32 offset_v = v & 0xF;                                                      \
3338                                                                                \
3339   s32 width_rounded = offset_u + width + 15;                                   \
3340   s32 height_rounded = offset_v + height + 15;                                 \
3341   s32 tile_height = height_rounded / 16;                                       \
3342   s32 tile_width = width_rounded / 16;                                         \
3343   u32 offset_u_right = width_rounded & 0xF;                                    \
3344                                                                                \
3345   setup_sprite_offset_u_adjust##x4mode();                                      \
3346                                                                                \
3347   u32 left_block_mask = ~(0xFFFFFFFF << offset_u);                             \
3348   u32 right_block_mask = 0xFFFFFFFE << offset_u_right;                         \
3349                                                                                \
3350   u32 left_mask_bits;                                                          \
3351   u32 right_mask_bits;                                                         \
3352                                                                                \
3353   u32 sub_tile_height;                                                         \
3354   u32 column_data;                                                             \
3355                                                                                \
3356   u32 texture_mask = (psx_gpu->texture_mask_width & 0xF) |                     \
3357    ((psx_gpu->texture_mask_height & 0xF) << 4) |                               \
3358    ((psx_gpu->texture_mask_width >> 4) << 8) |                                 \
3359    ((psx_gpu->texture_mask_height >> 4) << 12);                                \
3360   u32 texture_offset = ((v & 0xF) << 4) | ((u & 0xF0) << 4) |                  \
3361    ((v & 0xF0) << 8);                                                          \
3362   u32 texture_offset_base = texture_offset;                                    \
3363   u32 control_mask;                                                            \
3364                                                                                \
3365   u16 *fb_ptr = psx_gpu->vram_out_ptr + (y * 1024) + (x - offset_u);           \
3366   u32 num_blocks = psx_gpu->num_blocks;                                        \
3367   block_struct *block = psx_gpu->blocks + num_blocks;                          \
3368                                                                                \
3369   u16 *texture_block_ptr;                                                      \
3370   vec_8x8u texels;                                                             \
3371                                                                                \
3372   setup_sprite_tiled_initialize_##texture_mode##x4mode();                      \
3373                                                                                \
3374   control_mask = tile_width == 1;                                              \
3375   control_mask |= (tile_height == 1) << 1;                                     \
3376   control_mask |= setup_sprite_comapre_left_block_mask##x4mode() << 2;         \
3377   control_mask |= setup_sprite_comapre_right_block_mask##x4mode() << 3;        \
3378                                                                                \
3379   switch(control_mask)                                                         \
3380   {                                                                            \
3381     default:                                                                   \
3382     case 0x0:                                                                  \
3383       setup_sprite_tile_column_width_multi(texture_mode, multi, full, full,    \
3384        x4mode);                                                                \
3385       break;                                                                   \
3386                                                                                \
3387     case 0x1:                                                                  \
3388       setup_sprite_tile_column_width_single(texture_mode, multi, full, none,   \
3389        x4mode);                                                                \
3390       break;                                                                   \
3391                                                                                \
3392     case 0x2:                                                                  \
3393       setup_sprite_tile_column_width_multi(texture_mode, single, full, full,   \
3394        x4mode);                                                                \
3395       break;                                                                   \
3396                                                                                \
3397     case 0x3:                                                                  \
3398       setup_sprite_tile_column_width_single(texture_mode, single, full, none,  \
3399        x4mode);                                                                \
3400       break;                                                                   \
3401                                                                                \
3402     case 0x4:                                                                  \
3403       setup_sprite_tile_column_width_multi(texture_mode, multi, half, full,    \
3404        x4mode);                                                                \
3405       break;                                                                   \
3406                                                                                \
3407     case 0x5:                                                                  \
3408       setup_sprite_tile_column_width_single(texture_mode, multi, half, right,  \
3409        x4mode);                                                                \
3410       break;                                                                   \
3411                                                                                \
3412     case 0x6:                                                                  \
3413       setup_sprite_tile_column_width_multi(texture_mode, single, half, full,   \
3414        x4mode);                                                                \
3415       break;                                                                   \
3416                                                                                \
3417     case 0x7:                                                                  \
3418       setup_sprite_tile_column_width_single(texture_mode, single, half, right, \
3419        x4mode);                                                                \
3420       break;                                                                   \
3421                                                                                \
3422     case 0x8:                                                                  \
3423       setup_sprite_tile_column_width_multi(texture_mode, multi, full, half,    \
3424        x4mode);                                                                \
3425       break;                                                                   \
3426                                                                                \
3427     case 0x9:                                                                  \
3428       setup_sprite_tile_column_width_single(texture_mode, multi, half, left,   \
3429        x4mode);                                                                \
3430       break;                                                                   \
3431                                                                                \
3432     case 0xA:                                                                  \
3433       setup_sprite_tile_column_width_multi(texture_mode, single, full, half,   \
3434        x4mode);                                                                \
3435       break;                                                                   \
3436                                                                                \
3437     case 0xB:                                                                  \
3438       setup_sprite_tile_column_width_single(texture_mode, single, half, left,  \
3439        x4mode);                                                                \
3440       break;                                                                   \
3441                                                                                \
3442     case 0xC:                                                                  \
3443       setup_sprite_tile_column_width_multi(texture_mode, multi, half, half,    \
3444        x4mode);                                                                \
3445       break;                                                                   \
3446                                                                                \
3447     case 0xE:                                                                  \
3448       setup_sprite_tile_column_width_multi(texture_mode, single, half, half,   \
3449        x4mode);                                                                \
3450       break;                                                                   \
3451   }                                                                            \
3452
3453 void setup_sprite_4bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3454  s32 width, s32 height, u32 color)
3455 {
3456 #if 0
3457   setup_sprite_4bpp_(psx_gpu, x, y, u, v, width, height, color);
3458   return;
3459 #endif
3460   setup_sprite_tiled_do(4bpp,)
3461 }
3462
3463 void setup_sprite_8bpp(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3464  s32 width, s32 height, u32 color)
3465 {
3466 #if 0
3467   setup_sprite_8bpp_(psx_gpu, x, y, u, v, width, height, color);
3468   return;
3469 #endif
3470   setup_sprite_tiled_do(8bpp,)
3471 }
3472
3473 #undef draw_mask_fb_ptr_left
3474 #undef draw_mask_fb_ptr_right
3475
3476 void setup_sprite_4bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3477  s32 width, s32 height, u32 color)
3478 {
3479 #if 0
3480   setup_sprite_4bpp_4x_(psx_gpu, x, y, u, v, width, height, color);
3481   return;
3482 #endif
3483   setup_sprite_tiled_do(4bpp, _4x)
3484 }
3485
3486 void setup_sprite_8bpp_4x(psx_gpu_struct *psx_gpu, s32 x, s32 y, s32 u, s32 v,
3487  s32 width, s32 height, u32 color)
3488 {
3489 #if 0
3490   setup_sprite_8bpp_4x_(psx_gpu, x, y, u, v, width, height, color);
3491   return;
3492 #endif
3493   setup_sprite_tiled_do(8bpp, _4x)
3494 }
3495
3496
3497 void scale2x_tiles8(void * __restrict__ dst_, const void * __restrict__ src_, int w8, int h)
3498 {
3499 #if 0
3500   scale2x_tiles8_(dst, src_, w8, h);
3501   return;
3502 #endif
3503   const u16 * __restrict__ src = src_;
3504   const u16 * __restrict__ src1;
3505   u16 * __restrict__ dst = dst_;
3506   u16 * __restrict__ dst1;
3507   gvreg a, b;
3508   int w;
3509   for (; h > 0; h--, src += 1024, dst += 1024*2)
3510   {
3511     src1 = src;
3512     dst1 = dst;
3513     for (w = w8; w > 0; w--, src1 += 8, dst1 += 8*2)
3514     {
3515       gvld1q_u16(a, src1);
3516       gvzipq_u16(a, b, a, a);
3517       gvst1q_u16(a, dst1);
3518       gvst1q_u16(b, dst1 + 8);
3519       gvst1q_u16(a, dst1 + 1024);
3520       gvst1q_u16(b, dst1 + 1024 + 8);
3521     }
3522   }
3523 }
3524
3525 // vim:ts=2:sw=2:expandtab